:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEventAction.xml. .. _class_InputEventAction: InputEventAction ================ **Inherits:** :ref:`InputEvent` **<** :ref:`Resource` **<** :ref:`RefCounted` **<** :ref:`Object` Input event type for actions. Description ----------- Contains a generic action which can be targeted from several types of inputs. Actions can be created from the **Input Map** tab in the **Project > Project Settings** menu. See :ref:`Node._input`. Tutorials --------- - `InputEvent: Actions <../tutorials/inputs/inputevent.html#actions>`__ - `2D Dodge The Creeps Demo `__ - `3D Voxel Demo `__ Properties ---------- +-------------------------------------+-----------------------------------------------------------+-----------+ | :ref:`StringName` | :ref:`action` | ``&""`` | +-------------------------------------+-----------------------------------------------------------+-----------+ | :ref:`bool` | :ref:`pressed` | ``false`` | +-------------------------------------+-----------------------------------------------------------+-----------+ | :ref:`float` | :ref:`strength` | ``1.0`` | +-------------------------------------+-----------------------------------------------------------+-----------+ Property Descriptions --------------------- .. _class_InputEventAction_property_action: - :ref:`StringName` **action** +-----------+-------------------+ | *Default* | ``&""`` | +-----------+-------------------+ | *Setter* | set_action(value) | +-----------+-------------------+ | *Getter* | get_action() | +-----------+-------------------+ The action's name. Actions are accessed via this :ref:`String`. ---- .. _class_InputEventAction_property_pressed: - :ref:`bool` **pressed** +-----------+--------------------+ | *Default* | ``false`` | +-----------+--------------------+ | *Setter* | set_pressed(value) | +-----------+--------------------+ | *Getter* | is_pressed() | +-----------+--------------------+ If ``true``, the action's state is pressed. If ``false``, the action's state is released. ---- .. _class_InputEventAction_property_strength: - :ref:`float` **strength** +-----------+---------------------+ | *Default* | ``1.0`` | +-----------+---------------------+ | *Setter* | set_strength(value) | +-----------+---------------------+ | *Getter* | 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. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)` .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`