Class Input
A singleton for handling inputs.
- Inheritance
-
Input
Remarks
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 accept_event or set_input_as_handled, as those methods only deal with the way input is propagated in the SceneTree.
See Also
Properties
emulate_mouse_from_touch
If true
, sends mouse input events when tapping or swiping on the touchscreen. See also input_devices/pointing/emulate_mouse_from_touch.
var emulate_mouse_from_touch : bool
Property Value
Remarks
emulate_touch_from_mouse
If true
, sends touch input events when clicking or dragging the mouse. See also input_devices/pointing/emulate_touch_from_mouse.
var emulate_touch_from_mouse : bool
Property Value
Remarks
mouse_mode
Controls the mouse mode. See MouseMode for more information.
var mouse_mode : int
Property Value
Remarks
use_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.
var use_accumulated_input : bool
Property Value
Remarks
Methods
action_press(StringName, float)
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 Input.is_action_pressed and Input.is_action_just_pressed. If you want to simulate _input
, use Input.parse_input_event instead.
void action_press(StringName action, float strength)
Parameters
action
StringNamestrength
float
action_release(StringName)
If the specified action is already pressed, this will release it.
void action_release(StringName action)
Parameters
action
StringName
add_joy_mapping(String, bool)
Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.
void add_joy_mapping(String mapping, bool update_existing)
Parameters
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 (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.
void flush_buffered_events
get_accelerometer
Qualifiers: const
Returns the acceleration in m/s² of the device's accelerometer sensor, if the device has one. Otherwise, the method returns 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 ZERO.
Note: For Android, input_devices/sensors/enable_accelerometer must be enabled.
Vector3 get_accelerometer
get_action_raw_strength(StringName, bool)
Qualifiers: 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 Input.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_raw_strength(StringName action, bool exact_match)
Parameters
action
StringNameexact_match
bool
get_action_strength(StringName, bool)
Qualifiers: 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_action_strength(StringName action, bool exact_match)
Parameters
action
StringNameexact_match
bool
get_axis(StringName, StringName)
Qualifiers: 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")
.
float get_axis(StringName negative_action, StringName positive_action)
Parameters
negative_action
StringNamepositive_action
StringName
get_connected_joypads
Returns an Array containing the device IDs of all currently connected joypads.
int[] get_connected_joypads
get_current_cursor_shape
Qualifiers: const
Returns the currently assigned cursor shape (see CursorShape).
int get_current_cursor_shape
get_gravity
Qualifiers: const
Returns the gravity in m/s² of the device's accelerometer sensor, if the device has one. Otherwise, the method returns ZERO.
Note: This method only works on Android and iOS. On other platforms, it always returns ZERO.
Note: For Android, input_devices/sensors/enable_gravity must be enabled.
Vector3 get_gravity
get_gyroscope
Qualifiers: 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 ZERO.
Note: This method only works on Android and iOS. On other platforms, it always returns ZERO.
Note: For Android, input_devices/sensors/enable_gyroscope must be enabled.
Vector3 get_gyroscope
get_joy_axis(int, int)
Qualifiers: const
Returns the current value of the joypad axis at given index (see JoyAxis).
float get_joy_axis(int device, int axis)
Parameters
get_joy_guid(int)
Qualifiers: const
Returns an SDL2-compatible device GUID on platforms that use gamepad remapping, e.g. 030000004c050000c405000000010000
. Returns an empty string if it cannot be found. Godot uses the SDL2 game controller database to determine gamepad names and mappings based on this GUID.
On Windows, all XInput joypad GUIDs will be overridden by Godot to __XINPUT_DEVICE__
, because their mappings are the same.
String get_joy_guid(int device)
Parameters
device
int
get_joy_info(int)
Qualifiers: 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. Undefined for DirectInput devices.
vendor_id
: The USB vendor ID of the device.
product_id
: The USB product ID of the device.
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.
Note: The returned dictionary is always empty on Web, iOS, Android, and macOS.
Dictionary get_joy_info(int device)
Parameters
device
int
get_joy_name(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.
String get_joy_name(int device)
Parameters
device
int
get_joy_vibration_duration(int)
Returns the duration of the current vibration effect in seconds.
float get_joy_vibration_duration(int device)
Parameters
device
int
get_joy_vibration_strength(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_joy_vibration_strength(int device)
Parameters
device
int
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_screen_velocity
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.
Vector2 get_last_mouse_velocity
get_magnetometer
Qualifiers: 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 ZERO.
Note: This method only works on Android and iOS. On other platforms, it always returns ZERO.
Note: For Android, input_devices/sensors/enable_magnetometer must be enabled.
Vector3 get_magnetometer
get_mouse_button_mask
Qualifiers: const
Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. Equivalent to mouse_get_button_state.
int get_mouse_button_mask
get_vector(StringName, StringName, StringName, StringName, float)
Qualifiers: 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).
Vector2 get_vector(StringName negative_x, StringName positive_x, StringName negative_y, StringName positive_y, float deadzone)
Parameters
negative_x
StringNamepositive_x
StringNamenegative_y
StringNamepositive_y
StringNamedeadzone
float
is_action_just_pressed(StringName, bool)
Qualifiers: 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, Input.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_pressed(StringName action, bool exact_match)
Parameters
action
StringNameexact_match
bool
is_action_just_released(StringName, bool)
Qualifiers: 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_just_released(StringName action, bool exact_match)
Parameters
action
StringNameexact_match
bool
is_action_pressed(StringName, bool)
Qualifiers: 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, Input.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_pressed(StringName action, bool exact_match)
Parameters
action
StringNameexact_match
bool
is_anything_pressed
Qualifiers: 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 Input.action_press.
bool is_anything_pressed
is_joy_button_pressed(int, int)
Qualifiers: const
Returns true
if you are pressing the joypad button (see JoyButton).
bool is_joy_button_pressed(int device, int button)
Parameters
is_joy_known(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_joy_known(int device)
Parameters
device
int
is_key_label_pressed(int)
Qualifiers: 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_label_pressed(int keycode)
Parameters
keycode
int
is_key_pressed(int)
Qualifiers: const
Returns true
if you are pressing the Latin key in the current keyboard layout. You can pass a Key constant.
Input.is_key_pressed is only recommended over Input.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 Input.is_physical_key_pressed.
Note: Due to keyboard ghosting, Input.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_key_pressed(int keycode)
Parameters
keycode
int
is_mouse_button_pressed(int)
Qualifiers: const
Returns true
if you are pressing the mouse button specified with MouseButton.
bool is_mouse_button_pressed(int button)
Parameters
button
int
is_physical_key_pressed(int)
Qualifiers: 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.
Input.is_physical_key_pressed is recommended over Input.is_key_pressed for in-game actions, as it will make W
/A
/S
/D
layouts work regardless of the user's keyboard layout. Input.is_physical_key_pressed will also ensure that the top row number keys work on any keyboard layout. If in doubt, use Input.is_physical_key_pressed.
Note: Due to keyboard ghosting, Input.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.
bool is_physical_key_pressed(int keycode)
Parameters
keycode
int
parse_input_event(InputEvent)
Feeds an InputEvent to the game. Can be used to artificially trigger input events from code. Also generates Node._input calls.
var cancel_event = InputEventAction.new()
cancel_event.action = "ui_cancel"
cancel_event.pressed = true
Input.parse_input_event(cancel_event)
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 Input.warp_mouse instead) and sending Alt/Cmd + Tab
as InputEventKey won't toggle between active windows.
void parse_input_event(InputEvent event)
Parameters
event
InputEvent
remove_joy_mapping(String)
Removes all mappings from the internal database that match the given GUID. All currently connected joypads that use this GUID will become unmapped.
On Android, Godot will map to an internal fallback mapping.
void remove_joy_mapping(String guid)
Parameters
guid
String
set_accelerometer(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_accelerometer(Vector3 value)
Parameters
value
Vector3
set_custom_mouse_cursor(Resource, int, Vector2)
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_custom_mouse_cursor(Resource image, int shape, Vector2 hotspot)
Parameters
set_default_cursor_shape(int)
Sets the default cursor shape to be used in the viewport instead of Input.CURSOR_ARROW.
Note: If you want to change the default cursor shape for Control's nodes, use mouse_default_cursor_shape instead.
Note: This method generates an InputEventMouseMotion to update cursor immediately.
void set_default_cursor_shape(int shape)
Parameters
shape
int
set_gravity(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_gravity(Vector3 value)
Parameters
value
Vector3
set_gyroscope(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_gyroscope(Vector3 value)
Parameters
value
Vector3
set_magnetometer(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.
void set_magnetometer(Vector3 value)
Parameters
value
Vector3
should_ignore_device(int, int)
Qualifiers: 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.
bool should_ignore_device(int vendor_id, int product_id)
Parameters
start_joy_vibration(int, float, float, float)
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 Input.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 start_joy_vibration(int device, float weak_magnitude, float strong_magnitude, float duration)
Parameters
stop_joy_vibration(int)
Stops the vibration of the joypad started with Input.start_joy_vibration.
void stop_joy_vibration(int device)
Parameters
device
int
vibrate_handheld(int, float)
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, Input.vibrate_handheld requires enabling the VIBRATE
permission in the export preset. Otherwise, Input.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 Input.vibrate_handheld.
void vibrate_handheld(int duration_ms, float amplitude)
Parameters
warp_mouse(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 Input.MOUSE_MODE_CONFINED or Input.MOUSE_MODE_CONFINED_HIDDEN.
Note: Input.warp_mouse is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.
void warp_mouse(Vector2 position)
Parameters
position
Vector2
Events
joy_connection_changed(int, bool)
Emitted when a joypad device has been connected or disconnected.
signal joy_connection_changed(int device, bool connected)