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

core class InputDefault inherits Input (manually managed).

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 Ownership in these types tracks whether ownership is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Methods from Deref<Target = Input>§

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pub const CURSOR_ARROW: i64 = 0i64

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pub const MOUSE_MODE_VISIBLE: i64 = 0i64

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pub const CURSOR_IBEAM: i64 = 1i64

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pub const MOUSE_MODE_HIDDEN: i64 = 1i64

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pub const CURSOR_POINTING_HAND: i64 = 2i64

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pub const MOUSE_MODE_CAPTURED: i64 = 2i64

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pub const CURSOR_CROSS: i64 = 3i64

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pub const MOUSE_MODE_CONFINED: i64 = 3i64

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pub const CURSOR_WAIT: i64 = 4i64

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pub const CURSOR_BUSY: i64 = 5i64

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pub const CURSOR_DRAG: i64 = 6i64

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pub const CURSOR_CAN_DROP: i64 = 7i64

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pub const CURSOR_FORBIDDEN: i64 = 8i64

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pub const CURSOR_VSIZE: i64 = 9i64

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pub const CURSOR_HSIZE: i64 = 10i64

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pub const CURSOR_BDIAGSIZE: i64 = 11i64

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pub const CURSOR_FDIAGSIZE: i64 = 12i64

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pub const CURSOR_MOVE: i64 = 13i64

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pub const CURSOR_VSPLIT: i64 = 14i64

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pub const CURSOR_HSPLIT: i64 = 15i64

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pub const CURSOR_HELP: i64 = 16i64

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

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 [Node._input][Node::_input] calls. It is intended to be used with is_action_pressed and is_action_just_pressed. If you want to simulate _input, use parse_input_event instead.

Default Arguments
  • strength - 1.0
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pub fn action_release(&self, action: impl Into<GodotString>)

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

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

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

Default Arguments
  • update_existing - false
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pub fn flush_buffered_events(&self)

Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input ([use_accumulated_input][Self::use_accumulated_input]) or agile input flushing ([member ProjectSettings.input_devices/buffering/agile_event_flushing]). The engine will already do this itself at key execution points (at least once per frame). However, this can be useful in advanced cases where you want precise control over the timing of event handling.

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pub fn get_accelerometer(&self) -> Vector3

Returns the acceleration of the device’s accelerometer sensor, if the device has one. Otherwise, the method returns 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 Vector3.ZERO. On Android the unit of measurement for each axis is m/s² while on iOS and UWP it’s a multiple of the Earth’s gravitational acceleration g (~9.81 m/s²).

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pub fn get_action_raw_strength(
    &self,
    action: impl Into<GodotString>,
    exact: bool
) -> f64

Returns a value between 0 and 1 representing the raw intensity of the given action, ignoring the action’s deadzone. In most cases, you should use get_action_strength instead. If exact is false, it ignores additional input modifiers for InputEventKey and InputEventMouseButton events, and the direction for InputEventJoypadMotion events.

Default Arguments
  • exact - false
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pub fn get_action_strength(
    &self,
    action: impl Into<GodotString>,
    exact: bool
) -> f64

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. If exact is false, it ignores additional input modifiers for InputEventKey and InputEventMouseButton events, and the direction for InputEventJoypadMotion events.

Default Arguments
  • exact - false
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pub fn get_axis(
    &self,
    negative_action: impl Into<GodotString>,
    positive_action: impl Into<GodotString>
) -> f64

Get axis input by specifying two actions, one negative and one positive. This is a shorthand for writing Input.get_action_strength("positive_action") - Input.get_action_strength("negative_action").

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pub fn get_connected_joypads(&self) -> VariantArray

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

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pub fn get_current_cursor_shape(&self) -> CursorShape

Returns the currently assigned cursor shape (see CursorShape).

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pub fn get_gravity(&self) -> Vector3

Returns the gravity of the device’s accelerometer sensor, if the device has one. Otherwise, the method returns Vector3.ZERO. Note: This method only works on Android and iOS. On other platforms, it always returns Vector3.ZERO. On Android the unit of measurement for each axis is m/s² while on iOS it’s a multiple of the Earth’s gravitational acceleration g (~9.81 m/s²).

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pub fn get_gyroscope(&self) -> Vector3

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

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

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

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

Returns the index of the provided axis name.

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

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

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

Returns the index of the provided button name.

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

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

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

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

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

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

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

Returns the duration of the current vibration effect in seconds.

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

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

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pub fn get_last_mouse_speed(&self) -> Vector2

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.

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pub fn get_magnetometer(&self) -> Vector3

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

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pub fn get_mouse_button_mask(&self) -> i64

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

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pub fn mouse_mode(&self) -> MouseMode

Controls the mouse mode. See MouseMode for more information.

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pub fn get_vector(
    &self,
    negative_x: impl Into<GodotString>,
    positive_x: impl Into<GodotString>,
    negative_y: impl Into<GodotString>,
    positive_y: impl Into<GodotString>,
    deadzone: f64
) -> Vector2

Gets an input vector by specifying four actions for the positive and negative X and Y axes. This method is useful when getting vector input, such as from a joystick, directional pad, arrows, or WASD. The vector has its length limited to 1 and has a circular deadzone, which is useful for using vector input as movement. By default, the deadzone is automatically calculated from the average of the action deadzones. However, you can override the deadzone to be whatever you want (on the range of 0 to 1).

Default Arguments
  • deadzone - -1.0
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pub fn is_action_just_pressed(
    &self,
    action: impl Into<GodotString>,
    exact: bool
) -> bool

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. If exact is false, it ignores additional input modifiers for InputEventKey and InputEventMouseButton events, and the direction for InputEventJoypadMotion events. Note: Due to keyboard ghosting, is_action_just_pressed may return false even if one of the action’s keys is pressed. See Input examples in the documentation for more information.

Default Arguments
  • exact - false
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pub fn is_action_just_released(
    &self,
    action: impl Into<GodotString>,
    exact: bool
) -> bool

Returns true when the user stops pressing the action event, meaning it’s true only on the frame that the user released the button. If exact is false, it ignores additional input modifiers for InputEventKey and InputEventMouseButton events, and the direction for InputEventJoypadMotion events.

Default Arguments
  • exact - false
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pub fn is_action_pressed(
    &self,
    action: impl Into<GodotString>,
    exact: bool
) -> bool

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. If exact is false, it ignores additional input modifiers for InputEventKey and InputEventMouseButton events, and the direction for InputEventJoypadMotion events. Note: Due to keyboard ghosting, is_action_pressed may return false even if one of the action’s keys is pressed. See Input examples in the documentation for more information.

Default Arguments
  • exact - false
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pub fn is_joy_button_pressed(&self, device: i64, button: i64) -> bool

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

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

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

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

Returns true if you are pressing the key in the current keyboard layout. You can pass a [KeyList][KeyList] constant. is_key_pressed is only recommended over is_physical_key_pressed in non-game applications. This ensures that shortcut keys behave as expected depending on the user’s keyboard layout, as keyboard shortcuts are generally dependent on the keyboard layout in non-game applications. If in doubt, use is_physical_key_pressed. Note: Due to keyboard ghosting, is_key_pressed may return false even if one of the action’s keys is pressed. See Input examples in the documentation for more information.

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

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

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pub fn is_physical_key_pressed(&self, scancode: i64) -> bool

Returns true if you are pressing the key in the physical location on the 101/102-key US QWERTY keyboard. You can pass a [KeyList][KeyList] constant. is_physical_key_pressed is recommended over is_key_pressed for in-game actions, as it will make W/A/S/D layouts work regardless of the user’s keyboard layout. is_physical_key_pressed will also ensure that the top row number keys work on any keyboard layout. If in doubt, use is_physical_key_pressed. Note: Due to keyboard ghosting, is_physical_key_pressed may return false even if one of the action’s keys is pressed. See Input examples in the documentation for more information.

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pub fn is_using_accumulated_input(&self) -> bool

If true, similar input events sent by the operating system are accumulated. 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 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. Note: Input accumulation is enabled by default. It is recommended to keep it enabled for games which don’t require very reactive input, as this will decrease CPU usage.

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

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 joy_connection_changed for the signal emitted when this is triggered internally.

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

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 [Node._input][Node::_input] calls. Example:

var a = InputEventAction.new()
a.action = "ui_cancel"
a.pressed = true
Input.parse_input_event(a)
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pub fn remove_joy_mapping(&self, guid: impl Into<GodotString>)

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

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pub fn set_accelerometer(&self, value: Vector3)

Sets the acceleration value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC. Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.

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

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 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 )
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pub fn set_default_cursor_shape(&self, shape: i64)

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

Default Arguments
  • shape - 0
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pub fn set_gravity(&self, value: Vector3)

Sets the gravity value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC. Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.

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pub fn set_gyroscope(&self, value: Vector3)

Sets the value of the rotation rate of the gyroscope sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC. Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.

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pub fn set_magnetometer(&self, value: Vector3)

Sets the value of the magnetic field of the magnetometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC. Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.

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pub fn set_mouse_mode(&self, mode: i64)

Controls the mouse mode. See MouseMode for more information.

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pub fn set_use_accumulated_input(&self, enable: bool)

If true, similar input events sent by the operating system are accumulated. 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 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. Note: Input accumulation is enabled by default. It is recommended to keep it enabled for games which don’t require very reactive input, as this will decrease CPU usage.

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

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
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pub fn stop_joy_vibration(&self, device: i64)

Stops the vibration of the joypad.

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pub fn vibrate_handheld(&self, duration_ms: i64)

Vibrate handheld devices. Note: This method is implemented on Android, iOS, and HTML5. Note: For Android, it requires enabling the VIBRATE permission in the export preset. Note: For iOS, specifying the duration is supported in iOS 13 and later. Note: Some web browsers such as Safari and Firefox for Android do not support this method.

Default Arguments
  • duration_ms - 500
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pub fn warp_mouse_position(&self, to: Vector2)

Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the game window. Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if MouseMode is set to MOUSE_MODE_CONFINED.

Methods from Deref<Target = Object>§

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

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

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(), …).

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

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(), …).

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

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. Contrarily to 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(), …).

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pub fn can_translate_messages(&self) -> bool

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

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

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 emit_signal. Use flags to set deferred or one-shot connections. See ConnectFlags constants. A signal can only be connected once to a method. It will print an error if already connected, unless the signal was connected with CONNECT_REFERENCE_COUNTED. To avoid this, first, use 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 connect and parameters used when calling 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
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pub fn disconnect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
)

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

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

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

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).

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pub fn get_class(&self) -> GodotString

Returns the object’s class as a String. See also is_class. Note: get_class does not take class_name declarations into account. If the object has a class_name defined, the base class name will be returned instead.

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pub fn get_incoming_connections(&self) -> VariantArray

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

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". Note: Even though the method takes NodePath argument, it doesn’t support actual paths to Nodes in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource instead.

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pub fn get_instance_id(&self) -> i64

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].

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pub fn get_meta(
    &self,
    name: impl Into<GodotString>,
    default: impl OwnedToVariant
) -> Variant

Returns the object’s metadata entry for the given name. Throws error if the entry does not exist, unless default is not null (in which case the default value will be returned).

Default Arguments
  • default - null
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pub fn get_meta_list(&self) -> PoolArray<GodotString>

Returns the object’s metadata as a PoolStringArray.

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pub fn get_method_list(&self) -> VariantArray

Returns the object’s methods and their signatures as an Array.

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pub fn get_property_list(&self) -> VariantArray

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 [PropertyHint][PropertyHint]), hint_string: String, and usage: int (see [PropertyUsageFlags][PropertyUsageFlags]).

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

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

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

Returns an Array of connections for the given signal.

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pub fn get_signal_list(&self) -> VariantArray

Returns the list of signals as an Array of dictionaries.

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

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

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

Returns true if the object contains the given method.

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

Returns true if the given signal exists.

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

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

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pub fn is_blocking_signals(&self) -> bool

Returns true if signal emission blocking is enabled.

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

Returns true if the object inherits from the given class. See also get_class. Note: is_class does not take class_name declarations into account. If the object has a class_name defined, is_class will return false for that name.

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

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

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pub fn is_queued_for_deletion(&self) -> bool

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

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

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

Default Arguments
  • reversed - false
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pub fn property_list_changed_notify(&self)

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.

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

Removes a given entry from the object’s metadata. See also set_meta.

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

Assigns a new value to the given property. If the property does not exist or the given value’s type doesn’t match, 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).

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pub fn set_block_signals(&self, enable: bool)

If set to true, signal emission is blocked.

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

Assigns a new value to the given property, after the current frame’s physics step. This is equivalent to calling set via 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).

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

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)
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pub fn set_message_translation(&self, enable: bool)

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

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

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 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".

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

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 [_init][Self::_init] method will be called.

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pub fn to_string(&self) -> GodotString

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

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

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 set_message_translation.

Trait Implementations§

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impl Debug for InputDefault

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Deref for InputDefault

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type Target = Input

The resulting type after dereferencing.
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fn deref(&self) -> &Input

Dereferences the value.
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impl DerefMut for InputDefault

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fn deref_mut(&mut self) -> &mut Input

Mutably dereferences the value.
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impl GodotObject for InputDefault

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type Memory = 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.
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fn class_name() -> &'static str

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fn null() -> Null<Self>

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option.
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fn cast<T>(&self) -> Option<&T>where
    T: GodotObject + SubClass<Self>,

Performs a dynamic reference downcast to target type. Read more
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fn upcast<T>(&self) -> &Twhere
    T: GodotObject,
    Self: SubClass<T>,

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
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unsafe fn assume_shared(&self) -> Ref<Self, Shared>where
    Self: Sized,

Creates a persistent reference to the same Godot object with shared thread access. Read more
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unsafe fn assume_unique(&self) -> Ref<Self, Unique>where
    Self: Sized,

Creates a persistent reference to the same Godot object with unique access. Read more
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unsafe fn try_from_instance_id<'a>(id: i64) -> Option<TRef<'a, Self, Shared>>

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive. See also TRef::try_from_instance_id. Read more
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unsafe fn from_instance_id<'a>(id: i64) -> TRef<'a, Self, Shared>

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more
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impl Sealed for InputDefault

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impl SubClass<Input> for InputDefault

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impl SubClass<Object> for InputDefault

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for Twhere
    T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for Twhere
    T: ?Sized,

const: unstable · source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for Twhere
    T: ?Sized,

const: unstable · source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

const: unstable · source§

fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for Twhere
    U: From<T>,

const: unstable · source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for Twhere
    U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
const: unstable · source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for Twhere
    U: TryFrom<T>,

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

The type returned in the event of a conversion error.
const: unstable · source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> SubClass<T> for Twhere
    T: GodotObject,