Godot Engine 3.2 Alpha2
Input
继承于Object
,是一个单例类,用于处理输入事件
_input
voidaction_release ( String action )如果指定按键被按下了,可用它触发其releasevoidadd_joy_mapping ( String mapping, bool update_existing=false )Vector3get_accelerometer ( ) constfloatget_action_strength ( String action ) constArrayget_connected_joypads ( )Vector3get_gravity ( ) constVector3get_gyroscope ( ) constfloatget_joy_axis ( int device, int axis ) constintget_joy_axis_index_from_string ( String axis )Stringget_joy_axis_string ( int axis_index )intget_joy_button_index_from_string ( String button )Stringget_joy_button_string ( int button_index )Stringget_joy_guid ( int device ) constStringget_joy_name ( int device )floatget_joy_vibration_duration ( int device )Vector2get_joy_vibration_strength ( int device )Vector2get_last_mouse_speed ( ) constVector3get_magnetometer ( ) constintget_mouse_button_mask ( ) constMouseModeget_mouse_mode ( ) constboolis_action_just_pressed ( String action ) const判断某预定义action
刚刚按下boolis_action_just_released ( String action ) const判断某预定义action
刚刚释放boolis_action_pressed ( String action ) const判断某预定义action
被按下boolis_joy_button_pressed ( int device, int button ) constboolis_joy_known ( int device )是否为已知手柄boolis_key_pressed ( int scancode ) const判断某键盘按键被按下boolis_mouse_button_pressed ( int button ) const判断鼠标某按键被按下voidjoy_connection_changed ( int device, bool connected, String name, String guid )voidparse_input_event ( InputEvent event )voidremove_joy_mapping ( String guid )voidset_custom_mouse_cursor ( Resource image, CursorShape shape=0, Vector2 hotspot=Vector2( 0, 0 ) )voidset_default_cursor_shape ( CursorShape shape=0 )voidset_mouse_mode ( MouseMode mode )voidset_use_accumulated_input ( bool enable )voidstart_joy_vibration ( int device, float weak_magnitude, float strong_magnitude, float duration=0 )开启手柄震动voidstop_joy_vibration ( int device )停止手柄震动voidwarp_mouse_position ( Vector2 to )强制把鼠标光标放到to
的位置