InputMap

package
v0.0.0-...-ae8aae0 Latest Latest
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Published: Jan 30, 2025 License: MIT Imports: 19 Imported by: 0

Documentation

Overview

Package InputMap provides methods for working with InputMap object instances.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

func ActionAddEvent

func ActionAddEvent(action string, event [1]gdclass.InputEvent)

Adds an [InputEvent] to an action. This [InputEvent] will trigger the action.

func ActionEraseEvent

func ActionEraseEvent(action string, event [1]gdclass.InputEvent)

Removes an [InputEvent] from an action.

func ActionEraseEvents

func ActionEraseEvents(action string)

Removes all events from an action.

func ActionGetDeadzone

func ActionGetDeadzone(action string) Float.X

Returns a deadzone value for the action.

func ActionGetEvents

func ActionGetEvents(action string) [][1]gdclass.InputEvent

Returns an array of [InputEvent]s associated with a given action. [b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), this method will return events for the editor action. If you want to access your project's input binds from the editor, read the [code]input/*[/code] settings from [ProjectSettings].

func ActionHasEvent

func ActionHasEvent(action string, event [1]gdclass.InputEvent) bool

Returns [code]true[/code] if the action has the given [InputEvent] associated with it.

func ActionSetDeadzone

func ActionSetDeadzone(action string, deadzone Float.X)

Sets a deadzone value for the action.

func AddAction

func AddAction(action string)

Adds an empty action to the [InputMap] with a configurable [param deadzone]. An [InputEvent] can then be added to this action with [method action_add_event].

func Advanced

func Advanced() class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

func EraseAction

func EraseAction(action string)

Removes an action from the [InputMap].

func EventIsAction

func EventIsAction(event [1]gdclass.InputEvent, action string) bool

Returns [code]true[/code] if the given event is part of an existing action. This method ignores keyboard modifiers if the given [InputEvent] is not pressed (for proper release detection). See [method action_has_event] if you don't want this behavior. If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.

func GetActions

func GetActions() []string

Returns an array of all actions in the [InputMap].

func HasAction

func HasAction(action string) bool

Returns [code]true[/code] if the [InputMap] has a registered action with the given name.

func LoadFromProjectSettings

func LoadFromProjectSettings()

Clears all [InputEventAction] in the [InputMap] and load it anew from [ProjectSettings].

Types

This section is empty.

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