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- .. _doc_inputevent:
- InputEvent
- ==========
- What is it?
- -----------
- Managing input is usually complex, no matter the OS or platform. To ease
- this a little, a special built-in type is provided, :ref:`InputEvent <class_InputEvent>`.
- This datatype can be configured to contain several types of input
- events. Input Events travel through the engine and can be received in
- multiple locations, depending on the purpose.
- How does it work?
- -----------------
- Every input event is originated from the user/player (though it's
- possible to generate an InputEvent and feed them back to the engine,
- which is useful for gestures). The OS object for each platform will read
- events from the device, then feed them to MainLoop. As :ref:`SceneTree <class_SceneTree>`
- is the default MainLoop implementation, events are fed to it. Godot
- provides a function to get the current SceneTree object :
- **get_tree()**.
- But SceneTree does not know what to do with the event, so it will give
- it to the viewports, starting by the "root" :ref:`Viewport <class_Viewport>` (the first
- node of the scene tree). Viewport does quite a lot of stuff with the
- received input, in order:
- .. image:: /img/input_event_flow.png
- 1. First of all, the standard _input function
- will be called in any node with input processing enabled (enable with
- :ref:`Node.set_process_input() <class_Node_set_process_input>` and override
- :ref:`Node._input() <class_Node__input>`). If any function consumes the event, it can
- call :ref:`SceneTree.set_input_as_handled() <class_SceneTree_set_input_as_handled>`, and the event will
- not spread any more. This ensures that you can filter all events of interest, even before the GUI.
- For gameplay input, the _unhandled_input() is generally a better fit, because it allows the GUI to intercept the events.
- 2. Second, it will try to feed the input to the GUI, and see if any
- control can receive it. If so, the :ref:`Control <class_Control>` will be called via the
- virtual function :ref:`Control._input_event() <class_Control__input_event>` and the signal
- "input_event" will be emitted (this function is re-implementable by
- script by inheriting from it). If the control wants to "consume" the
- event, it will call :ref:`Control.accept_event() <class_Control_accept_event>` and the event will
- not spread any more.
- 3. If so far no one consumed the event, the unhandled input callback
- will be called (enable with
- :ref:`Node.set_process_unhandled_input() <class_Node_set_process_unhandled_input>` and override
- :ref:`Node._unhandled_input() <class_Node__unhandled_input>`). If any function consumes the
- event, it can call :ref:`SceneTree.set_input_as_handled() <class_SceneTree_set_input_as_handled>`, and the
- event will not spread any more. The unhandled input callback is ideal for full-screen gameplay events, so they are not received when a GUI is active.
- 4. If no one wanted the event so far, and a :ref:`Camera <class_Camera>` is assigned
- to the Viewport, a ray to the physics world (in the ray direction from
- the click) will be cast. If this ray hits an object, it will call the
- :ref:`CollisionObject._input_event() <class_CollisionObject__input_event>` function in the relevant
- physics object (bodies receive this callback by default, but areas do
- not. This can be configured through :ref:`Area <class_Area>` properties).
- 5. Finally, if the event was unhandled, it will be passed to the next
- Viewport in the tree, otherwise it will be ignored.
- Anatomy of an InputEvent
- ------------------------
- :ref:`InputEvent <class_InputEvent>` is just a base built-in type, it does not represent
- anything and only contains some basic information, such as event ID
- (which is increased for each event), device index, etc.
- InputEvent has a "type" member. By assigning it, it can become
- different types of input event. Every type of InputEvent has different
- properties, according to its role.
- Example of changing event type.
- ::
- # create event
- var ev = InputEvent()
- # set type index
- ev.type = InputEvent.MOUSE_BUTTON
- # button_index is only available for the above type
- ev.button_index = BUTTON_LEFT
- There are several types of InputEvent, described in the table below:
- +-------------------------------------------------------------------+--------------------+-----------------------------------------+
- | Event | Type Index | Description |
- +-------------------------------------------------------------------+--------------------+-----------------------------------------+
- | :ref:`InputEvent <class_InputEvent>` | NONE | Empty Input Event. |
- +-------------------------------------------------------------------+--------------------+-----------------------------------------+
- | :ref:`InputEventKey <class_InputEventKey>` | KEY | Contains a scancode and unicode value, |
- | | | as well as modifiers. |
- +-------------------------------------------------------------------+--------------------+-----------------------------------------+
- | :ref:`InputEventMouseButton <class_InputEventMouseButton>` | MOUSE_BUTTON | Contains click information, such as |
- | | | button, modifiers, etc. |
- +-------------------------------------------------------------------+--------------------+-----------------------------------------+
- | :ref:`InputEventMouseMotion <class_InputEventMouseMotion>` | MOUSE_MOTION | Contains motion information, such as |
- | | | relative, absolute positions and speed. |
- +-------------------------------------------------------------------+--------------------+-----------------------------------------+
- | :ref:`InputEventJoystickMotion <class_InputEventJoystickMotion>` | JOYSTICK_MOTION | Contains Joystick/Joypad analog axis |
- | | | information. |
- +-------------------------------------------------------------------+--------------------+-----------------------------------------+
- | :ref:`InputEventJoystickButton <class_InputEventJoystickButton>` | JOYSTICK_BUTTON | Contains Joystick/Joypad button |
- | | | information. |
- +-------------------------------------------------------------------+--------------------+-----------------------------------------+
- | :ref:`InputEventScreenTouch <class_InputEventScreenTouch>` | SCREEN_TOUCH | Contains multi-touch press/release |
- | | | information. (only available on mobile |
- | | | devices) |
- +-------------------------------------------------------------------+--------------------+-----------------------------------------+
- | :ref:`InputEventScreenDrag <class_InputEventScreenDrag>` | SCREEN_DRAG | Contains multi-touch drag information. |
- | | | (only available on mobile devices) |
- +-------------------------------------------------------------------+--------------------+-----------------------------------------+
- | :ref:`InputEventAction <class_InputEventAction>` | SCREEN_ACTION | Contains a generic action. These events |
- | | | are often generated by the programmer |
- | | | as feedback. (more on this below) |
- +-------------------------------------------------------------------+--------------------+-----------------------------------------+
- Actions
- -------
- An InputEvent may or may not represent a pre-defined action. Actions are
- useful because they abstract the input device when programming the game
- logic. This allows for:
- - The same code to work on different devices with different inputs (e.g.,
- keyboard on PC, Joypad on console).
- - Input to be reconfigured at run-time.
- Actions can be created from the Project Settings menu in the Actions
- tab. Read :ref:`doc_simple_2d_game-input_actions_setup` for an
- explanation on how the action editor works.
- Any event has the methods :ref:`InputEvent.is_action() <class_InputEvent_is_action>`,
- :ref:`InputEvent.is_pressed() <class_InputEvent_is_pressed>` and :ref:`InputEvent <class_InputEvent>`.
- Alternatively, it may be desired to supply the game back with an action
- from the game code (a good example of this is detecting gestures).
- The Input singleton has a method for this:
- :ref:`Input.parse_input_event() <class_input_parse_input_event>`. You would normally use it like this:
- ::
- var ev = InputEvent()
- ev.type = InputEvent.ACTION
- # set as move_left, pressed
- ev.set_as_action("move_left", true)
- # feedback
- Input.parse_input_event(ev)
- InputMap
- --------
- Customizing and re-mapping input from code is often desired. If your
- whole workflow depends on actions, the :ref:`InputMap <class_InputMap>` singleton is
- ideal for reassigning or creating different actions at run-time. This
- singleton is not saved (must be modified manually) and its state is run
- from the project settings (engine.cfg). So any dynamic system of this
- type needs to store settings in the way the programmer best sees fit.
|