Struct gdnative_bindings::InputDefault
source · 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>§
pub const CURSOR_ARROW: i64 = 0i64
pub const MOUSE_MODE_VISIBLE: i64 = 0i64
pub const CURSOR_IBEAM: i64 = 1i64
pub const MOUSE_MODE_HIDDEN: i64 = 1i64
pub const CURSOR_POINTING_HAND: i64 = 2i64
pub const MOUSE_MODE_CAPTURED: i64 = 2i64
pub const CURSOR_CROSS: i64 = 3i64
pub const MOUSE_MODE_CONFINED: i64 = 3i64
pub const CURSOR_WAIT: i64 = 4i64
pub const CURSOR_BUSY: i64 = 5i64
pub const CURSOR_DRAG: i64 = 6i64
pub const CURSOR_CAN_DROP: i64 = 7i64
pub const CURSOR_FORBIDDEN: i64 = 8i64
pub const CURSOR_VSIZE: i64 = 9i64
pub const CURSOR_HSIZE: i64 = 10i64
pub const CURSOR_BDIAGSIZE: i64 = 11i64
pub const CURSOR_FDIAGSIZE: i64 = 12i64
pub const CURSOR_MOVE: i64 = 13i64
pub const CURSOR_VSPLIT: i64 = 14i64
pub const CURSOR_HSPLIT: i64 = 15i64
pub const CURSOR_HELP: i64 = 16i64
sourcepub fn action_press(&self, action: impl Into<GodotString>, strength: f64)
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
sourcepub fn action_release(&self, action: impl Into<GodotString>)
pub fn action_release(&self, action: impl Into<GodotString>)
If the specified action is already pressed, this will release it.
sourcepub fn add_joy_mapping(
&self,
mapping: impl Into<GodotString>,
update_existing: bool
)
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
sourcepub fn flush_buffered_events(&self)
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.
sourcepub fn get_accelerometer(&self) -> Vector3
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).
sourcepub fn get_action_raw_strength(
&self,
action: impl Into<GodotString>,
exact: bool
) -> f64
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
sourcepub fn get_action_strength(
&self,
action: impl Into<GodotString>,
exact: bool
) -> f64
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
sourcepub fn get_axis(
&self,
negative_action: impl Into<GodotString>,
positive_action: impl Into<GodotString>
) -> f64
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")
.
sourcepub fn get_connected_joypads(&self) -> VariantArray
pub fn get_connected_joypads(&self) -> VariantArray
Returns an Array
containing the device IDs of all currently connected joypads.
sourcepub fn get_current_cursor_shape(&self) -> CursorShape
pub fn get_current_cursor_shape(&self) -> CursorShape
Returns the currently assigned cursor shape (see CursorShape
).
sourcepub fn get_gravity(&self) -> Vector3
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).
sourcepub fn get_gyroscope(&self) -> Vector3
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
.
sourcepub fn get_joy_axis(&self, device: i64, axis: i64) -> f64
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]).
sourcepub fn get_joy_axis_index_from_string(&self, axis: impl Into<GodotString>) -> i64
pub fn get_joy_axis_index_from_string(&self, axis: impl Into<GodotString>) -> i64
Returns the index of the provided axis name.
sourcepub fn get_joy_axis_string(&self, axis_index: i64) -> GodotString
pub fn get_joy_axis_string(&self, axis_index: i64) -> GodotString
Receives a [JoystickList
][JoystickList] axis and returns its equivalent name as a string.
Returns the index of the provided button name.
Receives a gamepad button from [JoystickList
][JoystickList] and returns its equivalent name as a string.
sourcepub fn get_joy_guid(&self, device: i64) -> GodotString
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.
sourcepub fn get_joy_name(&self, device: i64) -> GodotString
pub fn get_joy_name(&self, device: i64) -> GodotString
Returns the name of the joypad at the specified device index.
sourcepub fn get_joy_vibration_duration(&self, device: i64) -> f64
pub fn get_joy_vibration_duration(&self, device: i64) -> f64
Returns the duration of the current vibration effect in seconds.
sourcepub fn get_joy_vibration_strength(&self, device: i64) -> Vector2
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.
sourcepub fn get_last_mouse_speed(&self) -> Vector2
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.
sourcepub fn get_magnetometer(&self) -> Vector3
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
.
Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together.
sourcepub fn mouse_mode(&self) -> MouseMode
pub fn mouse_mode(&self) -> MouseMode
Controls the mouse mode. See MouseMode
for more information.
sourcepub 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
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
sourcepub fn is_action_just_pressed(
&self,
action: impl Into<GodotString>,
exact: bool
) -> bool
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
sourcepub fn is_action_just_released(
&self,
action: impl Into<GodotString>,
exact: bool
) -> bool
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
sourcepub fn is_action_pressed(
&self,
action: impl Into<GodotString>,
exact: bool
) -> bool
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
Returns true
if you are pressing the joypad button (see [JoystickList
][JoystickList]).
sourcepub fn is_joy_known(&self, device: i64) -> bool
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.
sourcepub fn is_key_pressed(&self, scancode: i64) -> bool
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.
Returns true
if you are pressing the mouse button specified with [ButtonList
][ButtonList].
sourcepub fn is_physical_key_pressed(&self, scancode: i64) -> bool
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.
sourcepub fn is_using_accumulated_input(&self) -> bool
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.
sourcepub fn joy_connection_changed(
&self,
device: i64,
connected: bool,
name: impl Into<GodotString>,
guid: impl Into<GodotString>
)
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.
sourcepub fn parse_input_event(&self, event: impl AsArg<InputEvent>)
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)
sourcepub fn remove_joy_mapping(&self, guid: impl Into<GodotString>)
pub fn remove_joy_mapping(&self, guid: impl Into<GodotString>)
Removes all mappings from the internal database that match the given GUID.
sourcepub fn set_accelerometer(&self, value: Vector3)
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.
sourcepub fn set_custom_mouse_cursor(
&self,
image: impl AsArg<Resource>,
shape: i64,
hotspot: Vector2
)
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: AnimatedTexture
s 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 )
sourcepub fn set_default_cursor_shape(&self, shape: i64)
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
sourcepub fn set_gravity(&self, value: Vector3)
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.
sourcepub fn set_gyroscope(&self, value: Vector3)
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.
sourcepub fn set_magnetometer(&self, value: Vector3)
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.
sourcepub fn set_mouse_mode(&self, mode: i64)
pub fn set_mouse_mode(&self, mode: i64)
Controls the mouse mode. See MouseMode
for more information.
sourcepub fn set_use_accumulated_input(&self, enable: bool)
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.
sourcepub fn start_joy_vibration(
&self,
device: i64,
weak_magnitude: f64,
strong_magnitude: f64,
duration: f64
)
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
sourcepub fn stop_joy_vibration(&self, device: i64)
pub fn stop_joy_vibration(&self, device: i64)
Stops the vibration of the joypad.
sourcepub fn vibrate_handheld(&self, duration_ms: i64)
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
sourcepub fn warp_mouse_position(&self, to: Vector2)
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>§
pub const NOTIFICATION_POSTINITIALIZE: i64 = 0i64
pub const CONNECT_DEFERRED: i64 = 1i64
pub const NOTIFICATION_PREDELETE: i64 = 1i64
pub const CONNECT_PERSIST: i64 = 2i64
pub const CONNECT_ONESHOT: i64 = 4i64
pub const CONNECT_REFERENCE_COUNTED: i64 = 8i64
sourcepub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray
)
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
-[ ]
sourcepub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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(), …).
sourcepub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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(), …).
sourcepub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
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(), …).
sourcepub fn can_translate_messages(&self) -> bool
pub fn can_translate_messages(&self) -> bool
Returns true
if the object can translate strings. See set_message_translation
and tr
.
sourcepub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64
) -> GodotResult
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
sourcepub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
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.
sourcepub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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")
sourcepub fn get(&self, property: impl Into<GodotString>) -> Variant
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).
sourcepub fn get_class(&self) -> GodotString
pub fn get_class(&self) -> GodotString
sourcepub fn get_incoming_connections(&self) -> VariantArray
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.
sourcepub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
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 Node
s in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource
instead.
sourcepub fn get_instance_id(&self) -> i64
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].
sourcepub fn get_meta(
&self,
name: impl Into<GodotString>,
default: impl OwnedToVariant
) -> Variant
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
sourcepub fn get_meta_list(&self) -> PoolArray<GodotString>
pub fn get_meta_list(&self) -> PoolArray<GodotString>
Returns the object’s metadata as a PoolStringArray
.
sourcepub fn get_method_list(&self) -> VariantArray
pub fn get_method_list(&self) -> VariantArray
Returns the object’s methods and their signatures as an Array
.
sourcepub fn get_property_list(&self) -> VariantArray
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]).
sourcepub fn get_script(&self) -> Option<Ref<Reference, Shared>>
pub fn get_script(&self) -> Option<Ref<Reference, Shared>>
Returns the object’s Script
instance, or null
if none is assigned.
sourcepub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
pub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
Returns an Array
of connections for the given signal
.
sourcepub fn get_signal_list(&self) -> VariantArray
pub fn get_signal_list(&self) -> VariantArray
Returns the list of signals as an Array
of dictionaries.
sourcepub fn has_meta(&self, name: impl Into<GodotString>) -> bool
pub fn has_meta(&self, name: impl Into<GodotString>) -> bool
Returns true
if a metadata entry is found with the given name
.
sourcepub fn has_method(&self, method: impl Into<GodotString>) -> bool
pub fn has_method(&self, method: impl Into<GodotString>) -> bool
Returns true
if the object contains the given method
.
sourcepub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
Returns true
if the given signal
exists.
sourcepub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
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.
sourcepub fn is_blocking_signals(&self) -> bool
pub fn is_blocking_signals(&self) -> bool
Returns true
if signal emission blocking is enabled.
sourcepub fn is_class(&self, class: impl Into<GodotString>) -> bool
pub fn is_class(&self, class: impl Into<GodotString>) -> bool
sourcepub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
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
.
sourcepub fn is_queued_for_deletion(&self) -> bool
pub fn is_queued_for_deletion(&self) -> bool
Returns true
if the Node.queue_free
method was called for the object.
sourcepub fn notification(&self, what: i64, reversed: bool)
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
sourcepub fn property_list_changed_notify(&self)
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.
sourcepub fn remove_meta(&self, name: impl Into<GodotString>)
pub fn remove_meta(&self, name: impl Into<GodotString>)
Removes a given entry from the object’s metadata. See also set_meta
.
sourcepub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
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).
sourcepub fn set_block_signals(&self, enable: bool)
pub fn set_block_signals(&self, enable: bool)
If set to true
, signal emission is blocked.
sourcepub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
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).
sourcepub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
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)
sourcepub fn set_message_translation(&self, enable: bool)
pub fn set_message_translation(&self, enable: bool)
Defines whether the object can translate strings (with calls to tr
). Enabled by default.
sourcepub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
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"
.
sourcepub fn set_script(&self, script: impl AsArg<Reference>)
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.
sourcepub fn to_string(&self) -> GodotString
pub fn to_string(&self) -> GodotString
sourcepub fn tr(&self, message: impl Into<GodotString>) -> GodotString
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§
source§impl Debug for InputDefault
impl Debug for InputDefault
source§impl Deref for InputDefault
impl Deref for InputDefault
source§impl DerefMut for InputDefault
impl DerefMut for InputDefault
source§impl GodotObject for InputDefault
impl GodotObject for InputDefault
§type Memory = ManuallyManaged
type Memory = ManuallyManaged
Ref
smart pointer. See its type-level documentation for more
information.fn class_name() -> &'static str
source§fn null() -> Null<Self>
fn null() -> Null<Self>
Self
as a method argument. This makes type
inference easier for the compiler compared to Option
.