godot/doc/classes/InputMap.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>
		A singleton that manages all [InputEventAction]s.
	</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 title="Using InputEvent: InputMap">$DOCS_URL/tutorials/inputs/inputevent.html#inputmap</link>
	</tutorials>
	<methods>
		<method name="action_add_event">
			<return type="void" />
			<param index="0" name="action" type="StringName" />
			<param 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" />
			<param index="0" name="action" type="StringName" />
			<param index="1" name="event" type="InputEvent" />
			<description>
				Removes an [InputEvent] from an action.
			</description>
		</method>
		<method name="action_erase_events">
			<return type="void" />
			<param index="0" name="action" type="StringName" />
			<description>
				Removes all events from an action.
			</description>
		</method>
		<method name="action_get_deadzone">
			<return type="float" />
			<param index="0" name="action" type="StringName" />
			<description>
				Returns a deadzone value for the action.
			</description>
		</method>
		<method name="action_get_events">
			<return type="InputEvent[]" />
			<param index="0" name="action" type="StringName" />
			<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="action_has_event">
			<return type="bool" />
			<param index="0" name="action" type="StringName" />
			<param 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" />
			<param index="0" name="action" type="StringName" />
			<param index="1" name="deadzone" type="float" />
			<description>
				Sets a deadzone value for the action.
			</description>
		</method>
		<method name="add_action">
			<return type="void" />
			<param index="0" name="action" type="StringName" />
			<param index="1" name="deadzone" type="float" default="0.2" />
			<description>
				Adds an empty action to the [InputMap] with a configurable [param deadzone].
				An [InputEvent] can then be added to this action with [method action_add_event].
			</description>
		</method>
		<method name="erase_action">
			<return type="void" />
			<param index="0" name="action" type="StringName" />
			<description>
				Removes an action from the [InputMap].
			</description>
		</method>
		<method name="event_is_action" qualifiers="const">
			<return type="bool" />
			<param index="0" name="event" type="InputEvent" />
			<param index="1" name="action" type="StringName" />
			<param 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 [param exact_match] 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_actions">
			<return type="StringName[]" />
			<description>
				Returns an array of all actions in the [InputMap].
			</description>
		</method>
		<method name="has_action" qualifiers="const">
			<return type="bool" />
			<param index="0" name="action" type="StringName" />
			<description>
				Returns [code]true[/code] if the [InputMap] has a registered action with the given name.
			</description>
		</method>
		<method name="load_from_project_settings">
			<return type="void" />
			<description>
				Clears all [InputEventAction] in the [InputMap] and load it anew from [ProjectSettings].
			</description>
		</method>
	</methods>
</class>