This will simulate pressing the specified action.
If the specified action is already pressed, this will release it.
Add a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.
If the device has an accelerometer, this will return the acceleration. Otherwise, it returns an empty Vector3. 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.
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 as the keyboard, the value returned will be 0 or 1.
Returns an Array containing the device IDs of all currently connected joypads.
If the device has an accelerometer, this will return the gravity. Otherwise, it returns an empty Vector3.
If the device has a gyroscope, this will return the rate of rotation in rad/s around a device's x, y, and z axis. Otherwise, it returns an empty Vector3.
Returns the current value of the joypad axis at given index (see JOY_* constants in @GlobalScope)
Returns the index of the provided axis name.
Receives a JOY_AXIS_* Enum and returns its equivalent name as a string.
Returns the index of the provided button name.
Receives a JOY_BUTTON_* Enum and returns its equivalent name as a string.
Returns a SDL2 compatible device guid on platforms that use gamepad remapping. Returns "Default Gamepad" otherwise.
Returns the name of the joypad at the specified device index
Returns the duration of the current vibration effect in seconds.
Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor.
Returns the mouse speed for the last time the cursor was moved, and this until the next frame where the mouse moves. This means that even if the mouse is not moving, this function will still return the value of the last motion.
If the device has a magnetometer, this will return the magnetic field strength in micro-Tesla for all axes.
Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time the bits are added together.
Return the mouse mode. See the constants for more information.
Returns true when the user starts pressing the action event, meaning it's true only on the frame 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.
Returns true when the user stops pressing the action event, meaning it's true only on the frame that the user released the button.
Returns true if you are pressing the action event.
Returns true if you are pressing the joypad button. (see JOY_* constants in @GlobalScope)
Returns true if the system knows the specified device. This means that it sets all button and axis indices exactly as defined in the JOY_* constants (see @GlobalScope). Unknown joypads are not expected to match these constants, but you can still retrieve events from them.
Returns true if you are pressing the key. You can pass KEY_*, which are pre-defined constants listed in @GlobalScope.
Returns true if you are pressing the mouse button. You can pass BUTTON_*, which are pre-defined constants listed in @GlobalScope.
Feeds an InputEvent to the game. Can be used to artificially trigger input events from code.
Removes all mappings from the internal db that match the given uid.
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 enum CURSOR_* for the list of shapes. image's size must be lower than 256x256. hotspot must be within image's size.
Sets the default cursor shape to be used in the viewport instead of CURSOR_ARROW. Note that if you want to change the default cursor shape for Control's nodes, use Control.mouseDefaultCursorShape instead.
Set the mouse mode. See the constants for more information.
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). Note that not every hardware is compatible with long effect durations, it is recommended to restart an effect if in need to play it for more than a few seconds.
Stops the vibration of the joypad.
Sets the mouse position to the specified vector.
A Singleton that deals with inputs.
This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the Project Settings / Input Map tab. Or be set with InputMap.