Input

Inherits: Object

A singleton for handling inputs.

Description

The Input singleton handles key presses, mouse buttons and movement, gamepads, and input actions. Actions and their events can be set in the Input Map tab in Project > Project Settings, or with the InputMap class.

Note: Input‘s methods reflect the global input state and are not affected by Control.accept_event or Viewport.set_input_as_handled, as those methods only deal with the way input is propagated in the SceneTree.

Tutorials

Properties

bool

emulate_mouse_from_touch

bool

emulate_touch_from_mouse

MouseMode

mouse_mode

bool

use_accumulated_input

Methods

void

action_press(action: StringName, strength: float = 1.0)

void

action_release(action: StringName)

void

add_joy_mapping(mapping: String, update_existing: bool = false)

void

flush_buffered_events()

Vector3

get_accelerometer() const

float

get_action_raw_strength(action: StringName, exact_match: bool = false) const

float

get_action_strength(action: StringName, exact_match: bool = false) const

float

get_axis(negative_action: StringName, positive_action: StringName) const

Array[int]

get_connected_joypads()

CursorShape

get_current_cursor_shape() const

Vector3

get_gravity() const

Vector3

get_gyroscope() const

float

get_joy_axis(device: int, axis: JoyAxis) const

String

get_joy_guid(device: int) const

Dictionary

get_joy_info(device: int) const

String

get_joy_name(device: int)

float

get_joy_vibration_duration(device: int)

Vector2

get_joy_vibration_strength(device: int)

Vector2

get_last_mouse_screen_velocity()

Vector2

get_last_mouse_velocity()

Vector3

get_magnetometer() const

BitField[MouseButtonMask]

get_mouse_button_mask() const

Vector2

get_vector(negative_x: StringName, positive_x: StringName, negative_y: StringName, positive_y: StringName, deadzone: float = -1.0) const

bool

is_action_just_pressed(action: StringName, exact_match: bool = false) const

bool

is_action_just_released(action: StringName, exact_match: bool = false) const

bool

is_action_pressed(action: StringName, exact_match: bool = false) const

bool

is_anything_pressed() const

bool

is_joy_button_pressed(device: int, button: JoyButton) const

bool

is_joy_known(device: int)

bool

is_key_label_pressed(keycode: Key) const

bool

is_key_pressed(keycode: Key) const

bool

is_mouse_button_pressed(button: MouseButton) const

bool

is_physical_key_pressed(keycode: Key) const

void

parse_input_event(event: InputEvent)

void

remove_joy_mapping(guid: String)

void

set_accelerometer(value: Vector3)

void

set_custom_mouse_cursor(image: Resource, shape: CursorShape = 0, hotspot: Vector2 = Vector2(0, 0))

void

set_default_cursor_shape(shape: CursorShape = 0)

void

set_gravity(value: Vector3)

void

set_gyroscope(value: Vector3)

void

set_magnetometer(value: Vector3)

bool

should_ignore_device(vendor_id: int, product_id: int) const

void

start_joy_vibration(device: int, weak_magnitude: float, strong_magnitude: float, duration: float = 0)

void

stop_joy_vibration(device: int)

void

vibrate_handheld(duration_ms: int = 500, amplitude: float = -1.0)

void

warp_mouse(position: Vector2)


Signals

joy_connection_changed(device: int, connected: bool) 🔗

Emitted when a joypad device has been connected or disconnected.


Enumerations

enum MouseMode: 🔗

MouseMode MOUSE_MODE_VISIBLE = 0

Makes the mouse cursor visible if it is hidden.

MouseMode MOUSE_MODE_HIDDEN = 1

Makes the mouse cursor hidden if it is visible.

MouseMode MOUSE_MODE_CAPTURED = 2

Captures the mouse. The mouse will be hidden and its position locked at the center of the window manager’s window.

Note: If you want to process the mouse’s movement in this mode, you need to use InputEventMouseMotion.relative.

MouseMode MOUSE_MODE_CONFINED = 3

Confines the mouse cursor to the game window, and make it visible.

MouseMode MOUSE_MODE_CONFINED_HIDDEN = 4

Confines the mouse cursor to the game window, and make it hidden.


enum CursorShape: 🔗

CursorShape CURSOR_ARROW = 0

Arrow cursor. Standard, default pointing cursor.

CursorShape CURSOR_IBEAM = 1

I-beam cursor. Usually used to show where the text cursor will appear when the mouse is clicked.

CursorShape CURSOR_POINTING_HAND = 2

Pointing hand cursor. Usually used to indicate the pointer is over a link or other interactable item.

CursorShape CURSOR_CROSS = 3

Cross cursor. Typically appears over regions in which a drawing operation can be performed or for selections.

CursorShape CURSOR_WAIT = 4

Wait cursor. Indicates that the application is busy performing an operation, and that it cannot be used during the operation (e.g. something is blocking its main thread).

CursorShape CURSOR_BUSY = 5

Busy cursor. Indicates that the application is busy performing an operation, and that it is still usable during the operation.

CursorShape CURSOR_DRAG = 6

Drag cursor. Usually displayed when dragging something.

Note: Windows lacks a dragging cursor, so CURSOR_DRAG is the same as CURSOR_MOVE for this platform.

CursorShape CURSOR_CAN_DROP = 7

Can drop cursor. Usually displayed when dragging something to indicate that it can be dropped at the current position.

CursorShape CURSOR_FORBIDDEN = 8

Forbidden cursor. Indicates that the current action is forbidden (for example, when dragging something) or that the control at a position is disabled.

CursorShape CURSOR_VSIZE = 9

Vertical resize mouse cursor. A double-headed vertical arrow. It tells the user they can resize the window or the panel vertically.

CursorShape CURSOR_HSIZE = 10

Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells the user they can resize the window or the panel horizontally.

CursorShape CURSOR_BDIAGSIZE = 11

Window resize mouse cursor. The cursor is a double-headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically.

CursorShape CURSOR_FDIAGSIZE = 12

Window resize mouse cursor. The cursor is a double-headed arrow that goes from the top left to the bottom right, the opposite of CURSOR_BDIAGSIZE. It tells the user they can resize the window or the panel both horizontally and vertically.

CursorShape CURSOR_MOVE = 13

Move cursor. Indicates that something can be moved.

CursorShape CURSOR_VSPLIT = 14

Vertical split mouse cursor. On Windows, it’s the same as CURSOR_VSIZE.

CursorShape CURSOR_HSPLIT = 15

Horizontal split mouse cursor. On Windows, it’s the same as CURSOR_HSIZE.

CursorShape CURSOR_HELP = 16

Help cursor. Usually a question mark.


Property Descriptions

bool emulate_mouse_from_touch 🔗

  • void set_emulate_mouse_from_touch(value: bool)

  • bool is_emulating_mouse_from_touch()

If true, sends mouse input events when tapping or swiping on the touchscreen. See also ProjectSettings.input_devices/pointing/emulate_mouse_from_touch.


bool emulate_touch_from_mouse 🔗

  • void set_emulate_touch_from_mouse(value: bool)

  • bool is_emulating_touch_from_mouse()

If true, sends touch input events when clicking or dragging the mouse. See also ProjectSettings.input_devices/pointing/emulate_touch_from_mouse.


MouseMode mouse_mode 🔗

Controls the mouse mode. See MouseMode for more information.


bool use_accumulated_input 🔗

  • void set_use_accumulated_input(value: bool)

  • bool is_using_accumulated_input()

If true, similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS.

Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input.

Note: Input accumulation is enabled by default.


Method Descriptions

void action_press(action: StringName, strength: float = 1.0) 🔗

This will simulate pressing the specified action.

The strength can be used for non-boolean actions, it’s ranged between 0 and 1 representing the intensity of the given action.

Note: This method will not cause any Node._input calls. It is intended to be used with is_action_pressed and is_action_just_pressed. If you want to simulate _input, use parse_input_event instead.


void action_release(action: StringName) 🔗

If the specified action is already pressed, this will release it.


void add_joy_mapping(mapping: String, update_existing: bool = false) 🔗

Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.


void flush_buffered_events() 🔗

Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input (use_accumulated_input) or agile input flushing (ProjectSettings.input_devices/buffering/agile_event_flushing).

The engine will already do this itself at key execution points (at least once per frame). However, this can be useful in advanced cases where you want precise control over the timing of event handling.


Vector3 get_accelerometer() const 🔗

Returns the acceleration in m/s² of the device’s accelerometer sensor, if the device has one. Otherwise, the method returns Vector3.ZERO.

Note this method returns an empty Vector3 when running from the editor even when your device has an accelerometer. You must export your project to a supported device to read values from the accelerometer.

Note: This method only works on Android and iOS. On other platforms, it always returns Vector3.ZERO.


float get_action_raw_strength(action: StringName, exact_match: bool = false) const 🔗

Returns a value between 0 and 1 representing the raw intensity of the given action, ignoring the action’s deadzone. In most cases, you should use get_action_strength instead.

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


float get_action_strength(action: StringName, exact_match: bool = false) const 🔗

Returns a value between 0 and 1 representing the intensity of the given action. In a joypad, for example, the further away the axis (analog sticks or L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If the action is mapped to a control that has no axis such as the keyboard, the value returned will be 0 or 1.

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


float get_axis(negative_action: StringName, positive_action: StringName) const 🔗

Get axis input by specifying two actions, one negative and one positive.

This is a shorthand for writing Input.get_action_strength("positive_action") - Input.get_action_strength("negative_action").


Array[int] get_connected_joypads() 🔗

Returns an Array containing the device IDs of all currently connected joypads.


CursorShape get_current_cursor_shape() const 🔗

Returns the currently assigned cursor shape (see CursorShape).


Vector3 get_gravity() const 🔗

Returns the gravity in m/s² of the device’s accelerometer sensor, if the device has one. Otherwise, the method returns Vector3.ZERO.

Note: This method only works on Android and iOS. On other platforms, it always returns Vector3.ZERO.


Vector3 get_gyroscope() const 🔗

Returns the rotation rate in rad/s around a device’s X, Y, and Z axes of the gyroscope sensor, if the device has one. Otherwise, the method returns Vector3.ZERO.

Note: This method only works on Android and iOS. On other platforms, it always returns Vector3.ZERO.


float get_joy_axis(device: int, axis: JoyAxis) const 🔗

Returns the current value of the joypad axis at given index (see JoyAxis).


String get_joy_guid(device: int) const 🔗

Returns an SDL2-compatible device GUID on platforms that use gamepad remapping, e.g. 030000004c050000c405000000010000. Returns "Default Gamepad" otherwise. Godot uses the SDL2 game controller database to determine gamepad names and mappings based on this GUID.


Dictionary get_joy_info(device: int) const 🔗

Returns a dictionary with extra platform-specific information about the device, e.g. the raw gamepad name from the OS or the Steam Input index.

On Windows the dictionary contains the following fields:

xinput_index: The index of the controller in the XInput system.

On Linux:

raw_name: The name of the controller as it came from the OS, before getting renamed by the godot controller database.

vendor_id: The USB vendor ID of the device.

product_id: The USB product ID of the device.

steam_input_index: The Steam Input gamepad index, if the device is not a Steam Input device this key won’t be present.


String get_joy_name(device: int) 🔗

Returns the name of the joypad at the specified device index, e.g. PS4 Controller. Godot uses the SDL2 game controller database to determine gamepad names.


float get_joy_vibration_duration(device: int) 🔗

Returns the duration of the current vibration effect in seconds.


Vector2 get_joy_vibration_strength(device: int) 🔗

Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor.


Vector2 get_last_mouse_screen_velocity() 🔗

Returns the last mouse velocity in screen coordinates. To provide a precise and jitter-free velocity, mouse velocity is only calculated every 0.1s. Therefore, mouse velocity will lag mouse movements.


Vector2 get_last_mouse_velocity() 🔗

Returns the last mouse velocity. To provide a precise and jitter-free velocity, mouse velocity is only calculated every 0.1s. Therefore, mouse velocity will lag mouse movements.


Vector3 get_magnetometer() const 🔗

Returns the magnetic field strength in micro-Tesla for all axes of the device’s magnetometer sensor, if the device has one. Otherwise, the method returns Vector3.ZERO.

Note: This method only works on Android and iOS. On other platforms, it always returns Vector3.ZERO.


BitField[MouseButtonMask] get_mouse_button_mask() const 🔗

Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. Equivalent to DisplayServer.mouse_get_button_state.


Vector2 get_vector(negative_x: StringName, positive_x: StringName, negative_y: StringName, positive_y: StringName, deadzone: float = -1.0) const 🔗

Gets an input vector by specifying four actions for the positive and negative X and Y axes.

This method is useful when getting vector input, such as from a joystick, directional pad, arrows, or WASD. The vector has its length limited to 1 and has a circular deadzone, which is useful for using vector input as movement.

By default, the deadzone is automatically calculated from the average of the action deadzones. However, you can override the deadzone to be whatever you want (on the range of 0 to 1).


bool is_action_just_pressed(action: StringName, exact_match: bool = false) const 🔗

Returns true when the user has started pressing the action event in the current frame or physics tick. It will only return true on the frame or tick that the user pressed down the button.

This is useful for code that needs to run only once when an action is pressed, instead of every frame while it’s pressed.

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

Note: Returning true does not imply that the action is still pressed. An action can be pressed and released again rapidly, and true will still be returned so as not to miss input.

Note: Due to keyboard ghosting, is_action_just_pressed may return false even if one of the action’s keys is pressed. See Input examples in the documentation for more information.

Note: During input handling (e.g. Node._input), use InputEvent.is_action_pressed instead to query the action state of the current event.


bool is_action_just_released(action: StringName, exact_match: bool = false) const 🔗

Returns true when the user stops pressing the action event in the current frame or physics tick. It will only return true on the frame or tick that the user releases the button.

Note: Returning true does not imply that the action is still not pressed. An action can be released and pressed again rapidly, and true will still be returned so as not to miss input.

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

Note: During input handling (e.g. Node._input), use InputEvent.is_action_released instead to query the action state of the current event.


bool is_action_pressed(action: StringName, exact_match: bool = false) const 🔗

Returns true if you are pressing the action event.

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

Note: Due to keyboard ghosting, is_action_pressed may return false even if one of the action’s keys is pressed. See Input examples in the documentation for more information.


bool is_anything_pressed() const 🔗

Returns true if any action, key, joypad button, or mouse button is being pressed. This will also return true if any action is simulated via code by calling action_press.


bool is_joy_button_pressed(device: int, button: JoyButton) const 🔗

Returns true if you are pressing the joypad button (see JoyButton).


bool is_joy_known(device: int) 🔗

Returns true if the system knows the specified device. This means that it sets all button and axis indices. Unknown joypads are not expected to match these constants, but you can still retrieve events from them.


bool is_key_label_pressed(keycode: Key) const 🔗

Returns true if you are pressing the key with the keycode printed on it. You can pass a Key constant or any Unicode character code.


bool is_key_pressed(keycode: Key) const 🔗

Returns true if you are pressing the Latin key in the current keyboard layout. You can pass a Key constant.

is_key_pressed is only recommended over is_physical_key_pressed in non-game applications. This ensures that shortcut keys behave as expected depending on the user’s keyboard layout, as keyboard shortcuts are generally dependent on the keyboard layout in non-game applications. If in doubt, use is_physical_key_pressed.

Note: Due to keyboard ghosting, is_key_pressed may return false even if one of the action’s keys is pressed. See Input examples in the documentation for more information.


bool is_mouse_button_pressed(button: MouseButton) const 🔗

Returns true if you are pressing the mouse button specified with MouseButton.


bool is_physical_key_pressed(keycode: Key) const 🔗

Returns true if you are pressing the key in the physical location on the 101/102-key US QWERTY keyboard. You can pass a Key constant.

is_physical_key_pressed is recommended over is_key_pressed for in-game actions, as it will make W/A/S/D layouts work regardless of the user’s keyboard layout. is_physical_key_pressed will also ensure that the top row number keys work on any keyboard layout. If in doubt, use is_physical_key_pressed.

Note: Due to keyboard ghosting, is_physical_key_pressed may return false even if one of the action’s keys is pressed. See Input examples in the documentation for more information.


void parse_input_event(event: InputEvent) 🔗

Feeds an InputEvent to the game. Can be used to artificially trigger input events from code. Also generates Node._input calls.

Example:

GDScriptC#

  1. var cancel_event = InputEventAction.new()
  2. cancel_event.action = "ui_cancel"
  3. cancel_event.pressed = true
  4. Input.parse_input_event(cancel_event)
  1. var cancelEvent = new InputEventAction();
  2. cancelEvent.Action = "ui_cancel";
  3. cancelEvent.Pressed = true;
  4. Input.ParseInputEvent(cancelEvent);

Note: Calling this function has no influence on the operating system. So for example sending an InputEventMouseMotion will not move the OS mouse cursor to the specified position (use warp_mouse instead) and sending Alt/Cmd + Tab as InputEventKey won’t toggle between active windows.


void remove_joy_mapping(guid: String) 🔗

Removes all mappings from the internal database that match the given GUID.


void set_accelerometer(value: Vector3) 🔗

Sets the acceleration value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.

Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.


void set_custom_mouse_cursor(image: Resource, shape: CursorShape = 0, hotspot: Vector2 = Vector2(0, 0)) 🔗

Sets a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. Passing null to the image parameter resets to the system cursor. See CursorShape for the list of shapes.

image can be either Texture2D or Image and its size must be lower than or equal to 256×256. To avoid rendering issues, sizes lower than or equal to 128×128 are recommended.

hotspot must be within image‘s size.

Note: AnimatedTextures aren’t supported as custom mouse cursors. If using an AnimatedTexture, only the first frame will be displayed.

Note: The Lossless, Lossy or Uncompressed compression modes are recommended. The Video RAM compression mode can be used, but it will be decompressed on the CPU, which means loading times are slowed down and no memory is saved compared to lossless modes.

Note: On the web platform, the maximum allowed cursor image size is 128×128. Cursor images larger than 32×32 will also only be displayed if the mouse cursor image is entirely located within the page for security reasons.


void set_default_cursor_shape(shape: CursorShape = 0) 🔗

Sets the default cursor shape to be used in the viewport instead of CURSOR_ARROW.

Note: If you want to change the default cursor shape for Control‘s nodes, use Control.mouse_default_cursor_shape instead.

Note: This method generates an InputEventMouseMotion to update cursor immediately.


void set_gravity(value: Vector3) 🔗

Sets the gravity value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.

Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.


void set_gyroscope(value: Vector3) 🔗

Sets the value of the rotation rate of the gyroscope sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.

Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.


void set_magnetometer(value: Vector3) 🔗

Sets the value of the magnetic field of the magnetometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.

Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.


bool should_ignore_device(vendor_id: int, product_id: int) const 🔗

Queries whether an input device should be ignored or not. Devices can be ignored by setting the environment variable SDL_GAMECONTROLLER_IGNORE_DEVICES. Read the SDL documentation for more information.

Note: Some 3rd party tools can contribute to the list of ignored devices. For example, SteamInput creates virtual devices from physical devices for remapping purposes. To avoid handling the same input device twice, the original device is added to the ignore list.


void start_joy_vibration(device: int, weak_magnitude: float, strong_magnitude: float, duration: float = 0) 🔗

Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. weak_magnitude is the strength of the weak motor (between 0 and 1) and strong_magnitude is the strength of the strong motor (between 0 and 1). duration is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely). The vibration can be stopped early by calling stop_joy_vibration.

Note: Not every hardware is compatible with long effect durations; it is recommended to restart an effect if it has to be played for more than a few seconds.

Note: For macOS, vibration is only supported in macOS 11 and later.


void stop_joy_vibration(device: int) 🔗

Stops the vibration of the joypad started with start_joy_vibration.


void vibrate_handheld(duration_ms: int = 500, amplitude: float = -1.0) 🔗

Vibrate the handheld device for the specified duration in milliseconds.

amplitude is the strength of the vibration, as a value between 0.0 and 1.0. If set to -1.0, the default vibration strength of the device is used.

Note: This method is implemented on Android, iOS, and Web. It has no effect on other platforms.

Note: For Android, vibrate_handheld requires enabling the VIBRATE permission in the export preset. Otherwise, vibrate_handheld will have no effect.

Note: For iOS, specifying the duration is only supported in iOS 13 and later.

Note: For Web, the amplitude cannot be changed.

Note: Some web browsers such as Safari and Firefox for Android do not support vibrate_handheld.


void warp_mouse(position: Vector2) 🔗

Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the currently focused Window Manager game window.

Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if MouseMode is set to MOUSE_MODE_CONFINED or MOUSE_MODE_CONFINED_HIDDEN.

Note: warp_mouse is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.


User-contributed notes

Please read the User-contributed notes policy before submitting a comment.

Previous Next