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 [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or with the [InputMap] class.
Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input ([member use_accumulated_input]) or agile input flushing ([member ProjectSettings.input_devices/buffering/agile_event_flushing]).
The engine will already do this itself at key execution points (at least once per frame). However, this can be useful in advanced cases where you want precise control over the timing of event handling.
Returns the acceleration of the device's accelerometer sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
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.
[b]Note:[/b] This method only works on iOS, Android, and UWP. On other platforms, it always returns [constant Vector3.ZERO]. On Android the unit of measurement for each axis is m/s² while on iOS and UWP it's a multiple of the Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²).
Returns the currently assigned cursor shape (see [enum CursorShape]).
</description>
</method>
<methodname="get_gravity"qualifiers="const">
<returntype="Vector3"/>
<description>
Returns the gravity of the device's accelerometer sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
[b]Note:[/b] This method only works on Android and iOS. On other platforms, it always returns [constant Vector3.ZERO]. On Android the unit of measurement for each axis is m/s² while on iOS it's a multiple of the Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²).
</description>
</method>
<methodname="get_gyroscope"qualifiers="const">
<returntype="Vector3"/>
<description>
Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the gyroscope sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
[b]Note:[/b] This method only works on Android and iOS. On other platforms, it always returns [constant Vector3.ZERO].
</description>
</method>
<methodname="get_joy_axis"qualifiers="const">
<returntype="float"/>
<argumentindex="0"name="device"type="int"/>
<argumentindex="1"name="axis"type="int"/>
<description>
Returns the current value of the joypad axis at given index (see [enum JoystickList]).
</description>
</method>
<methodname="get_joy_axis_index_from_string">
<returntype="int"/>
<argumentindex="0"name="axis"type="String"/>
<description>
Returns the index of the provided axis name.
</description>
</method>
<methodname="get_joy_axis_string">
<returntype="String"/>
<argumentindex="0"name="axis_index"type="int"/>
<description>
Receives a [enum JoystickList] axis and returns its equivalent name as a string.
</description>
</method>
<methodname="get_joy_button_index_from_string">
<returntype="int"/>
<argumentindex="0"name="button"type="String"/>
<description>
Returns the index of the provided button name.
</description>
</method>
<methodname="get_joy_button_string">
<returntype="String"/>
<argumentindex="0"name="button_index"type="int"/>
<description>
Receives a gamepad button from [enum JoystickList] and returns its equivalent name as a string.
</description>
</method>
<methodname="get_joy_guid"qualifiers="const">
<returntype="String"/>
<argumentindex="0"name="device"type="int"/>
<description>
Returns a SDL2-compatible device GUID on platforms that use gamepad remapping. Returns [code]"Default Gamepad"[/code] otherwise.
</description>
</method>
<methodname="get_joy_name">
<returntype="String"/>
<argumentindex="0"name="device"type="int"/>
<description>
Returns the name of the joypad at the specified device index.
</description>
</method>
<methodname="get_joy_vibration_duration">
<returntype="float"/>
<argumentindex="0"name="device"type="int"/>
<description>
Returns the duration of the current vibration effect in seconds.
</description>
</method>
<methodname="get_joy_vibration_strength">
<returntype="Vector2"/>
<argumentindex="0"name="device"type="int"/>
<description>
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 last mouse speed. To provide a precise and jitter-free speed, mouse speed is only calculated every 0.1s. Therefore, mouse speed will lag mouse movements.
Returns the magnetic field strength in micro-Tesla for all axes of the device's magnetometer sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
[b]Note:[/b] This method only works on Android, iOS and UWP. On other platforms, it always returns [constant Vector3.ZERO].
Returns [code]true[/code] if you are pressing the joypad button (see [enum JoystickList]).
</description>
</method>
<methodname="is_joy_known">
<returntype="bool"/>
<argumentindex="0"name="device"type="int"/>
<description>
Returns [code]true[/code] if the system knows the specified device. This means that it sets all button and axis indices exactly as defined in [enum JoystickList]. Unknown joypads are not expected to match these constants, but you can still retrieve events from them.
</description>
</method>
<methodname="is_key_pressed"qualifiers="const">
<returntype="bool"/>
<argumentindex="0"name="scancode"type="int"/>
<description>
Returns [code]true[/code] if you are pressing the key in the current keyboard layout. You can pass a [enum KeyList] constant.
[method is_key_pressed] is only recommended over [method is_physical_key_pressed] in non-game applications. This ensures that shortcut keys behave as expected depending on the user's keyboard layout, as keyboard shortcuts are generally dependent on the keyboard layout in non-game applications. If in doubt, use [method is_physical_key_pressed].
[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
Returns [code]true[/code] if you are pressing the key in the physical location on the 101/102-key US QWERTY keyboard. You can pass a [enum KeyList] constant.
[method is_physical_key_pressed] is recommended over [method is_key_pressed] for in-game actions, as it will make W/A/S/D layouts work regardless of the user's keyboard layout. [method is_physical_key_pressed] will also ensure that the top row number keys work on any keyboard layout. If in doubt, use [method is_physical_key_pressed].
[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
</description>
</method>
<methodname="joy_connection_changed">
<returntype="void"/>
<argumentindex="0"name="device"type="int"/>
<argumentindex="1"name="connected"type="bool"/>
<argumentindex="2"name="name"type="String"/>
<argumentindex="3"name="guid"type="String"/>
<description>
Notifies the [Input] singleton that a connection has changed, to update the state for the [code]device[/code] index.
This is used internally and should not have to be called from user scripts. See [signal joy_connection_changed] for the signal emitted when this is triggered internally.
</description>
</method>
<methodname="parse_input_event">
<returntype="void"/>
<argumentindex="0"name="event"type="InputEvent"/>
<description>
Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code. Also generates [method Node._input] calls.
Example:
[codeblock]
var a = InputEventAction.new()
a.action = "ui_cancel"
a.pressed = true
Input.parse_input_event(a)
[/codeblock]
</description>
</method>
<methodname="remove_joy_mapping">
<returntype="void"/>
<argumentindex="0"name="guid"type="String"/>
<description>
Removes all mappings from the internal database that match the given GUID.
</description>
</method>
<methodname="set_accelerometer">
<returntype="void"/>
<argumentindex="0"name="value"type="Vector3"/>
<description>
Sets the acceleration value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.
[b]Note:[/b] This value can be immediately overwritten by the hardware sensor value on Android and iOS.
Sets a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. Passing [code]null[/code] to the image parameter resets to the system cursor. See [enum CursorShape] for the list of shapes.
[code]image[/code]'s size must be lower than 256×256.
[code]hotspot[/code] must be within [code]image[/code]'s size.
[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If using an [AnimatedTexture], only the first frame will be displayed.
[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or [b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] compression mode can't be used for custom cursors.
Sets the default cursor shape to be used in the viewport instead of [constant CURSOR_ARROW].
[b]Note:[/b] If you want to change the default cursor shape for [Control]'s nodes, use [member Control.mouse_default_cursor_shape] instead.
[b]Note:[/b] This method generates an [InputEventMouseMotion] to update cursor immediately.
</description>
</method>
<methodname="set_gravity">
<returntype="void"/>
<argumentindex="0"name="value"type="Vector3"/>
<description>
Sets the gravity value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.
[b]Note:[/b] This value can be immediately overwritten by the hardware sensor value on Android and iOS.
</description>
</method>
<methodname="set_gyroscope">
<returntype="void"/>
<argumentindex="0"name="value"type="Vector3"/>
<description>
Sets the value of the rotation rate of the gyroscope sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.
[b]Note:[/b] This value can be immediately overwritten by the hardware sensor value on Android and iOS.
</description>
</method>
<methodname="set_magnetometer">
<returntype="void"/>
<argumentindex="0"name="value"type="Vector3"/>
<description>
Sets the value of the magnetic field of the magnetometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.
[b]Note:[/b] This value can be immediately overwritten by the hardware sensor value on Android and iOS.
Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. [code]weak_magnitude[/code] is the strength of the weak motor (between 0 and 1) and [code]strong_magnitude[/code] is the strength of the strong motor (between 0 and 1). [code]duration[/code] is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely).
[b]Note:[/b] 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.
Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the game window.
Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if [enum MouseMode] is set to [constant MOUSE_MODE_CONFINED].
</description>
</method>
</methods>
<signals>
<signalname="joy_connection_changed">
<argumentindex="0"name="device"type="int"/>
<argumentindex="1"name="connected"type="bool"/>
<description>
Emitted when a joypad device has been connected or disconnected.
If [code]true[/code], similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS.
Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input.
[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is recommended to keep it enabled for games which don't require very reactive input, as this will decrease CPU usage.
Wait cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application isn't usable during the operation (e.g. something is blocking its main thread).
Busy cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application is still usable during the operation.
Window resize mouse cursor. The cursor is a double-headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically.
Window resize mouse cursor. The cursor is a double-headed arrow that goes from the top left to the bottom right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user they can resize the window or the panel both horizontally and vertically.