A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the Input Map tab in the Project > Project Settings, or with the godot.InputMap class.

Static variables

@:native("Singleton")staticread onlySINGLETON:Object

staticread onlyonJoyConnectionChanged:Signal<(device:Int, connected:Bool) ‑> Void>

joy_connection_changed signal.

Static methods

@:native("ActionPress")staticactionPress(action:String, ?strength:Single):Void

This will simulate pressing the specified action.

The strength can be used for non-boolean actions, it's ranged between 0 and 1 representing the intensity of the given action.

Note: This method will not cause any godot.Node._Input calls. It is intended to be used with godot.Input.isActionPressed and godot.Input.isActionJustPressed. If you want to simulate _input, use godot.Input.parseInputEvent instead.

@:native("ActionRelease")staticactionRelease(action:Action):Void

If the specified action is already pressed, this will release it.

@:native("AddJoyMapping")staticaddJoyMapping(mapping:String, ?updateExisting:Bool):Void

Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.

@:native("FlushBufferedEvents")staticflushBufferedEvents():Void

Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input (godot.Input.setUseAccumulatedInput) or agile input flushing ().

The engine will already do this itself at key execution points (at least once per frame). However, this can be useful in advanced cases where you want precise control over the timing of event handling.

@:native("GetAccelerometer")staticgetAccelerometer():Vector3

Returns the acceleration of the device's accelerometer sensor, if the device has one. Otherwise, the method returns Vector3.ZERO.

Note this method returns an empty godot.Vector3 when running from the editor even when your device has an accelerometer. You must export your project to a supported device to read values from the accelerometer.

Note: This method only works on iOS, Android, and UWP. On other platforms, it always returns Vector3.ZERO. On Android the unit of measurement for each axis is m/s² while on iOS and UWP it's a multiple of the Earth's gravitational acceleration g (~9.81 m/s²).

@:native("GetActionRawStrength")staticgetActionRawStrength(action:String, ?exact:Bool):Single

Returns a value between 0 and 1 representing the raw intensity of the given action, ignoring the action's deadzone. In most cases, you should use godot.Input.getActionStrength instead.

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

@:native("GetActionStrength")staticgetActionStrength(action:String, ?exact:Bool):Single

Returns a value between 0 and 1 representing the intensity of the given action. In a joypad, for example, the further away the axis (analog sticks or L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If the action is mapped to a control that has no axis as the keyboard, the value returned will be 0 or 1.

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

@:native("GetAxis")staticgetAxis(negativeAction:String, positiveAction:String):Single

Get axis input by specifying two actions, one negative and one positive.

This is a shorthand for writing Input.get_action_strength("positive_action") - Input.get_action_strength("negative_action").

@:native("GetConnectedJoypads")staticgetConnectedJoypads():Array

Returns an godot.Collections_Array containing the device IDs of all currently connected joypads.

@:native("GetCurrentCursorShape")staticgetCurrentCursorShape():Input_CursorShape

Returns the currently assigned cursor shape (see godot.Input_CursorShape).

@:native("GetGravity")staticgetGravity():Vector3

Returns the gravity of the device's accelerometer sensor, if the device has one. Otherwise, the method returns Vector3.ZERO.

Note: This method only works on Android and iOS. On other platforms, it always returns Vector3.ZERO. On Android the unit of measurement for each axis is m/s² while on iOS it's a multiple of the Earth's gravitational acceleration g (~9.81 m/s²).

@:native("GetGyroscope")staticgetGyroscope():Vector3

Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the gyroscope sensor, if the device has one. Otherwise, the method returns Vector3.ZERO.

Note: This method only works on Android and iOS. On other platforms, it always returns Vector3.ZERO.

@:native("GetJoyAxis")staticgetJoyAxis(device:Int, axis:Int):Single

Returns the current value of the joypad axis at given index (see godot.JoystickList).

@:native("GetJoyAxisIndexFromString")staticgetJoyAxisIndexFromString(axis:String):Int

Returns the index of the provided axis name.

@:native("GetJoyAxisString")staticgetJoyAxisString(axisIndex:Int):String

Receives a godot.JoystickList axis and returns its equivalent name as a string.

@:native("GetJoyButtonIndexFromString")staticgetJoyButtonIndexFromString(button:String):Int

Returns the index of the provided button name.

@:native("GetJoyButtonString")staticgetJoyButtonString(buttonIndex:Int):String

Receives a gamepad button from godot.JoystickList and returns its equivalent name as a string.

@:native("GetJoyGuid")staticgetJoyGuid(device:Int):String

Returns a SDL2-compatible device GUID on platforms that use gamepad remapping. Returns "Default Gamepad" otherwise.

@:native("GetJoyName")staticgetJoyName(device:Int):String

Returns the name of the joypad at the specified device index.

@:native("GetJoyVibrationDuration")staticgetJoyVibrationDuration(device:Int):Single

Returns the duration of the current vibration effect in seconds.

@:native("GetJoyVibrationStrength")staticgetJoyVibrationStrength(device:Int):Vector2

Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor.

@:native("GetLastMouseSpeed")staticgetLastMouseSpeed():Vector2

Returns the mouse speed for the last time the cursor was moved, and this until the next frame where the mouse moves. This means that even if the mouse is not moving, this function will still return the value of the last motion.

@:native("GetMagnetometer")staticgetMagnetometer():Vector3

Returns the magnetic field strength in micro-Tesla for all axes of the device's magnetometer sensor, if the device has one. Otherwise, the method returns Vector3.ZERO.

Note: This method only works on Android, iOS and UWP. On other platforms, it always returns Vector3.ZERO.

@:native("GetMouseButtonMask")staticgetMouseButtonMask():Int

Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together.

@:native("GetMouseMode")staticgetMouseMode():Input_MouseMode

Returns the mouse mode. See the constants for more information.

@:native("GetVector")staticgetVector(negativeX:String, positiveX:String, negativeY:String, positiveY:String, ?deadzone:Single):Vector2

Gets an input vector by specifying four actions for the positive and negative X and Y axes.

This method is useful when getting vector input, such as from a joystick, directional pad, arrows, or WASD. The vector has its length limited to 1 and has a circular deadzone, which is useful for using vector input as movement.

By default, the deadzone is automatically calculated from the average of the action deadzones. However, you can override the deadzone to be whatever you want (on the range of 0 to 1).

@:native("IsActionJustPressed")staticisActionJustPressed(action:String, ?exact:Bool):Bool

Returns true when the user starts pressing the action event, meaning it's true only on the frame that the user pressed down the button.

This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed.

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

Note: Due to keyboard ghosting, godot.Input.isActionJustPressed may return false even if one of the action's keys is pressed. See [https://docs.godotengine.org/en/3.4/tutorials/inputs/input_examples.html#keyboard-events](Input examples) in the documentation for more information.

@:native("IsActionJustReleased")staticisActionJustReleased(action:String, ?exact:Bool):Bool

Returns true when the user stops pressing the action event, meaning it's true only on the frame that the user released the button.

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

@:native("IsActionPressed")staticisActionPressed(action:String, ?exact:Bool):Bool

Returns true if you are pressing the action event. Note that if an action has multiple buttons assigned and more than one of them is pressed, releasing one button will release the action, even if some other button assigned to this action is still pressed.

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

Note: Due to keyboard ghosting, godot.Input.isActionPressed may return false even if one of the action's keys is pressed. See [https://docs.godotengine.org/en/3.4/tutorials/inputs/input_examples.html#keyboard-events](Input examples) in the documentation for more information.

@:native("IsJoyButtonPressed")staticisJoyButtonPressed(device:Int, button:Int):Bool

Returns true if you are pressing the joypad button (see godot.JoystickList).

@:native("IsJoyKnown")staticisJoyKnown(device:Int):Bool

Returns true if the system knows the specified device. This means that it sets all button and axis indices exactly as defined in godot.JoystickList. Unknown joypads are not expected to match these constants, but you can still retrieve events from them.

@:native("IsKeyPressed")staticisKeyPressed(scancode:Int):Bool

Returns true if you are pressing the key in the current keyboard layout. You can pass a godot.KeyList constant.

godot.Input.isKeyPressed is only recommended over godot.Input.isPhysicalKeyPressed in non-game applications. This ensures that shortcut keys behave as expected depending on the user's keyboard layout, as keyboard shortcuts are generally dependent on the keyboard layout in non-game applications. If in doubt, use godot.Input.isPhysicalKeyPressed.

Note: Due to keyboard ghosting, godot.Input.isKeyPressed may return false even if one of the action's keys is pressed. See [https://docs.godotengine.org/en/3.4/tutorials/inputs/input_examples.html#keyboard-events](Input examples) in the documentation for more information.

@:native("IsMouseButtonPressed")staticisMouseButtonPressed(button:Int):Bool

Returns true if you are pressing the mouse button specified with godot.ButtonList.

@:native("IsPhysicalKeyPressed")staticisPhysicalKeyPressed(scancode:Int):Bool

Returns true if you are pressing the key in the physical location on the 101/102-key US QWERTY keyboard. You can pass a godot.KeyList constant.

godot.Input.isPhysicalKeyPressed is recommended over godot.Input.isKeyPressed for in-game actions, as it will make W/A/S/D layouts work regardless of the user's keyboard layout. godot.Input.isPhysicalKeyPressed will also ensure that the top row number keys work on any keyboard layout. If in doubt, use godot.Input.isPhysicalKeyPressed.

Note: Due to keyboard ghosting, godot.Input.isPhysicalKeyPressed may return false even if one of the action's keys is pressed. See [https://docs.godotengine.org/en/3.4/tutorials/inputs/input_examples.html#keyboard-events](Input examples) in the documentation for more information.

@:native("JoyConnectionChanged")staticjoyConnectionChanged(device:Int, connected:Bool, name:String, guid:String):Void

Notifies the godot.Input singleton that a connection has changed, to update the state for the device index.

This is used internally and should not have to be called from user scripts. See joy_connection_changed for the signal emitted when this is triggered internally.

@:native("ParseInputEvent")staticparseInputEvent(event:InputEvent):Void

Feeds an godot.InputEvent to the game. Can be used to artificially trigger input events from code. Also generates godot.Node._Input calls.

Example:


var a = InputEventAction.new()
a.action = "ui_cancel"
a.pressed = true
Input.parse_input_event(a)

@:native("RemoveJoyMapping")staticremoveJoyMapping(guid:String):Void

Removes all mappings from the internal database that match the given GUID.

@:native("SetAccelerometer")staticsetAccelerometer(value:Vector3):Void

Sets the acceleration value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.

Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.

@:native("SetCustomMouseCursor")staticsetCustomMouseCursor(image:Resource, ?shape:Input_CursorShape, ?hotspot:Vector2):Void

Sets a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. Passing null to the image parameter resets to the system cursor. See godot.Input_CursorShape for the list of shapes.

image's size must be lower than 256×256.

hotspot must be within image's size.

Note: godot.AnimatedTextures aren't supported as custom mouse cursors. If using an godot.AnimatedTexture, only the first frame will be displayed.

Note: Only images imported with the Lossless, Lossy or Uncompressed compression modes are supported. The Video RAM compression mode can't be used for custom cursors.

Parameters:

hotspot

If the parameter is null, then the default value is new Vector2(0, 0)

@:native("SetDefaultCursorShape")staticsetDefaultCursorShape(?shape:Input_CursorShape):Void

Sets the default cursor shape to be used in the viewport instead of godot.Input_CursorShape.arrow.

Note: If you want to change the default cursor shape for godot.Control's nodes, use godot.Control.mouseDefaultCursorShape instead.

Note: This method generates an godot.InputEventMouseMotion to update cursor immediately.

@:native("SetGravity")staticsetGravity(value:Vector3):Void

Sets the gravity value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.

Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.

@:native("SetGyroscope")staticsetGyroscope(value:Vector3):Void

Sets the value of the rotation rate of the gyroscope sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.

Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.

@:native("SetMagnetometer")staticsetMagnetometer(value:Vector3):Void

Sets the value of the magnetic field of the magnetometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.

Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.

@:native("SetMouseMode")staticsetMouseMode(mode:Input_MouseMode):Void

Sets the mouse mode. See the constants for more information.

@:native("SetUseAccumulatedInput")staticsetUseAccumulatedInput(enable:Bool):Void

Enables or disables the accumulation of similar input events sent by the operating system. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS.

Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input.

Note: Input accumulation is disabled by default for backward compatibility reasons. It is however recommended to enable it for games which don't require very reactive input, as this will decrease CPU usage.

@:native("StartJoyVibration")staticstartJoyVibration(device:Int, weakMagnitude:Single, strongMagnitude:Single, ?duration:Single):Void

Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. weak_magnitude is the strength of the weak motor (between 0 and 1) and strong_magnitude is the strength of the strong motor (between 0 and 1). duration is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely).

Note: Not every hardware is compatible with long effect durations; it is recommended to restart an effect if it has to be played for more than a few seconds.

@:native("StopJoyVibration")staticstopJoyVibration(device:Int):Void

Stops the vibration of the joypad.

@:native("VibrateHandheld")staticvibrateHandheld(?durationMs:Int):Void

Vibrate Android and iOS devices.

Note: It needs VIBRATE permission for Android at export settings. iOS does not support duration.

@:native("WarpMousePosition")staticwarpMousePosition(to:Vector2):Void

Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the game window.

Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if godot.Input_MouseMode is set to godot.Input_MouseMode.confined.