godot/doc/classes/InputMap.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="InputMap" inherits="Object" category="Core" version="3.0.2">
<brief_description>
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Singleton that manages [InputEventAction].
</brief_description>
<description>
Manages all [InputEventAction] which can be created/modified from the project settings menu [code]Project &gt; Project Settings &gt; Input Map[/code] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
</description>
<tutorials>
http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html#inputmap
</tutorials>
<demos>
</demos>
<methods>
<method name="action_add_event">
<return type="void">
</return>
<argument index="0" name="action" type="String">
</argument>
<argument index="1" name="event" type="InputEvent">
</argument>
<description>
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Adds an [InputEvent] to an action. This [InputEvent] will trigger the action.
</description>
</method>
<method name="action_erase_event">
<return type="void">
</return>
<argument index="0" name="action" type="String">
</argument>
<argument index="1" name="event" type="InputEvent">
</argument>
<description>
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Removes an [InputEvent] from an action.
</description>
</method>
<method name="action_has_event">
<return type="bool">
</return>
<argument index="0" name="action" type="String">
</argument>
<argument index="1" name="event" type="InputEvent">
</argument>
<description>
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Returns [true] if an action has an [InputEvent] associated with it.
</description>
</method>
<method name="add_action">
<return type="void">
</return>
<argument index="0" name="action" type="String">
</argument>
<description>
Adds an (empty) action to the [code]InputMap[/code]. An [InputEvent] can then be added to this action with [method action_add_event].
</description>
</method>
<method name="erase_action">
<return type="void">
</return>
<argument index="0" name="action" type="String">
</argument>
<description>
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Removes an action from the [code]InputMap[/code].
</description>
</method>
<method name="event_is_action" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="event" type="InputEvent">
</argument>
<argument index="1" name="action" type="String">
</argument>
<description>
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Returns [true] if the given event is part of an existing action. This method ignores keyboard modifiers if the given [InputEvent] is not pressed (for proper release detection). See [method action_has_event] if you don't want this behavior.
</description>
</method>
<method name="get_action_list">
<return type="Array">
</return>
<argument index="0" name="action" type="String">
</argument>
<description>
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Returns an array of [InputEvent]s associated with a given action.
</description>
</method>
<method name="get_actions">
<return type="Array">
</return>
<description>
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Returns an array of all actions in the [code]InputMap[/code].
</description>
</method>
<method name="has_action" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="action" type="String">
</argument>
<description>
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Returns [code]true[/code] if the [code]InputMap[/code] has a registered action with the given name.
</description>
</method>
<method name="load_from_globals">
<return type="void">
</return>
<description>
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Clears all [InputEventAction] in the [code]InputMap[/code] and load it anew from [ProjectSettings].
</description>
</method>
</methods>
<constants>
</constants>
</class>