0e5c6e0d55
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>
146 lines
4.7 KiB
XML
146 lines
4.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="InputMap" inherits="Object" version="3.4">
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<brief_description>
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Singleton that manages [InputEventAction].
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</brief_description>
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<description>
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Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project > Project Settings > Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html#inputmap</link>
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</tutorials>
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<methods>
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<method name="action_add_event">
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<return type="void">
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</return>
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<argument index="0" name="action" type="String">
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</argument>
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<argument index="1" name="event" type="InputEvent">
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</argument>
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<description>
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Adds an [InputEvent] to an action. This [InputEvent] will trigger the action.
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</description>
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</method>
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<method name="action_erase_event">
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<return type="void">
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</return>
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<argument index="0" name="action" type="String">
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</argument>
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<argument index="1" name="event" type="InputEvent">
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</argument>
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<description>
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Removes an [InputEvent] from an action.
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</description>
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</method>
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<method name="action_erase_events">
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<return type="void">
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</return>
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<argument index="0" name="action" type="String">
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</argument>
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<description>
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Removes all events from an action.
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</description>
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</method>
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<method name="action_get_deadzone">
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<return type="float">
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</return>
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<argument index="0" name="action" type="String">
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</argument>
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<description>
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Returns a deadzone value for the action.
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</description>
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</method>
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<method name="action_has_event">
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<return type="bool">
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</return>
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<argument index="0" name="action" type="String">
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</argument>
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<argument index="1" name="event" type="InputEvent">
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</argument>
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<description>
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Returns [code]true[/code] if the action has the given [InputEvent] associated with it.
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</description>
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</method>
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<method name="action_set_deadzone">
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<return type="void">
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</return>
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<argument index="0" name="action" type="String">
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</argument>
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<argument index="1" name="deadzone" type="float">
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</argument>
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<description>
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Sets a deadzone value for the action.
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</description>
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</method>
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<method name="add_action">
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<return type="void">
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</return>
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<argument index="0" name="action" type="String">
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</argument>
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<argument index="1" name="deadzone" type="float" default="0.5">
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</argument>
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<description>
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Adds an empty action to the [InputMap] with a configurable [code]deadzone[/code].
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An [InputEvent] can then be added to this action with [method action_add_event].
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</description>
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</method>
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<method name="erase_action">
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<return type="void">
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</return>
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<argument index="0" name="action" type="String">
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</argument>
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<description>
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Removes an action from the [InputMap].
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</description>
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</method>
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<method name="event_is_action" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="event" type="InputEvent">
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</argument>
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<argument index="1" name="action" type="String">
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</argument>
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<argument index="2" name="exact_match" type="bool" default="false">
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</argument>
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<description>
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Returns [code]true[/code] 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.
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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>
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</method>
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<method name="get_action_list">
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<return type="Array">
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</return>
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<argument index="0" name="action" type="String">
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</argument>
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<description>
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Returns an array of [InputEvent]s associated with a given action.
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</description>
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</method>
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<method name="get_actions">
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<return type="Array">
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</return>
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<description>
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Returns an array of all actions in the [InputMap].
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</description>
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</method>
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<method name="has_action" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="action" type="String">
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</argument>
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<description>
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Returns [code]true[/code] if the [InputMap] has a registered action with the given name.
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</description>
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</method>
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<method name="load_from_globals">
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<return type="void">
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</return>
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<description>
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Clears all [InputEventAction] in the [InputMap] and load it anew from [ProjectSettings].
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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