Class InputMapInstance
- 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).
[GodotClassName("InputMap")]
public class InputMapInstance : GodotObject, IDisposable
- Inheritance
-
InputMapInstance
- Implements
- Inherited Members
Methods
ActionAddEvent(StringName, InputEvent)
Adds an InputEvent to an action. This InputEvent will trigger the action.
public void ActionAddEvent(StringName action, InputEvent @event)
Parameters
action
StringNameevent
InputEvent
ActionEraseEvent(StringName, InputEvent)
Removes an InputEvent from an action.
public void ActionEraseEvent(StringName action, InputEvent @event)
Parameters
action
StringNameevent
InputEvent
ActionEraseEvents(StringName)
Removes all events from an action.
public void ActionEraseEvents(StringName action)
Parameters
action
StringName
ActionGetDeadzone(StringName)
Returns a deadzone value for the action.
public float ActionGetDeadzone(StringName action)
Parameters
action
StringName
Returns
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 Array<InputEvent> ActionGetEvents(StringName action)
Parameters
action
StringName
Returns
ActionHasEvent(StringName, InputEvent)
Returns true
if the action has the given InputEvent associated with it.
public bool ActionHasEvent(StringName action, InputEvent @event)
Parameters
action
StringNameevent
InputEvent
Returns
ActionSetDeadzone(StringName, float)
Sets a deadzone value for the action.
public void ActionSetDeadzone(StringName action, float deadzone)
Parameters
action
StringNamedeadzone
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 void AddAction(StringName action, float deadzone = 0.5)
Parameters
action
StringNamedeadzone
float
EraseAction(StringName)
Removes an action from the InputMap.
public 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 bool EventIsAction(InputEvent @event, StringName action, bool exactMatch = false)
Parameters
event
InputEventaction
StringNameexactMatch
bool
Returns
GetActions()
Returns an array of all actions in the InputMap.
public Array<StringName> GetActions()
Returns
HasAction(StringName)
Returns true
if the InputMap has a registered action with the given name.
public bool HasAction(StringName action)
Parameters
action
StringName
Returns
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_nameName of the method to check for.
Returns
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_nameName of the signal to check for.
Returns
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_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
LoadFromProjectSettings()
Clears all InputEventAction in the InputMap and load it anew from ProjectSettings.
public void LoadFromProjectSettings()