Struct gdnative_bindings_lily::InputDefault[][src]

pub struct InputDefault { /* fields omitted */ }
Expand description

core class InputDefault inherits Input (unsafe).

Official documentation

See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.

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>

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. Note: 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 _input, use [method parse_input_event] instead.

Default Arguments

  • strength - 1.0

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

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

Default Arguments

  • update_existing - false

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. Note: This method only works on iOS, Android, and UWP. On other platforms, it always returns [constant Vector3.ZERO].

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.

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

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

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

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]. Note: This method only works on Android. On other platforms, it always returns [constant Vector3.ZERO].

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

Returns the index of the provided axis name.

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

Returns the index of the provided button name.

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

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

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

Returns the duration of the current vibration effect in seconds.

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

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.

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]. Note: This method only works on Android and UWP. On other platforms, it always returns [constant Vector3.ZERO].

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

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

Returns true when the user starts pressing the action event, meaning it’s true 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.

Returns true when the user stops pressing the action event, meaning it’s true only on the frame that the user released the button.

Returns true 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.

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

Returns true 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.

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

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

Notifies the Input singleton that a connection has changed, to update the state for the device 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.

Sample code is GDScript unless otherwise noted.

Feeds an InputEvent to the game. Can be used to artificially trigger input events from code. Also generates [method Node._input] calls. Example:

var a = InputEventAction.new()
a.action = "ui_cancel"
a.pressed = true
Input.parse_input_event(a)

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

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

Default Arguments

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

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

Default Arguments

  • shape - 0

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

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.

Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. weak_magnitude is the strength of the weak motor (between 0 and 1) and strong_magnitude is the strength of the strong motor (between 0 and 1). duration is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely). Note: 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

Stops the vibration of the joypad.

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

Default Arguments

  • duration_ms - 500

Sets the mouse position to the specified vector.

Trait Implementations

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Auto Trait Implementations

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