Manages all godot.InputEventAction which can be created/modified from the project settings menu Project > Project Settings > Input Map or in code with godot.InputMap.addAction and godot.InputMap.actionAddEvent. See godot.Node._Input.

Static variables

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

Static methods

@:native("ActionAddEvent")staticactionAddEvent(action:String, event:InputEvent):Void

Adds an godot.InputEvent to an action. This godot.InputEvent will trigger the action.

@:native("ActionEraseEvent")staticactionEraseEvent(action:String, event:InputEvent):Void

Removes an godot.InputEvent from an action.

@:native("ActionEraseEvents")staticactionEraseEvents(action:String):Void

Removes all events from an action.

@:native("ActionGetDeadzone")staticactionGetDeadzone(action:String):Single

Returns a deadzone value for the action.

@:native("ActionHasEvent")staticactionHasEvent(action:String, event:InputEvent):Bool

Returns true if the action has the given godot.InputEvent associated with it.

@:native("ActionSetDeadzone")staticactionSetDeadzone(action:String, deadzone:Single):Void

Sets a deadzone value for the action.

@:native("AddAction")staticaddAction(action:String, ?deadzone:Single):Void

Adds an empty action to the godot.InputMap with a configurable deadzone.

An godot.InputEvent can then be added to this action with godot.InputMap.actionAddEvent.

@:native("EraseAction")staticeraseAction(action:String):Void

Removes an action from the godot.InputMap.

@:native("EventIsAction")staticeventIsAction(event:InputEvent, action:String, ?exactMatch:Bool):Bool

Returns true if the given event is part of an existing action. This method ignores keyboard modifiers if the given godot.InputEvent is not pressed (for proper release detection). See godot.InputMap.actionHasEvent if you don't want this behavior.

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

@:native("GetActionList")staticgetActionList(action:String):Array

Returns an array of godot.InputEvents associated with a given action.

Note: When used in the editor (e.g. a tool script or Godot.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 godot.ProjectSettings.

@:native("GetActions")staticgetActions():Array

Returns an array of all actions in the godot.InputMap.

@:native("HasAction")statichasAction(action:String):Bool

Returns true if the godot.InputMap has a registered action with the given name.

@:native("LoadFromGlobals")staticloadFromGlobals():Void

Clears all godot.InputEventAction in the godot.InputMap and load it anew from godot.ProjectSettings.