Struct InputSingleton

A singleton that deals with inputs.

struct InputSingleton ;

This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the Input Map tab in the Project > Project Settings, or with the InputMap class.

Methods

NameDescription
actionPress 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 isActionPressed and isActionJustPressed. If you want to simulate _input, use parseInputEvent instead.
actionRelease If the specified action is already pressed, this will release it.
addJoyMapping Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.
getAccelerometer 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.
getActionStrength 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.
getConnectedJoypads Returns an Array containing the device IDs of all currently connected joypads.
getCurrentCursorShape Returns the currently assigned cursor shape (see cursorshape).
getGravity If the device has an accelerometer, this will return the gravity. Otherwise, it returns an empty Vector3.
getGyroscope If the device has a gyroscope, this will return the rate of rotation in rad/s around a device's X, Y, and Z axes. Otherwise, it returns an empty Vector3.
getJoyAxis Returns the current value of the joypad axis at given index (see joysticklist).
getJoyAxisIndexFromString Returns the index of the provided axis name.
getJoyAxisString Receives a joysticklist axis and returns its equivalent name as a string.
getJoyButtonIndexFromString Returns the index of the provided button name.
getJoyButtonString Receives a gamepad button from joysticklist and returns its equivalent name as a string.
getJoyGuid Returns a SDL2-compatible device GUID on platforms that use gamepad remapping. Returns "Default Gamepad" otherwise.
getJoyName Returns the name of the joypad at the specified device index.
getJoyVibrationDuration Returns the duration of the current vibration effect in seconds.
getJoyVibrationStrength Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor.
getLastMouseSpeed 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.
getMagnetometer If the device has a magnetometer, this will return the magnetic field strength in micro-Tesla for all axes.
getMouseButtonMask Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together.
getMouseMode Returns the mouse mode. See the constants for more information.
isActionJustPressed 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.
isActionJustReleased Returns true when the user stops pressing the action event, meaning it's true only on the frame that the user released the button.
isActionPressed Returns true if you are pressing the action event. Note that if an action has multiple buttons assigned and more than one of them is pressed, releasing one button will release the action, even if some other button assigned to this action is still pressed.
isJoyButtonPressed Returns true if you are pressing the joypad button (see joysticklist).
isJoyKnown Returns true if the system knows the specified device. This means that it sets all button and axis indices exactly as defined in joysticklist. Unknown joypads are not expected to match these constants, but you can still retrieve events from them.
isKeyPressed Returns true if you are pressing the key. You can pass a keylist constant.
isMouseButtonPressed Returns true if you are pressing the mouse button specified with buttonlist.
joyConnectionChanged Notifies the Input singleton that a connection has changed, to update the state for the device index. This is used internally and should not have to be called from user scripts. See joyConnectionChanged for the signal emitted when this is triggered internally.
parseInputEvent Feeds an InputEvent to the game. Can be used to artificially trigger input events from code. Also generates Node.input calls.
removeJoyMapping Removes all mappings from the internal database that match the given GUID.
setCustomMouseCursor 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's size must be lower than 256×256. 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: Only images imported with the Lossless, Lossy or Uncompressed compression modes are supported. The Video RAM compression mode can't be used for custom cursors.
setDefaultCursorShape Sets the default cursor shape to be used in the viewport instead of constant CURSOR_ARROW. Note: If you want to change the default cursor shape for Control's nodes, use Control.mouseDefaultCursorShape instead. Note: This method generates an InputEventMouseMotion to update cursor immediately.
setMouseMode Sets the mouse mode. See the constants for more information.
setUseAccumulatedInput Whether to accumulate similar input events sent by the operating system. Enabled by default.
startJoyVibration 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: 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.
stopJoyVibration Stops the vibration of the joypad.
vibrateHandheld Vibrate Android and iOS devices. Note: It needs VIBRATE permission for Android at export settings. iOS does not support duration.
warpMousePosition Sets the mouse position to the specified vector.

Enums

NameDescription
Constants
CursorShape
MouseMode