: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` An input event type for actions. .. rst-class:: classref-introduction-group 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 :ref:`InputMap` class. \ **Note:** Unlike the other :ref:`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 :ref:`Input.parse_input_event()`, which are then received in :ref:`Node._input()`. To check if a physical event matches an action from the Input Map, use :ref:`InputEvent.is_action()` and :ref:`InputEvent.is_action_pressed()`. .. rst-class:: classref-introduction-group Tutorials --------- - `Using InputEvent: Actions <../tutorials/inputs/inputevent.html#actions>`__ - `2D Dodge The Creeps Demo `__ - `3D Voxel Demo `__ .. rst-class:: classref-reftable-group Properties ---------- .. table:: :widths: auto +-------------------------------------+-----------------------------------------------------------------+-----------+ | :ref:`StringName` | :ref:`action` | ``&""`` | +-------------------------------------+-----------------------------------------------------------------+-----------+ | :ref:`int` | :ref:`event_index` | ``-1`` | +-------------------------------------+-----------------------------------------------------------------+-----------+ | :ref:`bool` | :ref:`pressed` | ``false`` | +-------------------------------------+-----------------------------------------------------------------+-----------+ | :ref:`float` | :ref:`strength` | ``1.0`` | +-------------------------------------+-----------------------------------------------------------------+-----------+ .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Property Descriptions --------------------- .. _class_InputEventAction_property_action: .. rst-class:: classref-property :ref:`StringName` **action** = ``&""`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_action**\ (\ value\: :ref:`StringName`\ ) - :ref:`StringName` **get_action**\ (\ ) The action's name. This is usually the name of an existing action in the :ref:`InputMap` which you want this custom event to match. .. rst-class:: classref-item-separator ---- .. _class_InputEventAction_property_event_index: .. rst-class:: classref-property :ref:`int` **event_index** = ``-1`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_event_index**\ (\ value\: :ref:`int`\ ) - :ref:`int` **get_event_index**\ (\ ) The real event index in action this event corresponds to (from events defined for this action in the :ref:`InputMap`). If ``-1``, a unique ID will be used and actions pressed with this ID will need to be released with another **InputEventAction**. .. rst-class:: classref-item-separator ---- .. _class_InputEventAction_property_pressed: .. rst-class:: classref-property :ref:`bool` **pressed** = ``false`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_pressed**\ (\ value\: :ref:`bool`\ ) - :ref:`bool` **is_pressed**\ (\ ) If ``true``, the action's state is pressed. If ``false``, the action's state is released. .. rst-class:: classref-item-separator ---- .. _class_InputEventAction_property_strength: .. rst-class:: classref-property :ref:`float` **strength** = ``1.0`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_strength**\ (\ value\: :ref:`float`\ ) - :ref:`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. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)` .. |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.)` .. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)` .. |void| replace:: :abbr:`void (No return value.)`