Generic input event
    public abstract class InputEvent : Resource

Base class of all sort of input event. See Node._Input(Godot.InputEvent).

Inheritance Chain

Derived Classes

Properties

    public int Device { get; set; }

The event’s device ID.

Methods

    public bool Accumulate(InputEvent withEvent)

    public string AsText()

Returns a String representation of the event.

    public float GetActionStrength(string action)

    public int GetDevice()

Getter for Device

    public bool IsAction(string action)

Returns true if this input event matches a pre-defined action of any type.

    public bool IsActionPressed(string action)

Returns true if the given action is being pressed (and is not an echo event for KEY events). Not relevant for the event types MOUSE_MOTION, SCREEN_DRAG or NONE.

    public bool IsActionReleased(string action)

Returns true if the given action is released (i.e. not pressed). Not relevant for the event types MOUSE_MOTION, SCREEN_DRAG or NONE.

    public bool IsActionType()

Returns true if this input event’s type is one of the InputEvent constants.

    public bool IsEcho()

Returns true if this input event is an echo event (only for events of type KEY).

    public bool IsPressed()

Returns true if this input event is pressed. Not relevant for the event types MOUSE_MOTION, SCREEN_DRAG or NONE.

    public void SetDevice(int device)

Setter for Device

    public bool ShortcutMatch(InputEvent @event)

    public InputEvent XformedBy(Transform2D xform, Vector2? localOfs = default(Vector2?))
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