.. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the InputEventAction.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_InputEventAction: InputEventAction ================ **Inherits:** :ref:`InputEvent` **<** :ref:`Resource` **<** :ref:`Reference` **<** :ref:`Object` **Category:** Core Brief Description ----------------- Input event type for actions. Properties ---------- +-----------------------------+---------------------------------------------------------+ | :ref:`String` | :ref:`action` | +-----------------------------+---------------------------------------------------------+ | :ref:`bool` | :ref:`pressed` | +-----------------------------+---------------------------------------------------------+ Description ----------- Contains a generic action which can be targeted from several type of inputs. Actions can be created from the project settings menu ``Project > Project Settings > Input Map``. See :ref:`Node._input`. Tutorials --------- - `#actions <../tutorials/inputs/inputevent.html#actions>`_ in :doc:`../tutorials/inputs/inputevent` Property Descriptions --------------------- .. _class_InputEventAction_property_action: - :ref:`String` **action** +----------+-------------------+ | *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** +----------+--------------------+ | *Setter* | set_pressed(value) | +----------+--------------------+ | *Getter* | is_pressed() | +----------+--------------------+ If ``true``, the action's state is pressed. If ``false``, the action's state is released.