godot/doc/classes/InputEvent.xml

<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputEvent" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Abstract base class for input events.
	</brief_description>
	<description>
		Abstract base class of all types of input events. See [method Node._input].
	</description>
	<tutorials>
		<link title="Using InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link>
		<link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.html</link>
		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/2712</link>
		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/2755</link>
	</tutorials>
	<methods>
		<method name="accumulate">
			<return type="bool" />
			<param index="0" name="with_event" type="InputEvent" />
			<description>
				Returns [code]true[/code] if the given input event and this input event can be added together (only for events of type [InputEventMouseMotion]).
				The given input event's position, global position and speed will be copied. The resulting [code]relative[/code] is a sum of both events. Both events' modifiers have to be identical.
			</description>
		</method>
		<method name="as_text" qualifiers="const">
			<return type="String" />
			<description>
				Returns a [String] representation of the event.
			</description>
		</method>
		<method name="get_action_strength" qualifiers="const">
			<return type="float" />
			<param index="0" name="action" type="StringName" />
			<param index="1" name="exact_match" type="bool" default="false" />
			<description>
				Returns a value between 0.0 and 1.0 depending on the given actions' state. Useful for getting the value of events of type [InputEventJoypadMotion].
				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="is_action" qualifiers="const">
			<return type="bool" />
			<param index="0" name="action" type="StringName" />
			<param index="1" name="exact_match" type="bool" default="false" />
			<description>
				Returns [code]true[/code] if this input event matches a pre-defined action of any type.
				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="is_action_pressed" qualifiers="const">
			<return type="bool" />
			<param index="0" name="action" type="StringName" />
			<param index="1" name="allow_echo" type="bool" default="false" />
			<param index="2" name="exact_match" type="bool" default="false" />
			<description>
				Returns [code]true[/code] if the given action is being pressed (and is not an echo event for [InputEventKey] events, unless [param allow_echo] is [code]true[/code]). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
				If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
				[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
			</description>
		</method>
		<method name="is_action_released" qualifiers="const">
			<return type="bool" />
			<param index="0" name="action" type="StringName" />
			<param index="1" name="exact_match" type="bool" default="false" />
			<description>
				Returns [code]true[/code] if the given action is released (i.e. not pressed). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
				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="is_action_type" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if this input event's type is one that can be assigned to an input action.
			</description>
		</method>
		<method name="is_canceled" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if this input event has been canceled.
			</description>
		</method>
		<method name="is_echo" qualifiers="const" keywords="is_repeat">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if this input event is an echo event (only for events of type [InputEventKey]). An echo event is a repeated key event sent when the user is holding down the key. Any other event type returns [code]false[/code].
				[b]Note:[/b] The rate at which echo events are sent is typically around 20 events per second (after holding down the key for roughly half a second). However, the key repeat delay/speed can be changed by the user or disabled entirely in the operating system settings. To ensure your project works correctly on all configurations, do not assume the user has a specific key repeat configuration in your project's behavior.
			</description>
		</method>
		<method name="is_match" qualifiers="const">
			<return type="bool" />
			<param index="0" name="event" type="InputEvent" />
			<param index="1" name="exact_match" type="bool" default="true" />
			<description>
				Returns [code]true[/code] if the specified [param event] matches this event. Only valid for action events i.e key ([InputEventKey]), button ([InputEventMouseButton] or [InputEventJoypadButton]), axis [InputEventJoypadMotion] or action ([InputEventAction]) events.
				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="is_pressed" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if this input event is pressed. Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
				[b]Note:[/b] Due to keyboard ghosting, [method is_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
			</description>
		</method>
		<method name="is_released" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if this input event is released. Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
			</description>
		</method>
		<method name="xformed_by" qualifiers="const">
			<return type="InputEvent" />
			<param index="0" name="xform" type="Transform2D" />
			<param index="1" name="local_ofs" type="Vector2" default="Vector2(0, 0)" />
			<description>
				Returns a copy of the given input event which has been offset by [param local_ofs] and transformed by [param xform]. Relevant for events of type [InputEventMouseButton], [InputEventMouseMotion], [InputEventScreenTouch], [InputEventScreenDrag], [InputEventMagnifyGesture] and [InputEventPanGesture].
			</description>
		</method>
	</methods>
	<members>
		<member name="device" type="int" setter="set_device" getter="get_device" default="0">
			The event's device ID.
			[b]Note:[/b] [member device] can be negative for special use cases that don't refer to devices physically present on the system. See [constant DEVICE_ID_EMULATION].
		</member>
	</members>
	<constants>
		<constant name="DEVICE_ID_EMULATION" value="-1">
			Device ID used for emulated mouse input from a touchscreen, or for emulated touch input from a mouse. This can be used to distinguish emulated mouse input from physical mouse input, or emulated touch input from physical touch input.
		</constant>
	</constants>
</class>