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godot/doc/classes/InputMap.xml
Rémi Verschelde 32ddd4f4e0 Doctool: Remove version attribute from XML header
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).

(cherry picked from commit 81064cc239)
2024-09-11 12:41:48 +02:00

116 lines
4.6 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputMap" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Singleton that manages [InputEventAction].
</brief_description>
<description>
Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project &gt; Project Settings &gt; Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
</description>
<tutorials>
<link>$DOCS_URL/tutorials/inputs/inputevent.html#inputmap</link>
</tutorials>
<methods>
<method name="action_add_event">
<return type="void" />
<argument index="0" name="action" type="String" />
<argument index="1" name="event" type="InputEvent" />
<description>
Adds an [InputEvent] to an action. This [InputEvent] will trigger the action.
</description>
</method>
<method name="action_erase_event">
<return type="void" />
<argument index="0" name="action" type="String" />
<argument index="1" name="event" type="InputEvent" />
<description>
Removes an [InputEvent] from an action.
</description>
</method>
<method name="action_erase_events">
<return type="void" />
<argument index="0" name="action" type="String" />
<description>
Removes all events from an action.
</description>
</method>
<method name="action_get_deadzone">
<return type="float" />
<argument index="0" name="action" type="String" />
<description>
Returns a deadzone value for the action.
</description>
</method>
<method name="action_has_event">
<return type="bool" />
<argument index="0" name="action" type="String" />
<argument index="1" name="event" type="InputEvent" />
<description>
Returns [code]true[/code] if the action has the given [InputEvent] associated with it.
</description>
</method>
<method name="action_set_deadzone">
<return type="void" />
<argument index="0" name="action" type="String" />
<argument index="1" name="deadzone" type="float" />
<description>
Sets a deadzone value for the action.
</description>
</method>
<method name="add_action">
<return type="void" />
<argument index="0" name="action" type="String" />
<argument index="1" name="deadzone" type="float" default="0.5" />
<description>
Adds an empty action to the [InputMap] with a configurable [code]deadzone[/code].
An [InputEvent] can then be added to this action with [method action_add_event].
</description>
</method>
<method name="erase_action">
<return type="void" />
<argument index="0" name="action" type="String" />
<description>
Removes an action from the [InputMap].
</description>
</method>
<method name="event_is_action" qualifiers="const">
<return type="bool" />
<argument index="0" name="event" type="InputEvent" />
<argument index="1" name="action" type="String" />
<argument index="2" name="exact_match" type="bool" default="false" />
<description>
Returns [code]true[/code] 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 [method action_has_event] if you don't want this behavior.
If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
</description>
</method>
<method name="get_action_list">
<return type="Array" />
<argument index="0" name="action" type="String" />
<description>
Returns an array of [InputEvent]s associated with a given action.
[b]Note:[/b] 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 [code]input/*[/code] settings from [ProjectSettings].
</description>
</method>
<method name="get_actions">
<return type="Array" />
<description>
Returns an array of all actions in the [InputMap].
</description>
</method>
<method name="has_action" qualifiers="const">
<return type="bool" />
<argument index="0" name="action" type="String" />
<description>
Returns [code]true[/code] if the [InputMap] has a registered action with the given name.
</description>
</method>
<method name="load_from_globals">
<return type="void" />
<description>
Clears all [InputEventAction] in the [InputMap] and load it anew from [ProjectSettings].
</description>
</method>
</methods>
<constants>
</constants>
</class>