112 lines
3.6 KiB
XML
112 lines
3.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="InputMap" inherits="Object" category="Core" version="3.0-rc1">
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<brief_description>
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Singleton that manages [InputEventAction].
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</brief_description>
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<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>
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<tutorials>
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http://docs.godotengine.org/en/stable/learning/features/inputs/inputevent.html#inputmap
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="action_add_event">
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<return type="void">
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</return>
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<argument index="0" name="action" type="String">
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</argument>
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<argument index="1" name="event" type="InputEvent">
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</argument>
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<description>
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Adds an [InputEvent] to an action. This [InputEvent] will trigger the action.
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</description>
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</method>
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<method name="action_erase_event">
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<return type="void">
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</return>
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<argument index="0" name="action" type="String">
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</argument>
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<argument index="1" name="event" type="InputEvent">
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</argument>
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<description>
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Removes an [InputEvent] from an action.
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</description>
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</method>
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<method name="action_has_event">
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<return type="bool">
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</return>
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<argument index="0" name="action" type="String">
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</argument>
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<argument index="1" name="event" type="InputEvent">
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</argument>
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<description>
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Returns [true] if an action has an [InputEvent] associated with it.
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</description>
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</method>
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<method name="add_action">
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<return type="void">
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</return>
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<argument index="0" name="action" type="String">
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</argument>
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<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>
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</method>
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<method name="erase_action">
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<return type="void">
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</return>
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<argument index="0" name="action" type="String">
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</argument>
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<description>
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Removes an action from the [code]InputMap[/code].
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</description>
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</method>
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<method name="event_is_action" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="event" type="InputEvent">
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</argument>
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<argument index="1" name="action" type="String">
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</argument>
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<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>
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</method>
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<method name="get_action_list">
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<return type="Array">
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</return>
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<argument index="0" name="action" type="String">
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</argument>
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<description>
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Returns an array of [InputEvent]s associated with a given action.
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</description>
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</method>
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<method name="get_actions">
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<return type="Array">
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</return>
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<description>
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Returns an array of all actions in the [code]InputMap[/code].
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</description>
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</method>
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<method name="has_action" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="action" type="String">
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</argument>
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<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>
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</method>
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<method name="load_from_globals">
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<return type="void">
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</return>
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<description>
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Clears all [InputEventAction] in the [code]InputMap[/code] and load it anew from [ProjectSettings].
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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