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InputEventAction ​

Inherits: InputEvent < Resource < RefCounted < Object

An input event type for actions.

Description

Contains a generic action which can be targeted from several types of inputs. Actions and their events can be set in the Input Map tab in Project > Project Settings, or with the InputMap class.

Note: Unlike the other InputEvent subclasses which map to unique physical events, this virtual one is not emitted by the engine. This class is useful to emit actions manually with Input.parse_input_event, which are then received in Node._input. To check if a physical event matches an action from the Input Map, use InputEvent.is_action and InputEvent.is_action_pressed.

Tutorials

Properties

StringName

action

&""

int

event_index

-1

bool

pressed

false

float

strength

1.0


Property Descriptions

StringName action = &"" 🔗

The action's name. Actions are accessed via this String.


int event_index = -1 🔗

  • void set_event_index(value: int)

  • int get_event_index()

The real event index in action this event corresponds to (from events defined for this action in the InputMap). If -1, a unique ID will be used and actions pressed with this ID will need to be released with another InputEventAction.


bool pressed = false 🔗

  • void set_pressed(value: bool)

  • bool is_pressed()

If true, the action's state is pressed. If false, the action's state is released.


float strength = 1.0 🔗

  • void set_strength(value: float)

  • float get_strength()

The action's strength between 0 and 1. This value is considered as equal to 0 if pressed is false. The event strength allows faking analog joypad motion events, by specifying how strongly the joypad axis is bent or pressed.