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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "InputEvent" inherits= "Resource" version= "3.4" >
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<brief_description >
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Generic input event.
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</brief_description>
<description >
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Base class of all sort of input event. See [method Node._input].
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</description>
<tutorials >
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<link title= "InputEvent" > https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html</link>
<link title= "Viewport and canvas transforms" > https://docs.godotengine.org/en/3.3/tutorials/2d/2d_transforms.html</link>
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<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>
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</tutorials>
<methods >
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<method name= "accumulate" >
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<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" >
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<return type= "String" />
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<description >
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Returns a [String] representation of the event.
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</description>
</method>
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<method name= "get_action_strength" qualifiers= "const" >
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<return type= "float" />
<argument index= "0" name= "action" type= "String" />
<argument index= "1" name= "exact_match" type= "bool" default= "false" />
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<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].
Allow checking for exact matches with Action events.
Added additional param to action related methods to test for exactness.
If "p_exact_match" is true, then the action will only be "matched" if the provided input event *exactly* matches with the action event.
Before:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* Is Action Pressed = True
Now:
You can still do the above, however you can optionally check that the input is exactly what the action event is:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* p_exact_match = True
* Is Action Pressed = False
* If the Input Event was only KEY_S, then the result would be true.
Usage:
```gdscript
Input.is_action_pressed(action_name: String, exact_match: bool)
Input.is_action_pressed("my_action", true)
InputMap.event_is_action(p_event, "my_action", true)
func _input(event: InputEvent):
event.is_action_pressed("my_action", false, true) # false = "allow_echo", true = "exact_match"
event.is_action("my_action", true)
```
Co-authored-by: Eric M <itsjusteza@gmail.com>
2020-12-13 14:22:42 +00:00
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.
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</description>
</method>
<method name= "is_action" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "action" type= "String" />
<argument index= "1" name= "exact_match" type= "bool" default= "false" />
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<description >
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Returns [code]true[/code] if this input event matches a pre-defined action of any type.
Allow checking for exact matches with Action events.
Added additional param to action related methods to test for exactness.
If "p_exact_match" is true, then the action will only be "matched" if the provided input event *exactly* matches with the action event.
Before:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* Is Action Pressed = True
Now:
You can still do the above, however you can optionally check that the input is exactly what the action event is:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* p_exact_match = True
* Is Action Pressed = False
* If the Input Event was only KEY_S, then the result would be true.
Usage:
```gdscript
Input.is_action_pressed(action_name: String, exact_match: bool)
Input.is_action_pressed("my_action", true)
InputMap.event_is_action(p_event, "my_action", true)
func _input(event: InputEvent):
event.is_action_pressed("my_action", false, true) # false = "allow_echo", true = "exact_match"
event.is_action("my_action", true)
```
Co-authored-by: Eric M <itsjusteza@gmail.com>
2020-12-13 14:22:42 +00:00
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.
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</description>
</method>
<method name= "is_action_pressed" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "action" type= "String" />
<argument index= "1" name= "allow_echo" type= "bool" default= "false" />
<argument index= "2" name= "exact_match" type= "bool" default= "false" />
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<description >
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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].
Allow checking for exact matches with Action events.
Added additional param to action related methods to test for exactness.
If "p_exact_match" is true, then the action will only be "matched" if the provided input event *exactly* matches with the action event.
Before:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* Is Action Pressed = True
Now:
You can still do the above, however you can optionally check that the input is exactly what the action event is:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* p_exact_match = True
* Is Action Pressed = False
* If the Input Event was only KEY_S, then the result would be true.
Usage:
```gdscript
Input.is_action_pressed(action_name: String, exact_match: bool)
Input.is_action_pressed("my_action", true)
InputMap.event_is_action(p_event, "my_action", true)
func _input(event: InputEvent):
event.is_action_pressed("my_action", false, true) # false = "allow_echo", true = "exact_match"
event.is_action("my_action", true)
```
Co-authored-by: Eric M <itsjusteza@gmail.com>
2020-12-13 14:22:42 +00:00
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.
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</description>
</method>
<method name= "is_action_released" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "action" type= "String" />
<argument index= "1" name= "exact_match" type= "bool" default= "false" />
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<description >
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Returns [code]true[/code] if the given action is released (i.e. not pressed). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
Allow checking for exact matches with Action events.
Added additional param to action related methods to test for exactness.
If "p_exact_match" is true, then the action will only be "matched" if the provided input event *exactly* matches with the action event.
Before:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* Is Action Pressed = True
Now:
You can still do the above, however you can optionally check that the input is exactly what the action event is:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* p_exact_match = True
* Is Action Pressed = False
* If the Input Event was only KEY_S, then the result would be true.
Usage:
```gdscript
Input.is_action_pressed(action_name: String, exact_match: bool)
Input.is_action_pressed("my_action", true)
InputMap.event_is_action(p_event, "my_action", true)
func _input(event: InputEvent):
event.is_action_pressed("my_action", false, true) # false = "allow_echo", true = "exact_match"
event.is_action("my_action", true)
```
Co-authored-by: Eric M <itsjusteza@gmail.com>
2020-12-13 14:22:42 +00:00
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.
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</description>
</method>
<method name= "is_action_type" qualifiers= "const" >
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<return type= "bool" />
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<description >
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Returns [code]true[/code] if this input event's type is one that can be assigned to an input action.
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</description>
</method>
<method name= "is_echo" qualifiers= "const" >
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<return type= "bool" />
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<description >
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Returns [code]true[/code] if this input event is an echo event (only for events of type [InputEventKey]).
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</description>
</method>
<method name= "is_pressed" qualifiers= "const" >
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<return type= "bool" />
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<description >
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Returns [code]true[/code] if this input event is pressed. Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
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</description>
</method>
<method name= "shortcut_match" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "event" type= "InputEvent" />
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<description >
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Returns [code]true[/code] if the given input event is checking for the same key ([InputEventKey]), button ([InputEventJoypadButton]) or action ([InputEventAction]).
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</description>
</method>
<method name= "xformed_by" qualifiers= "const" >
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<return type= "InputEvent" />
<argument index= "0" name= "xform" type= "Transform2D" />
<argument index= "1" name= "local_ofs" type= "Vector2" default= "Vector2( 0, 0 )" />
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<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].
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</description>
</method>
</methods>
<members >
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<member name= "device" type= "int" setter= "set_device" getter= "get_device" default= "0" >
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The event's device ID.
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[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.
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</member>
</members>
<constants >
</constants>
</class>