InputEvent

Inherits: Resource < Reference < Object

Inherited By: InputEventAction, InputEventJoypadButton, InputEventJoypadMotion, InputEventMIDI, InputEventScreenDrag, InputEventScreenTouch, InputEventWithModifiers

Generic input event.

Description

Base class of all sort of input event. See Node._input.

Tutorials

Properties

int device 0

Methods

bool accumulate ( InputEvent with_event )
String as_text ( ) const
float get_action_strength ( String action ) const
bool is_action ( String action ) const
bool is_action_pressed ( String action, bool allow_echo=false ) const
bool is_action_released ( String action ) const
bool is_action_type ( ) const
bool is_echo ( ) const
bool is_pressed ( ) const
bool shortcut_match ( InputEvent event ) const
InputEvent xformed_by ( Transform2D xform, Vector2 local_ofs=Vector2( 0, 0 ) ) const

Property Descriptions

int device

Default 0
Setter set_device(value)
Getter get_device()

The event's device ID.

Note: This device ID will always be -1 for emulated mouse input from a touchscreen. This can be used to distinguish emulated mouse input from physical mouse input.

Method Descriptions

bool accumulate ( InputEvent with_event )

Returns true if the given input event and this input event can be added together (only for events of type InputEventMouseMotion).

The given input event's position, global position and speed will be copied. The resulting relative is a sum of both events. Both events' modifiers have to be identical.

String as_text ( ) const

Returns a String representation of the event.

float get_action_strength ( String action ) const

Returns a value between 0.0 and 1.0 depending on the given actions' state. Useful for getting the value of events of type InputEventJoypadMotion.

bool is_action ( String action ) const

Returns true if this input event matches a pre-defined action of any type.

bool is_action_pressed ( String action, bool allow_echo=false ) const

Returns true if the given action is being pressed (and is not an echo event for InputEventKey events, unless allow_echo is true). Not relevant for events of type InputEventMouseMotion or InputEventScreenDrag.

bool is_action_released ( String action ) const

Returns true if the given action is released (i.e. not pressed). Not relevant for events of type InputEventMouseMotion or InputEventScreenDrag.

bool is_action_type ( ) const

Returns true if this input event's type is one that can be assigned to an input action.

bool is_echo ( ) const

Returns true if this input event is an echo event (only for events of type InputEventKey).

bool is_pressed ( ) const

Returns true if this input event is pressed. Not relevant for events of type InputEventMouseMotion or InputEventScreenDrag.

bool shortcut_match ( InputEvent event ) const

Returns true if the given input event is checking for the same key (InputEventKey), button (InputEventJoypadButton) or action (InputEventAction).

InputEvent xformed_by ( Transform2D xform, Vector2 local_ofs=Vector2( 0, 0 ) ) const

Returns a copy of the given input event which has been offset by local_ofs and transformed by xform. Relevant for events of type InputEventMouseButton, InputEventMouseMotion, InputEventScreenTouch, InputEventScreenDrag, InputEventMagnifyGesture and InputEventPanGesture.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_inputevent.html