:github_url: hide .. 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` | false | +-----------------------------+-----------------------------------------------------------+-------+ | :ref:`float` | :ref:`strength` | 1.0 | +-----------------------------+-----------------------------------------------------------+-------+ 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 --------- - `#actions <../tutorials/inputs/inputevent.html#actions>`_ in :doc:`../tutorials/inputs/inputevent` Property Descriptions --------------------- .. _class_InputEventAction_property_action: - :ref:`String` **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 precising how strongly is the joypad axis bent or pressed.