InputEventAction

Category: Built-In Types

Brief Description

Built-in input event type for actions.

Member Functions

bool is_action ( String action )
bool is_action_pressed ( String action )
bool is_action_released ( String action )
bool is_echo ( )
bool is_pressed ( )
void set_as_action ( String action, bool pressed )

Member Variables

  • int ID - Event identifier, positive integer increased at each new event.
  • int device - Device identifier.
  • int type - Type of event (one of the [InputEvent] constants).

Numeric Constants

  • NONE = 0 — Empty input event.
  • KEY = 1 — Key event.
  • MOUSE_MOTION = 2 — Mouse motion event.
  • MOUSE_BUTTON = 3 — Mouse button event.
  • JOYSTICK_MOTION = 4 — Joystick motion event.
  • JOYSTICK_BUTTON = 5 — Joystick button event.
  • SCREEN_TOUCH = 6 — Screen touch event.
  • SCREEN_DRAG = 7 — Screen drag event.
  • ACTION = 8 — Pre-defined action event (see InputMap).

Description

Input event type for actions that extends the global InputEvent type.

Member Function Description

bool is_action ( String action )

Return if this input event matches a pre-defined action, i.e. always true for InputEventAction.

bool is_action_pressed ( String action )

Return whether the given action is being pressed.

bool is_action_released ( String action )

Return whether the given action is released (i.e. not pressed).

bool is_echo ( )

Return if this input event is an echo event (only for events of type KEY, i.e. always false for this type).

bool is_pressed ( )

Return if this input event is pressed.

void set_as_action ( String action, bool pressed )

Change the input event to an action event of the given name with the pressed status passed as argument.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/2.1/classes/class_inputeventaction.html