godot/doc/classes/InputEvent.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="InputEvent" inherits="Resource" version="4.0">
<brief_description>
Generic input event.
</brief_description>
<description>
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Base class of all sort of input event. See [method Node._input].
</description>
<tutorials>
<link title="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/515</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<methods>
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<method name="accumulate">
<return type="bool" />
<argument index="0" name="with_event" type="InputEvent" />
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<description>
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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.
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</description>
</method>
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<method name="as_text" qualifiers="const">
<return type="String" />
<description>
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Returns a [String] representation of the event.
</description>
</method>
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<method name="get_action_strength" qualifiers="const">
<return type="float" />
<argument index="0" name="action" type="StringName" />
<argument index="1" name="exact_match" type="bool" default="false" />
<description>
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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 [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
</description>
</method>
<method name="is_action" qualifiers="const">
<return type="bool" />
<argument index="0" name="action" type="StringName" />
<argument index="1" name="exact_match" type="bool" default="false" />
<description>
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Returns [code]true[/code] if this input event matches a pre-defined action of any type.
If [code]exact_match[/code] is [code]false[/code], it ignores the 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" />
<argument index="0" name="action" type="StringName" />
<argument index="1" name="allow_echo" type="bool" default="false" />
<argument 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 [code]allow_echo[/code] is [code]true[/code]). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
If [code]exact_match[/code] is [code]false[/code], it ignores the 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" />
<argument index="0" name="action" type="StringName" />
<argument 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 [code]exact_match[/code] is [code]false[/code], it ignores the 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_echo" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if this input event is an echo event (only for events of type [InputEventKey]).
</description>
</method>
<method name="is_match" qualifiers="const">
<return type="bool" />
<argument index="0" name="event" type="InputEvent" />
<argument index="1" name="exact_match" type="bool" default="true" />
<description>
Returns [code]true[/code] if the specified [code]event[/code] matches this event. Only valid for action events i.e key ([InputEventKey]), button ([InputEventMouseButton] or [InputEventJoypadButton]), axis [InputEventJoypadMotion] or action ([InputEventAction]) events.
If [code]exact_match[/code] is [code]false[/code], it ignores the 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="xformed_by" qualifiers="const">
<return type="InputEvent" />
<argument index="0" name="xform" type="Transform2D" />
<argument index="1" name="local_ofs" type="Vector2" default="Vector2(0, 0)" />
<description>
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Returns a copy of the given input event which has been offset by [code]local_ofs[/code] and transformed by [code]xform[/code]. 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">
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The event's device ID.
[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated mouse input from a touchscreen. This can be used to distinguish emulated mouse input from physical mouse input.
</member>
</members>
</class>