1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
|
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Input" inherits="Object" category="Core" version="3.1">
<brief_description>
A Singleton that deals with inputs.
</brief_description>
<description>
A Singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the Project Settings / Input Map tab. Or be set with [InputMap].
</description>
<tutorials>
<link>http://docs.godotengine.org/en/3.0/tutorials/inputs/index.html</link>
</tutorials>
<demos>
</demos>
<methods>
<method name="action_press">
<return type="void">
</return>
<argument index="0" name="action" type="String">
</argument>
<description>
This will simulate pressing the specified action.
</description>
</method>
<method name="action_release">
<return type="void">
</return>
<argument index="0" name="action" type="String">
</argument>
<description>
If the specified action is already pressed, this will release it.
</description>
</method>
<method name="add_joy_mapping">
<return type="void">
</return>
<argument index="0" name="mapping" type="String">
</argument>
<argument index="1" name="update_existing" type="bool" default="false">
</argument>
<description>
Add a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.
</description>
</method>
<method name="get_accelerometer" qualifiers="const">
<return type="Vector3">
</return>
<description>
If the device has an accelerometer, this will return the acceleration. Otherwise, it returns an empty [Vector3].
Note this method returns an empty [Vector3] when running from the editor even when your device has an accelerometer. You must export your project to a supported device to read values from the accelerometer.
</description>
</method>
<method name="get_action_strength" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="action" type="String">
</argument>
<description>
</description>
</method>
<method name="get_connected_joypads">
<return type="Array">
</return>
<description>
Returns an [Array] containing the device IDs of all currently connected joypads.
</description>
</method>
<method name="get_gravity" qualifiers="const">
<return type="Vector3">
</return>
<description>
If the device has an accelerometer, this will return the gravity. Otherwise, it returns an empty [Vector3].
</description>
</method>
<method name="get_gyroscope" qualifiers="const">
<return type="Vector3">
</return>
<description>
If the device has a gyroscope, this will return the rate of rotation in rad/s around a device's x, y, and z axis. Otherwise, it returns an empty [Vector3].
</description>
</method>
<method name="get_joy_axis" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="device" type="int">
</argument>
<argument index="1" name="axis" type="int">
</argument>
<description>
Returns the current value of the joypad axis at given index (see [code]JOY_*[/code] constants in [@GlobalScope])
</description>
</method>
<method name="get_joy_axis_index_from_string">
<return type="int">
</return>
<argument index="0" name="axis" type="String">
</argument>
<description>
Returns the index of the provided axis name.
</description>
</method>
<method name="get_joy_axis_string">
<return type="String">
</return>
<argument index="0" name="axis_index" type="int">
</argument>
<description>
Receives a [code]JOY_AXIS_*[/code] Enum and returns its equivalent name as a string.
</description>
</method>
<method name="get_joy_button_index_from_string">
<return type="int">
</return>
<argument index="0" name="button" type="String">
</argument>
<description>
Returns the index of the provided button name.
</description>
</method>
<method name="get_joy_button_string">
<return type="String">
</return>
<argument index="0" name="button_index" type="int">
</argument>
<description>
Receives a [code]JOY_BUTTON_*[/code] Enum and returns it's equivalent name as a string.
</description>
</method>
<method name="get_joy_guid" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="device" type="int">
</argument>
<description>
Returns a SDL2 compatible device guid on platforms that use gamepad remapping. Returns "Default Gamepad" otherwise.
</description>
</method>
<method name="get_joy_name">
<return type="String">
</return>
<argument index="0" name="device" type="int">
</argument>
<description>
Returns the name of the joypad at the specified device index
</description>
</method>
<method name="get_joy_vibration_duration">
<return type="float">
</return>
<argument index="0" name="device" type="int">
</argument>
<description>
Returns the duration of the current vibration effect in seconds.
</description>
</method>
<method name="get_joy_vibration_strength">
<return type="Vector2">
</return>
<argument index="0" name="device" type="int">
</argument>
<description>
Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor.
</description>
</method>
<method name="get_last_mouse_speed" qualifiers="const">
<return type="Vector2">
</return>
<description>
Returns the mouse speed for the last time the cursor was moved, and this until the next frame where the mouse moves. This means that even if the mouse is not moving, this function will still return the value of the last motion.
</description>
</method>
<method name="get_magnetometer" qualifiers="const">
<return type="Vector3">
</return>
<description>
If the device has a magnetometer, this will return the magnetic field strength in micro-Tesla for all axes.
</description>
</method>
<method name="get_mouse_button_mask" qualifiers="const">
<return type="int">
</return>
<description>
Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time the bits are added together.
</description>
</method>
<method name="get_mouse_mode" qualifiers="const">
<return type="int" enum="Input.MouseMode">
</return>
<description>
Return the mouse mode. See the constants for more information.
</description>
</method>
<method name="is_action_just_pressed" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="action" type="String">
</argument>
<description>
Returns [code]true[/code] when the user starts pressing the action event, meaning it's true only on the frame that the user pressed down the button.
This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed.
</description>
</method>
<method name="is_action_just_released" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="action" type="String">
</argument>
<description>
Returns [code]true[/code] when the user stops pressing the action event, meaning it's true only on the frame that the user released the button.
</description>
</method>
<method name="is_action_pressed" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="action" type="String">
</argument>
<description>
Returns [code]true[/code] if you are pressing the action event.
</description>
</method>
<method name="is_joy_button_pressed" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="device" type="int">
</argument>
<argument index="1" name="button" type="int">
</argument>
<description>
Returns [code]true[/code] if you are pressing the joypad button. (see [code]JOY_*[/code] constants in [@GlobalScope])
</description>
</method>
<method name="is_joy_known">
<return type="bool">
</return>
<argument index="0" name="device" type="int">
</argument>
<description>
Returns [code]true[/code] if the system knows the specified device. This means that it sets all button and axis indices exactly as defined in the [code]JOY_*[/code] constants (see [@GlobalScope]). Unknown joypads are not expected to match these constants, but you can still retrieve events from them.
</description>
</method>
<method name="is_key_pressed" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="scancode" type="int">
</argument>
<description>
Returns [code]true[/code] if you are pressing the key. You can pass [code]KEY_*[/code], which are pre-defined constants listed in [@GlobalScope].
</description>
</method>
<method name="is_mouse_button_pressed" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="button" type="int">
</argument>
<description>
Returns [code]true[/code] if you are pressing the mouse button. You can pass [code]BUTTON_*[/code], which are pre-defined constants listed in [@GlobalScope].
</description>
</method>
<method name="joy_connection_changed">
<return type="void">
</return>
<argument index="0" name="device" type="int">
</argument>
<argument index="1" name="connected" type="bool">
</argument>
<argument index="2" name="name" type="String">
</argument>
<argument index="3" name="guid" type="String">
</argument>
<description>
</description>
</method>
<method name="parse_input_event">
<return type="void">
</return>
<argument index="0" name="event" type="InputEvent">
</argument>
<description>
Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code.
</description>
</method>
<method name="remove_joy_mapping">
<return type="void">
</return>
<argument index="0" name="guid" type="String">
</argument>
<description>
Removes all mappings from the internal db that match the given uid.
</description>
</method>
<method name="set_custom_mouse_cursor">
<return type="void">
</return>
<argument index="0" name="image" type="Resource">
</argument>
<argument index="1" name="shape" type="int" enum="Input.CursorShape" default="0">
</argument>
<argument index="2" name="hotspot" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
Sets a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. Passing [code]null[/code] to the image parameter resets to the system cursor. See enum [code]CURSOR_*[/code] for the list of shapes.
[code]image[/code]'s size must be lower than 256x256.
[code]hotspot[/code] must be within [code]image[/code]'s size.
</description>
</method>
<method name="set_default_cursor_shape">
<return type="void">
</return>
<argument index="0" name="shape" type="int" enum="Input.CursorShape" default="0">
</argument>
<description>
Sets the default cursor shape to be used in the viewport instead of [code]CURSOR_ARROW[/code].
Note that if you want to change the default cursor shape for [Control]'s nodes, use [member Control.mouse_default_cursor_shape] instead.
</description>
</method>
<method name="set_mouse_mode">
<return type="void">
</return>
<argument index="0" name="mode" type="int" enum="Input.MouseMode">
</argument>
<description>
Set the mouse mode. See the constants for more information.
</description>
</method>
<method name="start_joy_vibration">
<return type="void">
</return>
<argument index="0" name="device" type="int">
</argument>
<argument index="1" name="weak_magnitude" type="float">
</argument>
<argument index="2" name="strong_magnitude" type="float">
</argument>
<argument index="3" name="duration" type="float" default="0">
</argument>
<description>
Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. weak_magnitude is the strength of the weak motor (between 0 and 1) and strong_magnitude is the strength of the strong motor (between 0 and 1). duration is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely).
Note that not every hardware is compatible with long effect durations, it is recommended to restart an effect if in need to play it for more than a few seconds.
</description>
</method>
<method name="stop_joy_vibration">
<return type="void">
</return>
<argument index="0" name="device" type="int">
</argument>
<description>
Stops the vibration of the joypad.
</description>
</method>
<method name="warp_mouse_position">
<return type="void">
</return>
<argument index="0" name="to" type="Vector2">
</argument>
<description>
Sets the mouse position to the specified vector.
</description>
</method>
</methods>
<signals>
<signal name="joy_connection_changed">
<argument index="0" name="device" type="int">
</argument>
<argument index="1" name="connected" type="bool">
</argument>
<description>
Emitted when a joypad device has been connected or disconnected.
</description>
</signal>
</signals>
<constants>
<constant name="MOUSE_MODE_VISIBLE" value="0" enum="MouseMode">
Makes the mouse cursor visible if it is hidden.
</constant>
<constant name="MOUSE_MODE_HIDDEN" value="1" enum="MouseMode">
Makes the mouse cursor hidden if it is visible.
</constant>
<constant name="MOUSE_MODE_CAPTURED" value="2" enum="MouseMode">
Captures the mouse. The mouse will be hidden and unable to leave the game window. But it will still register movement and mouse button presses.
</constant>
<constant name="MOUSE_MODE_CONFINED" value="3" enum="MouseMode">
Makes the mouse cursor visible but confines it to the game window.
</constant>
<constant name="CURSOR_ARROW" value="0" enum="CursorShape">
Arrow cursor. Standard, default pointing cursor.
</constant>
<constant name="CURSOR_IBEAM" value="1" enum="CursorShape">
I-beam cursor. Usually used to show where the text cursor will appear when the mouse is clicked.
</constant>
<constant name="CURSOR_POINTING_HAND" value="2" enum="CursorShape">
Pointing hand cursor. Usually used to indicate the pointer is over a link or other interactable item.
</constant>
<constant name="CURSOR_CROSS" value="3" enum="CursorShape">
Cross cursor. Typically appears over regions in which a drawing operation can be performed or for selections.
</constant>
<constant name="CURSOR_WAIT" value="4" enum="CursorShape">
Wait cursor. Indicates that the application is busy performing an operation.
</constant>
<constant name="CURSOR_BUSY" value="5" enum="CursorShape">
Busy cursor. See [code]CURSOR_WAIT[/code].
</constant>
<constant name="CURSOR_DRAG" value="6" enum="CursorShape">
Drag cursor. Usually displayed when dragging something.
</constant>
<constant name="CURSOR_CAN_DROP" value="7" enum="CursorShape">
Can drop cursor. Usually displayed when dragging something to indicate that it can be dropped at the current position.
</constant>
<constant name="CURSOR_FORBIDDEN" value="8" enum="CursorShape">
Forbidden cursor. Indicates that the current action is forbidden (for example, when dragging something) or that the control at a position is disabled.
</constant>
<constant name="CURSOR_VSIZE" value="9" enum="CursorShape">
Vertical resize mouse cursor. A double headed vertical arrow. It tells the user they can resize the window or the panel vertically.
</constant>
<constant name="CURSOR_HSIZE" value="10" enum="CursorShape">
Horizontal resize mouse cursor. A double headed horizontal arrow. It tells the user they can resize the window or the panel horizontally.
</constant>
<constant name="CURSOR_BDIAGSIZE" value="11" enum="CursorShape">
Window resize mouse cursor. The cursor is a double headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically.
</constant>
<constant name="CURSOR_FDIAGSIZE" value="12" enum="CursorShape">
Window resize mouse cursor. The cursor is a double headed arrow that goes from the top left to the bottom right, the opposite of [code]CURSOR_BDIAGSIZE[/code]. It tells the user they can resize the window or the panel both horizontally and vertically.
</constant>
<constant name="CURSOR_MOVE" value="13" enum="CursorShape">
Move cursor. Indicates that something can be moved.
</constant>
<constant name="CURSOR_VSPLIT" value="14" enum="CursorShape">
Vertical split mouse cursor. On Windows, it's the same as [code]CURSOR_VSIZE[/code].
</constant>
<constant name="CURSOR_HSPLIT" value="15" enum="CursorShape">
Horizontal split mouse cursor. On Windows, it's the same as [code]CURSOR_HSIZE[/code].
</constant>
<constant name="CURSOR_HELP" value="16" enum="CursorShape">
Help cursor. Usually a question mark.
</constant>
</constants>
</class>
|