inputevent.rst 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205
  1. .. _doc_inputevent:
  2. Using InputEvent
  3. ================
  4. What is it?
  5. -----------
  6. Managing input is usually complex, no matter the OS or platform. To ease
  7. this a little, a special built-in type is provided, :ref:`InputEvent <class_InputEvent>`.
  8. This datatype can be configured to contain several types of input
  9. events. Input events travel through the engine and can be received in
  10. multiple locations, depending on the purpose.
  11. Here is a quick example, closing your game if the escape key is hit:
  12. .. tabs::
  13. .. code-tab:: gdscript GDScript
  14. func _unhandled_input(event):
  15. if event is InputEventKey:
  16. if event.pressed and event.keycode == KEY_ESCAPE:
  17. get_tree().quit()
  18. .. code-tab:: csharp
  19. public override void _UnhandledInput(InputEvent @event)
  20. {
  21. if (@event is InputEventKey eventKey)
  22. if (eventKey.Pressed && eventKey.Keycode == (int)KeyList.Escape)
  23. GetTree().Quit();
  24. }
  25. However, it is cleaner and more flexible to use the provided :ref:`InputMap <class_InputMap>` feature,
  26. which allows you to define input actions and assign them different keys. This way,
  27. you can define multiple keys for the same action (e.g. the keyboard escape key and the start button on a gamepad).
  28. You can then more easily change this mapping in the project settings without updating your code,
  29. and even build a key mapping feature on top of it to allow your game to change the key mapping at runtime!
  30. You can set up your InputMap under **Project > Project Settings > Input Map** and then use those actions like this:
  31. .. tabs::
  32. .. code-tab:: gdscript GDScript
  33. func _process(delta):
  34. if Input.is_action_pressed("ui_right"):
  35. # Move right.
  36. .. code-tab:: csharp
  37. public override void _Process(float delta)
  38. {
  39. if (Input.IsActionPressed("ui_right"))
  40. {
  41. // Move right.
  42. }
  43. }
  44. How does it work?
  45. -----------------
  46. Every input event is originated from the user/player (though it's
  47. possible to generate an InputEvent and feed them back to the engine,
  48. which is useful for gestures). The OS object for each platform will read
  49. events from the device, then feed them to the :ref:`Window <class_Window>`.
  50. The window's :ref:`Viewport <class_Viewport>` does quite a lot of stuff with the
  51. received input, in order:
  52. .. image:: img/input_event_flow.png
  53. 1. First of all, the standard :ref:`Node._input() <class_Node_method__input>` function
  54. will be called in any node that overrides it (and hasn't disabled input processing with :ref:`Node.set_process_input() <class_Node_method_set_process_input>`).
  55. If any function consumes the event, it can call :ref:`SceneTree.set_input_as_handled() <class_SceneTree_method_set_input_as_handled>`, and the event will
  56. not spread any more. This ensures that you can filter all events of interest, even before the GUI.
  57. For gameplay input, :ref:`Node._unhandled_input() <class_Node_method__unhandled_input>` is generally a better fit, because it allows the GUI to intercept the events.
  58. 2. Second, it will try to feed the input to the GUI, and see if any
  59. control can receive it. If so, the :ref:`Control <class_Control>` will be called via the
  60. virtual function :ref:`Control._gui_input() <class_Control_method__gui_input>` and the signal
  61. "gui_input" will be emitted (this function is re-implementable by
  62. script by inheriting from it). If the control wants to "consume" the
  63. event, it will call :ref:`Control.accept_event() <class_Control_method_accept_event>` and the event will
  64. not spread any more. Use the :ref:`Control.mouse_filter <class_Control_property_mouse_filter>`
  65. property to control whether a :ref:`Control <class_Control>` is notified
  66. of mouse events via :ref:`Control._gui_input() <class_Control_method__gui_input>`
  67. callback, and whether these events are propagated further.
  68. 3. If so far no one consumed the event, the unhandled input callback
  69. will be called if overridden (and not disabled with
  70. :ref:`Node.set_process_unhandled_input() <class_Node_method_set_process_unhandled_input>`).
  71. If any function consumes the event, it can call :ref:`SceneTree.set_input_as_handled() <class_SceneTree_method_set_input_as_handled>`, and the
  72. 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.
  73. 4. If no one wanted the event so far, and a :ref:`Camera <class_Camera>` is assigned
  74. to the Viewport with :ref:`Object Picking <class_viewport_property_physics_object_picking>` turned on, a ray to the physics world (in the ray direction from
  75. the click) will be cast. (For the root viewport, this can also be enabled in :ref:`Project Settings <class_ProjectSettings_property_physics/common/enable_object_picking>`) If this ray hits an object, it will call the
  76. :ref:`CollisionObject._input_event() <class_CollisionObject_method__input_event>` function in the relevant
  77. physics object (bodies receive this callback by default, but areas do
  78. not. This can be configured through :ref:`Area <class_Area>` properties).
  79. 5. Finally, if the event was unhandled, it will be passed to the next
  80. Viewport in the tree, otherwise it will be ignored.
  81. When sending events to all listening nodes within a scene, the viewport
  82. will do so in a reverse depth-first order: Starting with the node at
  83. the bottom of the scene tree, and ending at the root node:
  84. .. image:: img/input_event_scene_flow.png
  85. GUI events also travel up the scene tree but, since these events target
  86. specific Controls, only direct ancestors of the targeted Control node receive the event.
  87. In accordance with Godot's node-based design, this enables
  88. specialized child nodes to handle and consume particular events, while
  89. their ancestors, and ultimately the scene root, can provide more
  90. generalized behavior if needed.
  91. Anatomy of an InputEvent
  92. ------------------------
  93. :ref:`InputEvent <class_InputEvent>` is just a base built-in type, it does not represent
  94. anything and only contains some basic information, such as event ID
  95. (which is increased for each event), device index, etc.
  96. There are several specialized types of InputEvent, described in the table below:
  97. +-------------------------------------------------------------------+--------------------+-----------------------------------------+
  98. | Event | Type Index | Description |
  99. +-------------------------------------------------------------------+--------------------+-----------------------------------------+
  100. | :ref:`InputEvent <class_InputEvent>` | NONE | Empty Input Event. |
  101. +-------------------------------------------------------------------+--------------------+-----------------------------------------+
  102. | :ref:`InputEventKey <class_InputEventKey>` | KEY | Contains a keycode and Unicode value, |
  103. | | | as well as modifiers. |
  104. +-------------------------------------------------------------------+--------------------+-----------------------------------------+
  105. | :ref:`InputEventMouseButton <class_InputEventMouseButton>` | MOUSE_BUTTON | Contains click information, such as |
  106. | | | button, modifiers, etc. |
  107. +-------------------------------------------------------------------+--------------------+-----------------------------------------+
  108. | :ref:`InputEventMouseMotion <class_InputEventMouseMotion>` | MOUSE_MOTION | Contains motion information, such as |
  109. | | | relative, absolute positions and speed. |
  110. +-------------------------------------------------------------------+--------------------+-----------------------------------------+
  111. | :ref:`InputEventJoypadMotion <class_InputEventJoypadMotion>` | JOYSTICK_MOTION | Contains Joystick/Joypad analog axis |
  112. | | | information. |
  113. +-------------------------------------------------------------------+--------------------+-----------------------------------------+
  114. | :ref:`InputEventJoypadButton <class_InputEventJoypadButton>` | JOYSTICK_BUTTON | Contains Joystick/Joypad button |
  115. | | | information. |
  116. +-------------------------------------------------------------------+--------------------+-----------------------------------------+
  117. | :ref:`InputEventScreenTouch <class_InputEventScreenTouch>` | SCREEN_TOUCH | Contains multi-touch press/release |
  118. | | | information. (only available on mobile |
  119. | | | devices) |
  120. +-------------------------------------------------------------------+--------------------+-----------------------------------------+
  121. | :ref:`InputEventScreenDrag <class_InputEventScreenDrag>` | SCREEN_DRAG | Contains multi-touch drag information. |
  122. | | | (only available on mobile devices) |
  123. +-------------------------------------------------------------------+--------------------+-----------------------------------------+
  124. | :ref:`InputEventAction <class_InputEventAction>` | SCREEN_ACTION | Contains a generic action. These events |
  125. | | | are often generated by the programmer |
  126. | | | as feedback. (more on this below) |
  127. +-------------------------------------------------------------------+--------------------+-----------------------------------------+
  128. Actions
  129. -------
  130. An InputEvent may or may not represent a predefined action. Actions are
  131. useful because they abstract the input device when programming the game
  132. logic. This allows for:
  133. - The same code to work on different devices with different inputs (e.g.,
  134. keyboard on PC, Joypad on console).
  135. - Input to be reconfigured at run-time.
  136. Actions can be created from the Project Settings menu in the **Input Map**
  137. tab.
  138. Any event has the methods :ref:`InputEvent.is_action() <class_InputEvent_method_is_action>`,
  139. :ref:`InputEvent.is_pressed() <class_InputEvent_method_is_pressed>` and :ref:`InputEvent <class_InputEvent>`.
  140. Alternatively, it may be desired to supply the game back with an action
  141. from the game code (a good example of this is detecting gestures).
  142. The Input singleton has a method for this:
  143. :ref:`Input.parse_input_event() <class_input_method_parse_input_event>`. You would normally use it like this:
  144. .. tabs::
  145. .. code-tab:: gdscript GDScript
  146. var ev = InputEventAction.new()
  147. # Set as move_left, pressed.
  148. ev.action = "move_left"
  149. ev.pressed = true
  150. # Feedback.
  151. Input.parse_input_event(ev)
  152. .. code-tab:: csharp
  153. var ev = new InputEventAction();
  154. // Set as move_left, pressed.
  155. ev.SetAction("move_left");
  156. ev.SetPressed(true);
  157. // Feedback.
  158. Input.ParseInputEvent(ev);
  159. InputMap
  160. --------
  161. Customizing and re-mapping input from code is often desired. If your
  162. whole workflow depends on actions, the :ref:`InputMap <class_InputMap>` singleton is
  163. ideal for reassigning or creating different actions at run-time. This
  164. singleton is not saved (must be modified manually) and its state is run
  165. from the project settings (project.godot). So any dynamic system of this
  166. type needs to store settings in the way the programmer best sees fit.