Table of Contents

Class InputMap

Namespace
Godot
Assembly
GodotSharp.dll

Manages all InputEventAction which can be created/modified from the project settings menu Project > Project Settings > Input Map or in code with AddAction(StringName, float) and ActionAddEvent(StringName, InputEvent). See _Input(InputEvent).

public static class InputMap
Inheritance
InputMap
Inherited Members

Properties

Singleton

public static InputMapInstance Singleton { get; }

Property Value

InputMapInstance

Methods

ActionAddEvent(StringName, InputEvent)

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

public static void ActionAddEvent(StringName action, InputEvent @event)

Parameters

action StringName
event InputEvent

ActionEraseEvent(StringName, InputEvent)

Removes an InputEvent from an action.

public static void ActionEraseEvent(StringName action, InputEvent @event)

Parameters

action StringName
event InputEvent

ActionEraseEvents(StringName)

Removes all events from an action.

public static void ActionEraseEvents(StringName action)

Parameters

action StringName

ActionGetDeadzone(StringName)

Returns a deadzone value for the action.

public static float ActionGetDeadzone(StringName action)

Parameters

action StringName

Returns

float

ActionGetEvents(StringName)

Returns an array of InputEvents associated with a given action.

Note: 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 input/* settings from ProjectSettings.

public static Array<InputEvent> ActionGetEvents(StringName action)

Parameters

action StringName

Returns

Array<InputEvent>

ActionHasEvent(StringName, InputEvent)

Returns true if the action has the given InputEvent associated with it.

public static bool ActionHasEvent(StringName action, InputEvent @event)

Parameters

action StringName
event InputEvent

Returns

bool

ActionSetDeadzone(StringName, float)

Sets a deadzone value for the action.

public static void ActionSetDeadzone(StringName action, float deadzone)

Parameters

action StringName
deadzone float

AddAction(StringName, float)

Adds an empty action to the InputMap with a configurable deadzone.

An InputEvent can then be added to this action with ActionAddEvent(StringName, InputEvent).

public static void AddAction(StringName action, float deadzone = 0.5)

Parameters

action StringName
deadzone float

EraseAction(StringName)

Removes an action from the InputMap.

public static void EraseAction(StringName action)

Parameters

action StringName

EventIsAction(InputEvent, StringName, bool)

Returns true 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 ActionHasEvent(StringName, InputEvent) if you don't want this behavior.

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

public static bool EventIsAction(InputEvent @event, StringName action, bool exactMatch = false)

Parameters

event InputEvent
action StringName
exactMatch bool

Returns

bool

GetActions()

Returns an array of all actions in the InputMap.

public static Array<StringName> GetActions()

Returns

Array<StringName>

HasAction(StringName)

Returns true if the InputMap has a registered action with the given name.

public static bool HasAction(StringName action)

Parameters

action StringName

Returns

bool

LoadFromProjectSettings()

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

public static void LoadFromProjectSettings()