Input
A singleton that deals with inputs.
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 Input Map tab in the Project > Project Settings, or with the class.
Tutorials
Methods
- joy_connection_changed ( device, bool connected )
Emitted when a joypad device has been connected or disconnected.
Enumerations
enum MouseMode:
MOUSE_MODE_VISIBLE = 0 —- Makes the mouse cursor visible if it is hidden.
MOUSE_MODE_HIDDEN = 1 —- Makes the mouse cursor hidden if it is visible.
MOUSE_MODE_CAPTURED = 2 —- Captures the mouse. The mouse will be hidden and its position locked at the center of the screen.
Note: If you want to process the mouse’s movement in this mode, you need to use InputEventMouseMotion.relative.
- MOUSE_MODE_CONFINED = 3 —- Makes the mouse cursor visible but confines it to the game window.
enum CursorShape:
CURSOR_ARROW = 0 —- Arrow cursor. Standard, default pointing cursor.
CURSOR_IBEAM = 1 —- I-beam cursor. Usually used to show where the text cursor will appear when the mouse is clicked.
CURSOR_POINTING_HAND = 2 —- Pointing hand cursor. Usually used to indicate the pointer is over a link or other interactable item.
CURSOR_CROSS = 3 —- Cross cursor. Typically appears over regions in which a drawing operation can be performed or for selections.
CURSOR_WAIT = 4 —- Wait cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application isn’t usable during the operation (e.g. something is blocking its main thread).
CURSOR_BUSY = 5 —- Busy cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application is still usable during the operation.
CURSOR_DRAG = 6 —- Drag cursor. Usually displayed when dragging something.
CURSOR_CAN_DROP = 7 —- Can drop cursor. Usually displayed when dragging something to indicate that it can be dropped at the current position.
CURSOR_FORBIDDEN = 8 —- Forbidden cursor. Indicates that the current action is forbidden (for example, when dragging something) or that the control at a position is disabled.
CURSOR_VSIZE = 9 —- Vertical resize mouse cursor. A double-headed vertical arrow. It tells the user they can resize the window or the panel vertically.
CURSOR_BDIAGSIZE = 11 —- 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.
CURSOR_FDIAGSIZE = 12 —- Window resize mouse cursor. The cursor is a double-headed arrow that goes from the top left to the bottom right, the opposite of . It tells the user they can resize the window or the panel both horizontally and vertically.
CURSOR_MOVE = 13 —- Move cursor. Indicates that something can be moved.
CURSOR_VSPLIT = 14 —- Vertical split mouse cursor. On Windows, it’s the same as CURSOR_VSIZE.
CURSOR_HSPLIT = 15 —- Horizontal split mouse cursor. On Windows, it’s the same as .
CURSOR_HELP = 16 —- Help cursor. Usually a question mark.
- mouse_mode
Controls the mouse mode. See MouseMode for more information.
- use_accumulated_input
If , similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS.
Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input.
Note: Input accumulation is enabled by default. It is recommended to keep it enabled for games which don’t require very reactive input, as this will decrease CPU usage.
Method Descriptions
- void action_press ( action, float strength=1.0 )
This will simulate pressing the specified action.
The strength can be used for non-boolean actions, it’s ranged between 0 and 1 representing the intensity of the given action.
Note: This method will not cause any calls. It is intended to be used with is_action_pressed and . If you want to simulate _input
, use parse_input_event instead.
- void action_release ( action )
If the specified action is already pressed, this will release it.
- void add_joy_mapping ( String mapping, update_existing=false )
Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.
- void flush_buffered_events ( )
Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input (use_accumulated_input) or agile input flushing ().
The engine will already do this itself at key execution points (at least once per frame). However, this can be useful in advanced cases where you want precise control over the timing of event handling.
- Vector3 get_accelerometer ( ) const
Returns the acceleration of the device’s accelerometer sensor, if the device has one. Otherwise, the method returns .
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.
Note: This method only works on iOS, Android, and UWP. On other platforms, it always returns . On Android the unit of measurement for each axis is m/s² while on iOS and UWP it’s a multiple of the Earth’s gravitational acceleration g
(~9.81 m/s²).
If exact
is false
, it ignores additional input modifiers for and InputEventMouseButton events, and the direction for events.
Returns a value between 0 and 1 representing the intensity of the given action. In a joypad, for example, the further away the axis (analog sticks or L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If the action is mapped to a control that has no axis as the keyboard, the value returned will be 0 or 1.
If exact
is false
, it ignores additional input modifiers for and InputEventMouseButton events, and the direction for events.
Get axis input by specifying two actions, one negative and one positive.
This is a shorthand for writing Input.get_action_strength("positive_action") - Input.get_action_strength("negative_action")
.
- get_connected_joypads ( )
Returns an Array containing the device IDs of all currently connected joypads.
- get_current_cursor_shape ( ) const
Returns the currently assigned cursor shape (see CursorShape).
- get_gravity ( ) const
Returns the gravity of the device’s accelerometer sensor, if the device has one. Otherwise, the method returns Vector3.ZERO.
Note: This method only works on Android and iOS. On other platforms, it always returns . On Android the unit of measurement for each axis is m/s² while on iOS it’s a multiple of the Earth’s gravitational acceleration g
(~9.81 m/s²).
- Vector3 get_gyroscope ( ) const
Returns the rotation rate in rad/s around a device’s X, Y, and Z axes of the gyroscope sensor, if the device has one. Otherwise, the method returns .
Note: This method only works on Android and iOS. On other platforms, it always returns Vector3.ZERO.
- get_joy_axis ( int device, axis ) const
Returns the current value of the joypad axis at given index (see JoystickList).
- get_joy_axis_index_from_string ( String axis )
Returns the index of the provided axis name.
- get_joy_axis_string ( int axis_index )
Receives a axis and returns its equivalent name as a string.
- int get_joy_button_index_from_string ( button )
Returns the index of the provided button name.
- String get_joy_button_string ( button_index )
Receives a gamepad button from JoystickList and returns its equivalent name as a string.
- get_joy_guid ( int device ) const
Returns a SDL2-compatible device GUID on platforms that use gamepad remapping. Returns "Default Gamepad"
otherwise.
Returns the name of the joypad at the specified device index.
- get_joy_vibration_duration ( int device )
Returns the duration of the current vibration effect in seconds.
- get_joy_vibration_strength ( int device )
Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor.
- get_last_mouse_speed ( ) const
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.
- Vector3 get_magnetometer ( ) const
Returns the magnetic field strength in micro-Tesla for all axes of the device’s magnetometer sensor, if the device has one. Otherwise, the method returns .
Note: This method only works on Android, iOS and UWP. On other platforms, it always returns Vector3.ZERO.
- get_mouse_button_mask ( ) const
Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together.
- Vector2 get_vector ( negative_x, String positive_x, negative_y, String positive_y, deadzone=-1.0 ) const
Gets an input vector by specifying four actions for the positive and negative X and Y axes.
This method is useful when getting vector input, such as from a joystick, directional pad, arrows, or WASD. The vector has its length limited to 1 and has a circular deadzone, which is useful for using vector input as movement.
By default, the deadzone is automatically calculated from the average of the action deadzones. However, you can override the deadzone to be whatever you want (on the range of 0 to 1).
Returns true
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.
If exact
is , it ignores additional input modifiers for and InputEventMouseButton events, and the direction for events.
Note: Due to keyboard ghosting, is_action_just_pressed may return false
even if one of the action’s keys is pressed. See in the documentation for more information.
Returns true
when the user stops pressing the action event, meaning it’s true
only on the frame that the user released the button.
If exact
is false
, it ignores additional input modifiers for and InputEventMouseButton events, and the direction for events.
Returns true
if you are pressing the action event. Note that if an action has multiple buttons assigned and more than one of them is pressed, releasing one button will release the action, even if some other button assigned to this action is still pressed.
If exact
is false
, it ignores additional input modifiers for and InputEventMouseButton events, and the direction for events.
Note: Due to keyboard ghosting, is_action_pressed may return false
even if one of the action’s keys is pressed. See in the documentation for more information.
Returns true
if you are pressing the joypad button (see ).
- bool is_joy_known ( device )
Returns true
if the system knows the specified device. This means that it sets all button and axis indices exactly as defined in JoystickList. Unknown joypads are not expected to match these constants, but you can still retrieve events from them.
- is_key_pressed ( int scancode ) const
Returns true
if you are pressing the key in the current keyboard layout. You can pass a constant.
is_key_pressed is only recommended over in non-game applications. This ensures that shortcut keys behave as expected depending on the user’s keyboard layout, as keyboard shortcuts are generally dependent on the keyboard layout in non-game applications. If in doubt, use is_physical_key_pressed.
Note: Due to keyboard ghosting, may return even if one of the action’s keys is pressed. See Input examples in the documentation for more information.
- is_mouse_button_pressed ( int button ) const
Returns true
if you are pressing the mouse button specified with .
- bool is_physical_key_pressed ( scancode ) const
Returns true
if you are pressing the key in the physical location on the 101/102-key US QWERTY keyboard. You can pass a KeyList constant.
is recommended over is_key_pressed for in-game actions, as it will make W/A/S/D layouts work regardless of the user’s keyboard layout. will also ensure that the top row number keys work on any keyboard layout. If in doubt, use is_physical_key_pressed.
Note: Due to keyboard ghosting, may return false
even if one of the action’s keys is pressed. See Input examples in the documentation for more information.
Notifies the Input
singleton that a connection has changed, to update the state for the device
index.
This is used internally and should not have to be called from user scripts. See for the signal emitted when this is triggered internally.
- void parse_input_event ( InputEvent event )
Feeds an to the game. Can be used to artificially trigger input events from code. Also generates Node._input calls.
Example:
- void remove_joy_mapping ( guid )
Removes all mappings from the internal database that match the given GUID.
- void set_accelerometer ( Vector3 value )
Sets the acceleration value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.
Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.
- void set_custom_mouse_cursor ( image, CursorShape shape=0, hotspot=Vector2( 0, 0 ) )
Sets a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. Passing null
to the image parameter resets to the system cursor. See CursorShape for the list of shapes.
image
‘s size must be lower than 256×256.
hotspot
must be within image
‘s size.
Note: s aren’t supported as custom mouse cursors. If using an AnimatedTexture, only the first frame will be displayed.
Note: Only images imported with the Lossless, Lossy or Uncompressed compression modes are supported. The Video RAM compression mode can’t be used for custom cursors.
- void set_default_cursor_shape ( shape=0 )
Sets the default cursor shape to be used in the viewport instead of CURSOR_ARROW.
Note: If you want to change the default cursor shape for ‘s nodes, use Control.mouse_default_cursor_shape instead.
Note: This method generates an to update cursor immediately.
- void set_gravity ( Vector3 value )
Sets the gravity value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.
Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.
- void set_gyroscope ( value )
Sets the value of the rotation rate of the gyroscope sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.
Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.
- void set_magnetometer ( Vector3 value )
Sets the value of the magnetic field of the magnetometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.
Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.
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: Not every hardware is compatible with long effect durations; it is recommended to restart an effect if it has to be played for more than a few seconds.
- void stop_joy_vibration ( device )
Stops the vibration of the joypad.
- void vibrate_handheld ( int duration_ms=500 )
Vibrate Android and iOS devices.
Note: For Android, it requires enabling the permission in the export preset.
Note: For iOS, specifying the duration is supported in iOS 13 and later.
Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the game window.