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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "InputMap" inherits= "Object" category= "Core" version= "3.1-dev" >
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<brief_description >
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Singleton that manages [InputEventAction].
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</brief_description>
<description >
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Manages all [InputEventAction] which can be created/modified from the project settings menu [code]Project > Project Settings > Input Map[/code] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
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</description>
<tutorials >
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http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html#inputmap
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</tutorials>
<demos >
</demos>
<methods >
<method name= "action_add_event" >
<return type= "void" >
</return>
<argument index= "0" name= "action" type= "String" >
</argument>
<argument index= "1" name= "event" type= "InputEvent" >
</argument>
<description >
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Adds an [InputEvent] to an action. This [InputEvent] will trigger the action.
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</description>
</method>
<method name= "action_erase_event" >
<return type= "void" >
</return>
<argument index= "0" name= "action" type= "String" >
</argument>
<argument index= "1" name= "event" type= "InputEvent" >
</argument>
<description >
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Removes an [InputEvent] from an action.
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</description>
</method>
<method name= "action_has_event" >
<return type= "bool" >
</return>
<argument index= "0" name= "action" type= "String" >
</argument>
<argument index= "1" name= "event" type= "InputEvent" >
</argument>
<description >
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Returns [true] if an action has an [InputEvent] associated with it.
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</description>
</method>
<method name= "add_action" >
<return type= "void" >
</return>
<argument index= "0" name= "action" type= "String" >
</argument>
<description >
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Adds an (empty) action to the [code]InputMap[/code]. An [InputEvent] can then be added to this action with [method action_add_event].
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</description>
</method>
<method name= "erase_action" >
<return type= "void" >
</return>
<argument index= "0" name= "action" type= "String" >
</argument>
<description >
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Removes an action from the [code]InputMap[/code].
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</description>
</method>
<method name= "event_is_action" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "event" type= "InputEvent" >
</argument>
<argument index= "1" name= "action" type= "String" >
</argument>
<description >
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Returns [true] 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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</description>
</method>
<method name= "get_action_list" >
<return type= "Array" >
</return>
<argument index= "0" name= "action" type= "String" >
</argument>
<description >
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Returns an array of [InputEvent]s associated with a given action.
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</description>
</method>
<method name= "get_actions" >
<return type= "Array" >
</return>
<description >
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Returns an array of all actions in the [code]InputMap[/code].
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</description>
</method>
<method name= "has_action" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "action" type= "String" >
</argument>
<description >
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Returns [code]true[/code] if the [code]InputMap[/code] has a registered action with the given name.
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</description>
</method>
<method name= "load_from_globals" >
<return type= "void" >
</return>
<description >
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Clears all [InputEventAction] in the [code]InputMap[/code] and load it anew from [ProjectSettings].
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</description>
</method>
</methods>
<constants >
</constants>
</class>