[][src]Struct gdnative_bindings::InputDefault

pub struct InputDefault { /* fields omitted */ }

core class InputDefault inherits Input (unsafe).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Class hierarchy

InputDefault inherits methods from:

Safety

All types in the Godot API have "interior mutability" in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Methods from Deref<Target = Input>

pub fn action_press(&self, action: impl Into<GodotString>, strength: f64)[src]

This will simulate pressing the specified action.
				The strength can be used for non-boolean actions, it's ranged between 0 and 1 representing the intensity of the given action.
				[b]Note:[/b] This method will not cause any [method Node._input] calls. It is intended to be used with [method is_action_pressed] and [method is_action_just_pressed]. If you want to simulate [code]_input[/code], use [method parse_input_event] instead.

Default Arguments

  • strength - 1.0

pub fn action_release(&self, action: impl Into<GodotString>)[src]

If the specified action is already pressed, this will release it.

pub fn add_joy_mapping(
    &self,
    mapping: impl Into<GodotString>,
    update_existing: bool
)
[src]

Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.

Default Arguments

  • update_existing - false

pub fn get_accelerometer(&self) -> Vector3[src]

Returns the acceleration of the device's accelerometer, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
				Note this method returns an empty [Vector3] when running from the editor even when your device has an accelerometer. You must export your project to a supported device to read values from the accelerometer.
				[b]Note:[/b] This method only works on iOS, Android, and UWP. On other platforms, it always returns [constant Vector3.ZERO].

pub fn get_action_strength(&self, action: impl Into<GodotString>) -> f64[src]

Returns a value between 0 and 1 representing the intensity of the given action. In a joypad, for example, the further away the axis (analog sticks or L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If the action is mapped to a control that has no axis as the keyboard, the value returned will be 0 or 1.

pub fn get_connected_joypads(&self) -> VariantArray[src]

Returns an [Array] containing the device IDs of all currently connected joypads.

pub fn get_current_cursor_shape(&self) -> CursorShape[src]

Returns the currently assigned cursor shape (see [enum CursorShape]).

pub fn get_gravity(&self) -> Vector3[src]

Returns the gravity of the device's accelerometer, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
				[b]Note:[/b] This method only works on Android and iOS. On other platforms, it always returns [constant Vector3.ZERO].

pub fn get_gyroscope(&self) -> Vector3[src]

Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the gyroscope, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
				[b]Note:[/b] This method only works on Android. On other platforms, it always returns [constant Vector3.ZERO].

pub fn get_joy_axis(&self, device: i64, axis: i64) -> f64[src]

Returns the current value of the joypad axis at given index (see [enum JoystickList]).

pub fn get_joy_axis_index_from_string(
    &self,
    axis: impl Into<GodotString>
) -> i64
[src]

Returns the index of the provided axis name.

pub fn get_joy_axis_string(&self, axis_index: i64) -> GodotString[src]

Receives a [enum JoystickList] axis and returns its equivalent name as a string.

pub fn get_joy_button_index_from_string(
    &self,
    button: impl Into<GodotString>
) -> i64
[src]

Returns the index of the provided button name.

pub fn get_joy_button_string(&self, button_index: i64) -> GodotString[src]

Receives a gamepad button from [enum JoystickList] and returns its equivalent name as a string.

pub fn get_joy_guid(&self, device: i64) -> GodotString[src]

Returns a SDL2-compatible device GUID on platforms that use gamepad remapping. Returns [code]"Default Gamepad"[/code] otherwise.

pub fn get_joy_name(&self, device: i64) -> GodotString[src]

Returns the name of the joypad at the specified device index.

pub fn get_joy_vibration_duration(&self, device: i64) -> f64[src]

Returns the duration of the current vibration effect in seconds.

pub fn get_joy_vibration_strength(&self, device: i64) -> Vector2[src]

Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor.

pub fn get_last_mouse_speed(&self) -> Vector2[src]

Returns the mouse speed for the last time the cursor was moved, and this until the next frame where the mouse moves. This means that even if the mouse is not moving, this function will still return the value of the last motion.

pub fn get_magnetometer(&self) -> Vector3[src]

Returns the the magnetic field strength in micro-Tesla for all axes of the device's magnetometer, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
				[b]Note:[/b] This method only works on Android and UWP. On other platforms, it always returns [constant Vector3.ZERO].

pub fn get_mouse_button_mask(&self) -> i64[src]

Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together.

pub fn get_mouse_mode(&self) -> MouseMode[src]

Returns the mouse mode. See the constants for more information.

pub fn is_action_just_pressed(&self, action: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] when the user starts pressing the action event, meaning it's [code]true[/code] only on the frame that the user pressed down the button.
				This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed.

pub fn is_action_just_released(&self, action: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] when the user stops pressing the action event, meaning it's [code]true[/code] only on the frame that the user released the button.

pub fn is_action_pressed(&self, action: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if you are pressing the action event. Note that if an action has multiple buttons assigned and more than one of them is pressed, releasing one button will release the action, even if some other button assigned to this action is still pressed.

pub fn is_joy_button_pressed(&self, device: i64, button: i64) -> bool[src]

Returns [code]true[/code] if you are pressing the joypad button (see [enum JoystickList]).

pub fn is_joy_known(&self, device: i64) -> bool[src]

Returns [code]true[/code] if the system knows the specified device. This means that it sets all button and axis indices exactly as defined in [enum JoystickList]. Unknown joypads are not expected to match these constants, but you can still retrieve events from them.

pub fn is_key_pressed(&self, scancode: i64) -> bool[src]

Returns [code]true[/code] if you are pressing the key. You can pass a [enum KeyList] constant.

pub fn is_mouse_button_pressed(&self, button: i64) -> bool[src]

Returns [code]true[/code] if you are pressing the mouse button specified with [enum ButtonList].

pub fn joy_connection_changed(
    &self,
    device: i64,
    connected: bool,
    name: impl Into<GodotString>,
    guid: impl Into<GodotString>
)
[src]

Notifies the [Input] singleton that a connection has changed, to update the state for the [code]device[/code] index.
				This is used internally and should not have to be called from user scripts. See [signal joy_connection_changed] for the signal emitted when this is triggered internally.

pub fn parse_input_event(&self, event: impl AsArg<InputEvent>)[src]

Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code. Also generates [method Node._input] calls.
				Example:
				[codeblock]
				var a = InputEventAction.new()
				a.action = "ui_cancel"
				a.pressed = true
				Input.parse_input_event(a)
				[/codeblock]

pub fn remove_joy_mapping(&self, guid: impl Into<GodotString>)[src]

Removes all mappings from the internal database that match the given GUID.

pub fn set_custom_mouse_cursor(
    &self,
    image: impl AsArg<Resource>,
    shape: i64,
    hotspot: Vector2
)
[src]

Sets a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. Passing [code]null[/code] to the image parameter resets to the system cursor. See [enum CursorShape] for the list of shapes.
				[code]image[/code]'s size must be lower than 256×256.
				[code]hotspot[/code] must be within [code]image[/code]'s size.
				[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If using an [AnimatedTexture], only the first frame will be displayed.
				[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or [b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] compression mode can't be used for custom cursors.

Default Arguments

  • shape - 0
  • hotspot - Vector2( 0, 0 )

pub fn set_default_cursor_shape(&self, shape: i64)[src]

Sets the default cursor shape to be used in the viewport instead of [constant CURSOR_ARROW].
				[b]Note:[/b] If you want to change the default cursor shape for [Control]'s nodes, use [member Control.mouse_default_cursor_shape] instead.
				[b]Note:[/b] This method generates an [InputEventMouseMotion] to update cursor immediately.

Default Arguments

  • shape - 0

pub fn set_mouse_mode(&self, mode: i64)[src]

Sets the mouse mode. See the constants for more information.

pub fn set_use_accumulated_input(&self, enable: bool)[src]

Enables or disables the accumulation of similar input events sent by the operating system. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS.
				Input accumulation is enabled by default. It can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input.

pub fn start_joy_vibration(
    &self,
    device: i64,
    weak_magnitude: f64,
    strong_magnitude: f64,
    duration: f64
)
[src]

Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. [code]weak_magnitude[/code] is the strength of the weak motor (between 0 and 1) and [code]strong_magnitude[/code] is the strength of the strong motor (between 0 and 1). [code]duration[/code] is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely).
				[b]Note:[/b] Not every hardware is compatible with long effect durations; it is recommended to restart an effect if it has to be played for more than a few seconds.

Default Arguments

  • duration - 0

pub fn stop_joy_vibration(&self, device: i64)[src]

Stops the vibration of the joypad.

pub fn vibrate_handheld(&self, duration_ms: i64)[src]

Vibrate Android and iOS devices.
				[b]Note:[/b] It needs VIBRATE permission for Android at export settings. iOS does not support duration.

Default Arguments

  • duration_ms - 500

pub fn warp_mouse_position(&self, to: Vector2)[src]

Sets the mouse position to the specified vector.

Trait Implementations

impl Debug for InputDefault[src]

impl Deref for InputDefault[src]

type Target = Input

The resulting type after dereferencing.

impl DerefMut for InputDefault[src]

impl GodotObject for InputDefault[src]

type RefKind = ManuallyManaged

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

impl Sealed for InputDefault[src]

impl SubClass<Input> for InputDefault[src]

impl SubClass<Object> for InputDefault[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.