Struct gdnative_bindings::Input[][src]

pub struct Input { /* fields omitted */ }

core singleton class Input inherits Object (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

Input 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.

Implementations

impl Input[src]

Constants

impl Input[src]

pub fn godot_singleton() -> &'static Self[src]

Returns a reference to the singleton instance.

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. 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

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. Note: 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]. Note: 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]. Note: 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 "Default Gamepad" 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]. Note: 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 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.

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

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

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

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.

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

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

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

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.

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

Returns true 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 true 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 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.

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

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)

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 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 )

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]. 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

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. 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

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. Note: 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.

Methods from Deref<Target = Object>

pub fn add_user_signal(
    &self,
    signal: impl Into<GodotString>,
    arguments: VariantArray
)
[src]

Adds a user-defined signal. Arguments are optional, but can be added as an [Array] of dictionaries, each containing name: String and type: int (see [enum Variant.Type]) entries.

Default Arguments

  • arguments - [ ]

pub unsafe fn call(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

Safety

This function bypasses Rust's static type checks (aliasing, thread boundaries, calls to free(), ...).

pub unsafe fn call_deferred(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Sample code is GDScript unless otherwise noted.

Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call_deferred("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

Safety

This function bypasses Rust's static type checks (aliasing, thread boundaries, calls to free(), ...).

pub unsafe fn callv(
    &self,
    method: impl Into<GodotString>,
    arg_array: VariantArray
) -> Variant
[src]

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].

callv("set", [ "position", Vector2(42.0, 0.0) ])

Safety

This function bypasses Rust's static type checks (aliasing, thread boundaries, calls to free(), ...).

pub fn can_translate_messages(&self) -> bool[src]

Returns true if the object can translate strings. See [method set_message_translation] and [method tr].

pub fn connect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>,
    binds: VariantArray,
    flags: i64
) -> GodotResult
[src]

Sample code is GDScript unless otherwise noted.

Connects a signal to a method on a target object. Pass optional binds to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use flags to set deferred or one-shot connections. See [enum ConnectFlags] constants. A signal can only be connected once to a method. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections. If the target is destroyed in the game's lifecycle, the connection will be lost. Examples:

connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal

An example of the relationship between binds passed to [method connect] and parameters used when calling [method emit_signal]:

connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
    print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])

Default Arguments

  • binds - [ ]
  • flags - 0

pub fn disconnect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
)
[src]

Disconnects a signal from a method on the given target. If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.

pub fn emit_signal(
    &self,
    signal: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Sample code is GDScript unless otherwise noted.

Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

emit_signal("hit", weapon_type, damage)
emit_signal("game_over")

pub fn get(&self, property: impl Into<GodotString>) -> Variant[src]

Returns the Variant value of the given property. If the property doesn't exist, this will return null. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn get_class(&self) -> GodotString[src]

Returns the object's class as a String.

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

Returns an [Array] of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries:

  • source is a reference to the signal emitter.
  • signal_name is the name of the connected signal.
  • method_name is the name of the method to which the signal is connected.

pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant[src]

Gets the object's property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode".

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

Returns the object's unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].

pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant[src]

Returns the object's metadata entry for the given name.

pub fn get_meta_list(&self) -> StringArray[src]

Returns the object's metadata as a [PoolStringArray].

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

Returns the object's methods and their signatures as an [Array].

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

Returns the object's property list as an [Array] of dictionaries. Each property's Dictionary contain at least name: String and type: int (see [enum Variant.Type]) entries. Optionally, it can also include hint: int (see [enum PropertyHint]), hint_string: String, and usage: int (see [enum PropertyUsageFlags]).

pub fn get_script(&self) -> Option<Ref<Reference, Shared>>[src]

Returns the object's Script instance, or null if none is assigned.

pub fn get_signal_connection_list(
    &self,
    signal: impl Into<GodotString>
) -> VariantArray
[src]

Returns an [Array] of connections for the given signal.

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

Returns the list of signals as an [Array] of dictionaries.

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

Returns true if a metadata entry is found with the given name.

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

Returns true if the object contains the given method.

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

Returns true if the given signal exists.

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

Returns true if the given user-defined signal exists. Only signals added using [method add_user_signal] are taken into account.

pub fn is_blocking_signals(&self) -> bool[src]

Returns true if signal emission blocking is enabled.

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

Returns true if the object inherits from the given class.

pub fn is_connected(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
) -> bool
[src]

Returns true if a connection exists for a given signal, target, and method.

pub fn is_queued_for_deletion(&self) -> bool[src]

Returns true if the [method Node.queue_free] method was called for the object.

pub fn notification(&self, what: i64, reversed: bool)[src]

Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from. If reversed is true, [method _notification] is called first on the object's own class, and then up to its successive parent classes. If reversed is false, [method _notification] is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.

Default Arguments

  • reversed - false

pub fn property_list_changed_notify(&self)[src]

Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.

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

Removes a given entry from the object's metadata. See also [method set_meta].

pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)[src]

Assigns a new value to the given property. If the property does not exist, nothing will happen. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

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

If set to true, signal emission is blocked.

pub fn set_deferred(
    &self,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)
[src]

Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. call_deferred("set", property, value). Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn set_indexed(
    &self,
    property: impl Into<NodePath>,
    value: impl OwnedToVariant
)
[src]

Sample code is GDScript unless otherwise noted.

Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example:

set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)

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

Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.

pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)[src]

Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any Variant value. To remove a given entry from the object's metadata, use [method remove_meta]. Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name".

pub fn set_script(&self, script: impl AsArg<Reference>)[src]

Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's [method _init] method will be called.

pub fn to_string(&self) -> GodotString[src]

Returns a String representing the object. If not overridden, defaults to "[ClassName:RID]". Override the method [method _to_string] to customize the String representation.

pub fn tr(&self, message: impl Into<GodotString>) -> GodotString[src]

Translates a message using translation catalogs configured in the Project Settings. Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See [method set_message_translation].

Trait Implementations

impl Debug for Input[src]

impl Deref for Input[src]

type Target = Object

The resulting type after dereferencing.

impl DerefMut for Input[src]

impl GodotObject for Input[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 Input[src]

impl Send for Input[src]

impl SubClass<Input> for InputDefault[src]

impl SubClass<Object> for Input[src]

impl Sync for Input[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.