InputEvent

Inherits: Resource < RefCounted < Object

Inherited By: InputEventAction, InputEventFromWindow, InputEventJoypadButton, InputEventJoypadMotion, InputEventMIDI, InputEventShortcut

Abstract base class for input events.

Description

Abstract base class of all types of input events. See Node._input.

Tutorials

Properties

int

device

0

Methods

bool

accumulate(with_event: InputEvent)

String

as_text() const

float

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

bool

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

bool

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

bool

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

bool

is_action_type() const

bool

is_canceled() const

bool

is_echo() const

bool

is_match(event: InputEvent, exact_match: bool = true) const

bool

is_pressed() const

bool

is_released() const

InputEvent

xformed_by(xform: Transform2D, local_ofs: Vector2 = Vector2(0, 0)) const


Constants

DEVICE_ID_EMULATION = -1 🔗

Device ID used for emulated mouse input from a touchscreen, or for emulated touch input from a mouse. This can be used to distinguish emulated mouse input from physical mouse input, or emulated touch input from physical touch input.


Property Descriptions

int device = 0 🔗

  • void set_device(value: int)

  • int get_device()

The event’s device ID.

Note: device can be negative for special use cases that don’t refer to devices physically present on the system. See DEVICE_ID_EMULATION.


Method Descriptions

bool accumulate(with_event: InputEvent) 🔗

Returns true 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 relative is a sum of both events. Both events’ modifiers have to be identical.


String as_text() const 🔗

Returns a String representation of the event.


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

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


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

Returns true if this input event matches a pre-defined action of any type.

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


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

Returns true if the given action is being pressed (and is not an echo event for InputEventKey events, unless allow_echo is true). Not relevant for events of type InputEventMouseMotion or InputEventScreenDrag.

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

Returns true if the given action is released (i.e. not pressed). Not relevant for events of type InputEventMouseMotion or InputEventScreenDrag.

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


bool is_action_type() const 🔗

Returns true if this input event’s type is one that can be assigned to an input action.


bool is_canceled() const 🔗

Returns true if this input event has been canceled.


bool is_echo() const 🔗

Returns true if this input event is an echo event (only for events of type InputEventKey). An echo event is a repeated key event sent when the user is holding down the key. Any other event type returns false.

Note: The rate at which echo events are sent is typically around 20 events per second (after holding down the key for roughly half a second). However, the key repeat delay/speed can be changed by the user or disabled entirely in the operating system settings. To ensure your project works correctly on all configurations, do not assume the user has a specific key repeat configuration in your project’s behavior.


bool is_match(event: InputEvent, exact_match: bool = true) const 🔗

Returns true if the specified event matches this event. Only valid for action events i.e key (InputEventKey), button (InputEventMouseButton or InputEventJoypadButton), axis InputEventJoypadMotion or action (InputEventAction) events.

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


bool is_pressed() const 🔗

Returns true if this input event is pressed. Not relevant for events of type InputEventMouseMotion or InputEventScreenDrag.

Note: Due to keyboard ghosting, is_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_released() const 🔗

Returns true if this input event is released. Not relevant for events of type InputEventMouseMotion or InputEventScreenDrag.


InputEvent xformed_by(xform: Transform2D, local_ofs: Vector2 = Vector2(0, 0)) const 🔗

Returns a copy of the given input event which has been offset by local_ofs and transformed by xform. Relevant for events of type InputEventMouseButton, InputEventMouseMotion, InputEventScreenTouch, InputEventScreenDrag, InputEventMagnifyGesture and InputEventPanGesture.


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