Table of Contents

Class InputInstance

Namespace
Godot
Assembly
GodotSharp.dll

The Input singleton handles key presses, mouse buttons and movement, gamepads, and input actions. Actions and their events can be set in the Input Map tab in Project > Project Settings, or with the InputMap class.

Note: Input's methods reflect the global input state and are not affected by AcceptEvent() or SetInputAsHandled(), as those methods only deal with the way input is propagated in the SceneTree.

[GodotClassName("Input")]
public class InputInstance : GodotObject, IDisposable
Inheritance
InputInstance
Implements
Inherited Members

Properties

MouseMode

Controls the mouse mode. See Input.MouseModeEnum for more information.

public Input.MouseModeEnum MouseMode { get; set; }

Property Value

Input.MouseModeEnum

UseAccumulatedInput

If true, 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.

public bool UseAccumulatedInput { get; set; }

Property Value

bool

Methods

ActionPress(StringName, float)

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 _Input(InputEvent) calls. It is intended to be used with IsActionPressed(StringName, bool) and IsActionJustPressed(StringName, bool). If you want to simulate _input, use ParseInputEvent(InputEvent) instead.

public void ActionPress(StringName action, float strength = 1)

Parameters

action StringName
strength float

ActionRelease(StringName)

If the specified action is already pressed, this will release it.

public void ActionRelease(StringName action)

Parameters

action StringName

AddJoyMapping(string, bool)

Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.

public void AddJoyMapping(string mapping, bool updateExisting = false)

Parameters

mapping string
updateExisting bool

FlushBufferedEvents()

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 (UseAccumulatedInput) or agile input flushing (ProjectSettings.input_devices/buffering/agile_event_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.

public void FlushBufferedEvents()

GetAccelerometer()

Returns the acceleration in m/s² of the device's accelerometer sensor, if the device has one. Otherwise, the method returns Vector3.ZERO.

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 Android and iOS. On other platforms, it always returns Vector3.ZERO.

public Vector3 GetAccelerometer()

Returns

Vector3

GetActionRawStrength(StringName, bool)

Returns a value between 0 and 1 representing the raw intensity of the given action, ignoring the action's deadzone. In most cases, you should use GetActionStrength(StringName, bool) instead.

If exactMatch is false, it ignores additional input modifiers for InputEventKey and InputEventMouseButton events, and the direction for InputEventJoypadMotion events.

public float GetActionRawStrength(StringName action, bool exactMatch = false)

Parameters

action StringName
exactMatch bool

Returns

float

GetActionStrength(StringName, bool)

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 such as the keyboard, the value returned will be 0 or 1.

If exactMatch is false, it ignores additional input modifiers for InputEventKey and InputEventMouseButton events, and the direction for InputEventJoypadMotion events.

public float GetActionStrength(StringName action, bool exactMatch = false)

Parameters

action StringName
exactMatch bool

Returns

float

GetAxis(StringName, StringName)

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").

public float GetAxis(StringName negativeAction, StringName positiveAction)

Parameters

negativeAction StringName
positiveAction StringName

Returns

float

GetConnectedJoypads()

Returns an Array containing the device IDs of all currently connected joypads.

public Array<int> GetConnectedJoypads()

Returns

Array<int>

GetCurrentCursorShape()

Returns the currently assigned cursor shape (see Input.CursorShape).

public Input.CursorShape GetCurrentCursorShape()

Returns

Input.CursorShape

GetGravity()

Returns the gravity in m/s² 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 Vector3.ZERO.

public Vector3 GetGravity()

Returns

Vector3

GetGyroscope()

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 Vector3.ZERO.

Note: This method only works on Android and iOS. On other platforms, it always returns Vector3.ZERO.

public Vector3 GetGyroscope()

Returns

Vector3

GetJoyAxis(int, JoyAxis)

Returns the current value of the joypad axis at given index (see JoyAxis).

public float GetJoyAxis(int device, JoyAxis axis)

Parameters

device int
axis JoyAxis

Returns

float

GetJoyGuid(int)

Returns a SDL2-compatible device GUID on platforms that use gamepad remapping, e.g. 030000004c050000c405000000010000. Returns "Default Gamepad" otherwise. Godot uses the SDL2 game controller database to determine gamepad names and mappings based on this GUID.

public string GetJoyGuid(int device)

Parameters

device int

Returns

string

GetJoyInfo(int)

Returns a dictionary with extra platform-specific information about the device, e.g. the raw gamepad name from the OS or the Steam Input index.

On Windows the dictionary contains the following fields:

xinput_index: The index of the controller in the XInput system.

On Linux:

raw_name: The name of the controller as it came from the OS, before getting renamed by the godot controller database.

vendor_id: The USB vendor ID of the device.

product_id: The USB product ID of the device.

steam_input_index: The Steam Input gamepad index, if the device is not a Steam Input device this key won't be present.

public Dictionary GetJoyInfo(int device)

Parameters

device int

Returns

Dictionary

GetJoyName(int)

Returns the name of the joypad at the specified device index, e.g. PS4 Controller. Godot uses the SDL2 game controller database to determine gamepad names.

public string GetJoyName(int device)

Parameters

device int

Returns

string

GetJoyVibrationDuration(int)

Returns the duration of the current vibration effect in seconds.

public float GetJoyVibrationDuration(int device)

Parameters

device int

Returns

float

GetJoyVibrationStrength(int)

Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor.

public Vector2 GetJoyVibrationStrength(int device)

Parameters

device int

Returns

Vector2

GetLastMouseVelocity()

Returns the last mouse velocity. To provide a precise and jitter-free velocity, mouse velocity is only calculated every 0.1s. Therefore, mouse velocity will lag mouse movements.

public Vector2 GetLastMouseVelocity()

Returns

Vector2

GetMagnetometer()

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 Vector3.ZERO.

Note: This method only works on Android and iOS. On other platforms, it always returns Vector3.ZERO.

public Vector3 GetMagnetometer()

Returns

Vector3

GetMouseButtonMask()

Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. Equivalent to MouseGetButtonState().

public MouseButtonMask GetMouseButtonMask()

Returns

MouseButtonMask

GetVector(StringName, StringName, StringName, StringName, float)

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).

public Vector2 GetVector(StringName negativeX, StringName positiveX, StringName negativeY, StringName positiveY, float deadzone = -1)

Parameters

negativeX StringName
positiveX StringName
negativeY StringName
positiveY StringName
deadzone float

Returns

Vector2

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool

IsActionJustPressed(StringName, bool)

Returns true when the user has started pressing the action event in the current frame or physics tick. It will only return true on the frame or tick 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 exactMatch is false, it ignores additional input modifiers for InputEventKey and InputEventMouseButton events, and the direction for InputEventJoypadMotion events.

Note: Returning true does not imply that the action is still pressed. An action can be pressed and released again rapidly, and true will still be returned so as not to miss input.

Note: Due to keyboard ghosting, IsActionJustPressed(StringName, bool) may return false even if one of the action's keys is pressed. See Input examples in the documentation for more information.

Note: During input handling (e.g. _Input(InputEvent)), use IsActionPressed(StringName, bool, bool) instead to query the action state of the current event.

public bool IsActionJustPressed(StringName action, bool exactMatch = false)

Parameters

action StringName
exactMatch bool

Returns

bool

IsActionJustReleased(StringName, bool)

Returns true when the user stops pressing the action event in the current frame or physics tick. It will only return true on the frame or tick that the user releases the button.

Note: Returning true does not imply that the action is still not pressed. An action can be released and pressed again rapidly, and true will still be returned so as not to miss input.

If exactMatch is false, it ignores additional input modifiers for InputEventKey and InputEventMouseButton events, and the direction for InputEventJoypadMotion events.

Note: During input handling (e.g. _Input(InputEvent)), use IsActionReleased(StringName, bool) instead to query the action state of the current event.

public bool IsActionJustReleased(StringName action, bool exactMatch = false)

Parameters

action StringName
exactMatch bool

Returns

bool

IsActionPressed(StringName, bool)

Returns true if you are pressing the action event.

If exactMatch is false, it ignores additional input modifiers for InputEventKey and InputEventMouseButton events, and the direction for InputEventJoypadMotion events.

Note: Due to keyboard ghosting, IsActionPressed(StringName, bool) may return false even if one of the action's keys is pressed. See Input examples in the documentation for more information.

public bool IsActionPressed(StringName action, bool exactMatch = false)

Parameters

action StringName
exactMatch bool

Returns

bool

IsAnythingPressed()

Returns true if any action, key, joypad button, or mouse button is being pressed. This will also return true if any action is simulated via code by calling ActionPress(StringName, float).

public bool IsAnythingPressed()

Returns

bool

IsJoyButtonPressed(int, JoyButton)

Returns true if you are pressing the joypad button (see JoyButton).

public bool IsJoyButtonPressed(int device, JoyButton button)

Parameters

device int
button JoyButton

Returns

bool

IsJoyKnown(int)

Returns true if the system knows the specified device. This means that it sets all button and axis indices. Unknown joypads are not expected to match these constants, but you can still retrieve events from them.

public bool IsJoyKnown(int device)

Parameters

device int

Returns

bool

IsKeyLabelPressed(Key)

Returns true if you are pressing the key with the keycode printed on it. You can pass a Key constant or any Unicode character code.

public bool IsKeyLabelPressed(Key keycode)

Parameters

keycode Key

Returns

bool

IsKeyPressed(Key)

Returns true if you are pressing the Latin key in the current keyboard layout. You can pass a Key constant.

IsKeyPressed(Key) is only recommended over IsPhysicalKeyPressed(Key) 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 IsPhysicalKeyPressed(Key).

Note: Due to keyboard ghosting, IsKeyPressed(Key) may return false even if one of the action's keys is pressed. See Input examples in the documentation for more information.

public bool IsKeyPressed(Key keycode)

Parameters

keycode Key

Returns

bool

IsMouseButtonPressed(MouseButton)

Returns true if you are pressing the mouse button specified with MouseButton.

public bool IsMouseButtonPressed(MouseButton button)

Parameters

button MouseButton

Returns

bool

IsPhysicalKeyPressed(Key)

Returns true if you are pressing the key in the physical location on the 101/102-key US QWERTY keyboard. You can pass a Key constant.

IsPhysicalKeyPressed(Key) is recommended over IsKeyPressed(Key) for in-game actions, as it will make W/A/S/D layouts work regardless of the user's keyboard layout. IsPhysicalKeyPressed(Key) will also ensure that the top row number keys work on any keyboard layout. If in doubt, use IsPhysicalKeyPressed(Key).

Note: Due to keyboard ghosting, IsPhysicalKeyPressed(Key) may return false even if one of the action's keys is pressed. See Input examples in the documentation for more information.

public bool IsPhysicalKeyPressed(Key keycode)

Parameters

keycode Key

Returns

bool

ParseInputEvent(InputEvent)

Feeds an InputEvent to the game. Can be used to artificially trigger input events from code. Also generates _Input(InputEvent) calls.

Example:

var cancelEvent = new InputEventAction();
  cancelEvent.Action = "ui_cancel";
  cancelEvent.Pressed = true;
  Input.ParseInputEvent(cancelEvent);

Note: Calling this function has no influence on the operating system. So for example sending an InputEventMouseMotion will not move the OS mouse cursor to the specified position (use WarpMouse(Vector2) instead) and sending Alt/Cmd + Tab as InputEventKey won't toggle between active windows.

public void ParseInputEvent(InputEvent @event)

Parameters

event InputEvent

RemoveJoyMapping(string)

Removes all mappings from the internal database that match the given GUID.

public void RemoveJoyMapping(string guid)

Parameters

guid string

SetAccelerometer(Vector3)

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.

public void SetAccelerometer(Vector3 value)

Parameters

value Vector3

SetCustomMouseCursor(Resource, CursorShape, Vector2?)

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 Input.CursorShape for the list of shapes.

image's size must be lower than or equal to 256×256. To avoid rendering issues, sizes lower than or equal to 128×128 are recommended.

hotspot must be within image's size.

Note: AnimatedTextures aren't supported as custom mouse cursors. If using an AnimatedTexture, only the first frame will be displayed.

Note: The Lossless, Lossy or Uncompressed compression modes are recommended. The Video RAM compression mode can be used, but it will be decompressed on the CPU, which means loading times are slowed down and no memory is saved compared to lossless modes.

Note: On the web platform, the maximum allowed cursor image size is 128×128. Cursor images larger than 32×32 will also only be displayed if the mouse cursor image is entirely located within the page for security reasons.

public void SetCustomMouseCursor(Resource image, Input.CursorShape shape = CursorShape.Arrow, Vector2? hotspot = null)

Parameters

image Resource
shape Input.CursorShape
hotspot Vector2?

If the parameter is null, then the default value is new Vector2(0, 0).

SetDefaultCursorShape(CursorShape)

Sets the default cursor shape to be used in the viewport instead of Arrow.

Note: If you want to change the default cursor shape for Control's nodes, use MouseDefaultCursorShape instead.

Note: This method generates an InputEventMouseMotion to update cursor immediately.

public void SetDefaultCursorShape(Input.CursorShape shape = CursorShape.Arrow)

Parameters

shape Input.CursorShape

SetGravity(Vector3)

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.

public void SetGravity(Vector3 value)

Parameters

value Vector3

SetGyroscope(Vector3)

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.

public void SetGyroscope(Vector3 value)

Parameters

value Vector3

SetMagnetometer(Vector3)

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.

public void SetMagnetometer(Vector3 value)

Parameters

value Vector3

ShouldIgnoreDevice(int, int)

Queries whether an input device should be ignored or not. Devices can be ignored by setting the environment variable SDL_GAMECONTROLLER_IGNORE_DEVICES. Read the SDL documentation for more information.

Note: Some 3rd party tools can contribute to the list of ignored devices. For example, SteamInput creates virtual devices from physical devices for remapping purposes. To avoid handling the same input device twice, the original device is added to the ignore list.

public bool ShouldIgnoreDevice(int vendorId, int productId)

Parameters

vendorId int
productId int

Returns

bool

StartJoyVibration(int, float, float, float)

Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. weakMagnitude is the strength of the weak motor (between 0 and 1) and strongMagnitude 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). The vibration can be stopped early by calling StopJoyVibration(int).

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.

public void StartJoyVibration(int device, float weakMagnitude, float strongMagnitude, float duration = 0)

Parameters

device int
weakMagnitude float
strongMagnitude float
duration float

StopJoyVibration(int)

Stops the vibration of the joypad started with StartJoyVibration(int, float, float, float).

public void StopJoyVibration(int device)

Parameters

device int

VibrateHandheld(int)

Vibrate the handheld device for the specified duration in milliseconds.

Note: This method is implemented on Android, iOS, and Web. It has no effect on other platforms.

Note: For Android, VibrateHandheld(int) requires enabling the VIBRATE permission in the export preset. Otherwise, VibrateHandheld(int) will have no effect.

Note: For iOS, specifying the duration is only supported in iOS 13 and later.

Note: Some web browsers such as Safari and Firefox for Android do not support VibrateHandheld(int).

public void VibrateHandheld(int durationMs = 500)

Parameters

durationMs int

WarpMouse(Vector2)

Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the currently focused Window Manager game window.

Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if Input.MouseModeEnum is set to Confined or ConfinedHidden.

Note: WarpMouse(Vector2) is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.

public void WarpMouse(Vector2 position)

Parameters

position Vector2

Events

JoyConnectionChanged

Emitted when a joypad device has been connected or disconnected.

public event InputInstance.JoyConnectionChangedEventHandler JoyConnectionChanged

Event Type

InputInstance.JoyConnectionChangedEventHandler