Input
继承: Object
A singleton for handling inputs.
描述
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
.
属性
bool | emulate_mouse_from_touch |
bool | emulate_touch_from_mouse |
MouseMode | mouse_mode |
bool | use_accumulated_input |
方法
信号
joy_connection_changed ( device: int
, connected: bool
)
Emitted when a joypad device has been connected or disconnected.
枚举
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.
属性说明
bool
emulate_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
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
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.
方法说明
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 ( ) const1
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 ) const1
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 ) const1
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
) const1
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 ( ) const1
Returns the currently assigned cursor shape (see CursorShape).
Vector3
get_gravity ( ) const1
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 ( ) const1
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 ) const1
Returns the current value of the joypad axis at given index (see JoyAxis).
String
get_joy_guid ( device: int
) const1
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
) const1
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.
Note: The returned dictionary is always empty on Web, iOS, Android, and macOS.
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 ( ) const1
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
.
MouseButtonMask get_mouse_button_mask ( ) const1
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 ) const1
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 ) const1
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 ) const1
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 ) const1
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 ( ) const1
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 ) const1
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 ) const1
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 ) const1
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 ) const1
Returns true
if you are pressing the mouse button specified with MouseButton.
bool
is_physical_key_pressed ( keycode: Key ) const1
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.
var cancel_event = InputEventAction.new()
cancel_event.action = "ui_cancel"
cancel_event.pressed = true
Input.parse_input_event(cancel_event)
var cancelEvent = new InputEventAction();
cancelEvent.Action = "ui_cancel";
cancelEvent.Pressed = true;
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: AnimatedTexture
s 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
) const1
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.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。