@ringozz/godot 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/gen/classes/AESContext.ts +99 -0
- package/gen/classes/AStar2D.ts +222 -0
- package/gen/classes/AStar3D.ts +247 -0
- package/gen/classes/AStarGrid2D.ts +284 -0
- package/gen/classes/AcceptDialog.ts +104 -0
- package/gen/classes/AccessibilityServer.ts +824 -0
- package/gen/classes/AimModifier3D.ts +75 -0
- package/gen/classes/AnimatableBody2D.ts +21 -0
- package/gen/classes/AnimatableBody3D.ts +21 -0
- package/gen/classes/AnimatedSprite2D.ts +160 -0
- package/gen/classes/AnimatedSprite3D.ts +134 -0
- package/gen/classes/AnimatedTexture.ts +74 -0
- package/gen/classes/Animation.ts +596 -0
- package/gen/classes/AnimationLibrary.ts +77 -0
- package/gen/classes/AnimationMixer.ts +450 -0
- package/gen/classes/AnimationNode.ts +159 -0
- package/gen/classes/AnimationNodeAdd2.ts +16 -0
- package/gen/classes/AnimationNodeAdd3.ts +20 -0
- package/gen/classes/AnimationNodeAnimation.ts +84 -0
- package/gen/classes/AnimationNodeBlend2.ts +15 -0
- package/gen/classes/AnimationNodeBlend3.ts +19 -0
- package/gen/classes/AnimationNodeBlendSpace1D.ts +162 -0
- package/gen/classes/AnimationNodeBlendSpace2D.ts +204 -0
- package/gen/classes/AnimationNodeBlendTree.ts +110 -0
- package/gen/classes/AnimationNodeExtension.ts +25 -0
- package/gen/classes/AnimationNodeOneShot.ts +144 -0
- package/gen/classes/AnimationNodeOutput.ts +14 -0
- package/gen/classes/AnimationNodeStateMachine.ts +163 -0
- package/gen/classes/AnimationNodeStateMachinePlayback.ts +111 -0
- package/gen/classes/AnimationNodeStateMachineTransition.ts +120 -0
- package/gen/classes/AnimationNodeSub2.ts +17 -0
- package/gen/classes/AnimationNodeSync.ts +21 -0
- package/gen/classes/AnimationNodeTimeScale.ts +14 -0
- package/gen/classes/AnimationNodeTimeSeek.ts +36 -0
- package/gen/classes/AnimationNodeTransition.ts +92 -0
- package/gen/classes/AnimationPlayer.ts +319 -0
- package/gen/classes/AnimationRootNode.ts +15 -0
- package/gen/classes/AnimationTree.ts +60 -0
- package/gen/classes/Area2D.ts +252 -0
- package/gen/classes/Area3D.ts +305 -0
- package/gen/classes/AreaLight3D.ts +56 -0
- package/gen/classes/ArrayMesh.ts +177 -0
- package/gen/classes/ArrayOccluder3D.ts +35 -0
- package/gen/classes/AspectRatioContainer.ts +78 -0
- package/gen/classes/AtlasTexture.ts +42 -0
- package/gen/classes/AudioBusLayout.ts +14 -0
- package/gen/classes/AudioEffect.ts +16 -0
- package/gen/classes/AudioEffectAmplify.ts +27 -0
- package/gen/classes/AudioEffectBandLimitFilter.ts +15 -0
- package/gen/classes/AudioEffectBandPassFilter.ts +15 -0
- package/gen/classes/AudioEffectCapture.ts +62 -0
- package/gen/classes/AudioEffectChorus.ts +95 -0
- package/gen/classes/AudioEffectCompressor.ts +62 -0
- package/gen/classes/AudioEffectDelay.ts +93 -0
- package/gen/classes/AudioEffectDistortion.ts +75 -0
- package/gen/classes/AudioEffectEQ.ts +30 -0
- package/gen/classes/AudioEffectEQ10.ts +25 -0
- package/gen/classes/AudioEffectEQ21.ts +36 -0
- package/gen/classes/AudioEffectEQ6.ts +21 -0
- package/gen/classes/AudioEffectFilter.ts +68 -0
- package/gen/classes/AudioEffectHardLimiter.ts +34 -0
- package/gen/classes/AudioEffectHighPassFilter.ts +15 -0
- package/gen/classes/AudioEffectHighShelfFilter.ts +15 -0
- package/gen/classes/AudioEffectInstance.ts +14 -0
- package/gen/classes/AudioEffectLimiter.ts +40 -0
- package/gen/classes/AudioEffectLowPassFilter.ts +15 -0
- package/gen/classes/AudioEffectLowShelfFilter.ts +15 -0
- package/gen/classes/AudioEffectNotchFilter.ts +15 -0
- package/gen/classes/AudioEffectPanner.ts +21 -0
- package/gen/classes/AudioEffectPhaser.ts +45 -0
- package/gen/classes/AudioEffectPitchShift.ts +62 -0
- package/gen/classes/AudioEffectRecord.ts +39 -0
- package/gen/classes/AudioEffectReverb.ts +63 -0
- package/gen/classes/AudioEffectSpectrumAnalyzer.ts +57 -0
- package/gen/classes/AudioEffectSpectrumAnalyzerInstance.ts +35 -0
- package/gen/classes/AudioEffectStereoEnhance.ts +32 -0
- package/gen/classes/AudioListener2D.ts +31 -0
- package/gen/classes/AudioListener3D.ts +61 -0
- package/gen/classes/AudioSample.ts +14 -0
- package/gen/classes/AudioSamplePlayback.ts +14 -0
- package/gen/classes/AudioServer.ts +360 -0
- package/gen/classes/AudioStream.ts +53 -0
- package/gen/classes/AudioStreamGenerator.ts +88 -0
- package/gen/classes/AudioStreamGeneratorPlayback.ts +45 -0
- package/gen/classes/AudioStreamInteractive.ts +216 -0
- package/gen/classes/AudioStreamMP3.ts +74 -0
- package/gen/classes/AudioStreamMicrophone.ts +15 -0
- package/gen/classes/AudioStreamOggVorbis.ts +71 -0
- package/gen/classes/AudioStreamPlayback.ts +63 -0
- package/gen/classes/AudioStreamPlaybackInteractive.ts +37 -0
- package/gen/classes/AudioStreamPlaybackOggVorbis.ts +14 -0
- package/gen/classes/AudioStreamPlaybackPlaylist.ts +13 -0
- package/gen/classes/AudioStreamPlaybackPolyphonic.ts +49 -0
- package/gen/classes/AudioStreamPlaybackResampled.ts +19 -0
- package/gen/classes/AudioStreamPlaybackSynchronized.ts +13 -0
- package/gen/classes/AudioStreamPlayer.ts +146 -0
- package/gen/classes/AudioStreamPlayer2D.ts +143 -0
- package/gen/classes/AudioStreamPlayer3D.ts +233 -0
- package/gen/classes/AudioStreamPlaylist.ts +240 -0
- package/gen/classes/AudioStreamPolyphonic.ts +21 -0
- package/gen/classes/AudioStreamRandomizer.ts +99 -0
- package/gen/classes/AudioStreamSynchronized.ts +45 -0
- package/gen/classes/AudioStreamWAV.ts +151 -0
- package/gen/classes/AwaitTweener.ts +20 -0
- package/gen/classes/BackBufferCopy.ts +46 -0
- package/gen/classes/BaseButton.ts +164 -0
- package/gen/classes/BaseMaterial3D.ts +1477 -0
- package/gen/classes/BitMap.ts +94 -0
- package/gen/classes/BlitMaterial.ts +46 -0
- package/gen/classes/Bone2D.ts +71 -0
- package/gen/classes/BoneAttachment3D.ts +57 -0
- package/gen/classes/BoneConstraint3D.ts +122 -0
- package/gen/classes/BoneMap.ts +53 -0
- package/gen/classes/BoneTwistDisperser3D.ts +209 -0
- package/gen/classes/BoxContainer.ts +51 -0
- package/gen/classes/BoxMesh.ts +41 -0
- package/gen/classes/BoxOccluder3D.ts +22 -0
- package/gen/classes/BoxShape3D.ts +22 -0
- package/gen/classes/Button.ts +117 -0
- package/gen/classes/ButtonGroup.ts +39 -0
- package/gen/classes/CCDIK3D.ts +16 -0
- package/gen/classes/CPUParticles2D.ts +590 -0
- package/gen/classes/CPUParticles3D.ts +650 -0
- package/gen/classes/CSGBox3D.ts +29 -0
- package/gen/classes/CSGCombiner3D.ts +15 -0
- package/gen/classes/CSGCylinder3D.ts +52 -0
- package/gen/classes/CSGMesh3D.ts +32 -0
- package/gen/classes/CSGPolygon3D.ts +170 -0
- package/gen/classes/CSGPrimitive3D.ts +20 -0
- package/gen/classes/CSGShape3D.ts +140 -0
- package/gen/classes/CSGSphere3D.ts +46 -0
- package/gen/classes/CSGTorus3D.ts +52 -0
- package/gen/classes/CallbackTweener.ts +29 -0
- package/gen/classes/Camera2D.ts +266 -0
- package/gen/classes/Camera3D.ts +275 -0
- package/gen/classes/CameraAttributes.ts +50 -0
- package/gen/classes/CameraAttributesPhysical.ts +73 -0
- package/gen/classes/CameraAttributesPractical.ts +75 -0
- package/gen/classes/CameraFeed.ts +155 -0
- package/gen/classes/CameraServer.ts +105 -0
- package/gen/classes/CameraTexture.ts +34 -0
- package/gen/classes/CanvasGroup.ts +54 -0
- package/gen/classes/CanvasItem.ts +698 -0
- package/gen/classes/CanvasItemMaterial.ts +97 -0
- package/gen/classes/CanvasLayer.ts +103 -0
- package/gen/classes/CanvasModulate.ts +21 -0
- package/gen/classes/CanvasTexture.ts +60 -0
- package/gen/classes/CapsuleMesh.ts +40 -0
- package/gen/classes/CapsuleShape2D.ts +35 -0
- package/gen/classes/CapsuleShape3D.ts +35 -0
- package/gen/classes/CenterContainer.ts +20 -0
- package/gen/classes/ChainIK3D.ts +102 -0
- package/gen/classes/CharFXTransform.ts +108 -0
- package/gen/classes/CharacterBody2D.ts +252 -0
- package/gen/classes/CharacterBody3D.ts +246 -0
- package/gen/classes/CheckBox.ts +16 -0
- package/gen/classes/CheckButton.ts +15 -0
- package/gen/classes/CircleShape2D.ts +21 -0
- package/gen/classes/ClassDB.ts +197 -0
- package/gen/classes/CodeEdit.ts +619 -0
- package/gen/classes/CodeHighlighter.ts +132 -0
- package/gen/classes/CollisionObject2D.ts +235 -0
- package/gen/classes/CollisionObject3D.ts +199 -0
- package/gen/classes/CollisionPolygon2D.ts +70 -0
- package/gen/classes/CollisionPolygon3D.ts +54 -0
- package/gen/classes/CollisionShape2D.ts +55 -0
- package/gen/classes/CollisionShape3D.ts +53 -0
- package/gen/classes/ColorPalette.ts +21 -0
- package/gen/classes/ColorPicker.ts +197 -0
- package/gen/classes/ColorPickerButton.ts +68 -0
- package/gen/classes/ColorRect.ts +21 -0
- package/gen/classes/Compositor.ts +22 -0
- package/gen/classes/CompositorEffect.ts +134 -0
- package/gen/classes/CompressedCubemap.ts +22 -0
- package/gen/classes/CompressedCubemapArray.ts +22 -0
- package/gen/classes/CompressedTexture2D.ts +27 -0
- package/gen/classes/CompressedTexture2DArray.ts +22 -0
- package/gen/classes/CompressedTexture3D.ts +22 -0
- package/gen/classes/CompressedTextureLayered.ts +19 -0
- package/gen/classes/ConcavePolygonShape2D.ts +25 -0
- package/gen/classes/ConcavePolygonShape3D.ts +28 -0
- package/gen/classes/ConeTwistJoint3D.ts +84 -0
- package/gen/classes/ConfigFile.ts +170 -0
- package/gen/classes/ConfirmationDialog.ts +39 -0
- package/gen/classes/Container.ts +54 -0
- package/gen/classes/Control.ts +1499 -0
- package/gen/classes/ConvertTransformModifier3D.ts +153 -0
- package/gen/classes/ConvexPolygonShape2D.ts +30 -0
- package/gen/classes/ConvexPolygonShape3D.ts +24 -0
- package/gen/classes/CopyTransformModifier3D.ts +220 -0
- package/gen/classes/Crypto.ts +114 -0
- package/gen/classes/CryptoKey.ts +43 -0
- package/gen/classes/Cubemap.ts +47 -0
- package/gen/classes/CubemapArray.ts +30 -0
- package/gen/classes/Curve.ts +183 -0
- package/gen/classes/Curve2D.ts +145 -0
- package/gen/classes/Curve3D.ts +173 -0
- package/gen/classes/CurveTexture.ts +48 -0
- package/gen/classes/CurveXYZTexture.ts +40 -0
- package/gen/classes/CylinderMesh.ts +58 -0
- package/gen/classes/CylinderShape3D.ts +28 -0
- package/gen/classes/DPITexture.ts +73 -0
- package/gen/classes/DTLSServer.ts +93 -0
- package/gen/classes/DampedSpringJoint2D.ts +38 -0
- package/gen/classes/Decal.ts +146 -0
- package/gen/classes/DirAccess.ts +300 -0
- package/gen/classes/DirectionalLight2D.ts +28 -0
- package/gen/classes/DirectionalLight3D.ts +104 -0
- package/gen/classes/DisplayServer.ts +3119 -0
- package/gen/classes/DrawableTexture2D.ts +75 -0
- package/gen/classes/ENetConnection.ts +192 -0
- package/gen/classes/ENetMultiplayerPeer.ts +54 -0
- package/gen/classes/ENetPacketPeer.ts +234 -0
- package/gen/classes/EncodedObjectAsID.ts +21 -0
- package/gen/classes/Engine.ts +322 -0
- package/gen/classes/EngineDebugger.ts +136 -0
- package/gen/classes/EngineProfiler.ts +16 -0
- package/gen/classes/Environment.ts +786 -0
- package/gen/classes/Expression.ts +60 -0
- package/gen/classes/ExternalTexture.ts +35 -0
- package/gen/classes/FABRIK3D.ts +16 -0
- package/gen/classes/FBXDocument.ts +15 -0
- package/gen/classes/FBXState.ts +20 -0
- package/gen/classes/FastNoiseLite.ts +284 -0
- package/gen/classes/FileAccess.ts +596 -0
- package/gen/classes/FileDialog.ts +428 -0
- package/gen/classes/FlowContainer.ts +84 -0
- package/gen/classes/FogMaterial.ts +54 -0
- package/gen/classes/FogVolume.ts +39 -0
- package/gen/classes/FoldableContainer.ts +110 -0
- package/gen/classes/FoldableGroup.ts +38 -0
- package/gen/classes/Font.ts +242 -0
- package/gen/classes/FontFile.ts +514 -0
- package/gen/classes/FontVariation.ts +123 -0
- package/gen/classes/FramebufferCacheRD.ts +21 -0
- package/gen/classes/GDExtension.ts +47 -0
- package/gen/classes/GDExtensionManager.ts +101 -0
- package/gen/classes/GDScript.ts +30 -0
- package/gen/classes/GLTFAccessor.ts +203 -0
- package/gen/classes/GLTFAnimation.ts +33 -0
- package/gen/classes/GLTFBufferView.ts +68 -0
- package/gen/classes/GLTFCamera.ts +66 -0
- package/gen/classes/GLTFDocument.ts +202 -0
- package/gen/classes/GLTFDocumentExtension.ts +26 -0
- package/gen/classes/GLTFDocumentExtensionConvertImporterMesh.ts +11 -0
- package/gen/classes/GLTFLight.ts +80 -0
- package/gen/classes/GLTFMesh.ts +53 -0
- package/gen/classes/GLTFNode.ts +125 -0
- package/gen/classes/GLTFObjectModelProperty.ts +136 -0
- package/gen/classes/GLTFPhysicsBody.ts +89 -0
- package/gen/classes/GLTFPhysicsShape.ts +92 -0
- package/gen/classes/GLTFSkeleton.ts +32 -0
- package/gen/classes/GLTFSkin.ts +44 -0
- package/gen/classes/GLTFSpecGloss.ts +46 -0
- package/gen/classes/GLTFState.ts +250 -0
- package/gen/classes/GLTFTexture.ts +23 -0
- package/gen/classes/GLTFTextureSampler.ts +38 -0
- package/gen/classes/GPUParticles2D.ts +270 -0
- package/gen/classes/GPUParticles3D.ts +339 -0
- package/gen/classes/GPUParticlesAttractor3D.ts +43 -0
- package/gen/classes/GPUParticlesAttractorBox3D.ts +23 -0
- package/gen/classes/GPUParticlesAttractorSphere3D.ts +23 -0
- package/gen/classes/GPUParticlesAttractorVectorField3D.ts +32 -0
- package/gen/classes/GPUParticlesCollision3D.ts +26 -0
- package/gen/classes/GPUParticlesCollisionBox3D.ts +24 -0
- package/gen/classes/GPUParticlesCollisionHeightField3D.ts +109 -0
- package/gen/classes/GPUParticlesCollisionSDF3D.ts +95 -0
- package/gen/classes/GPUParticlesCollisionSphere3D.ts +23 -0
- package/gen/classes/Generic6DOFJoint3D.ts +146 -0
- package/gen/classes/Geometry2D.ts +249 -0
- package/gen/classes/Geometry3D.ts +94 -0
- package/gen/classes/GeometryInstance3D.ts +223 -0
- package/gen/classes/GodotInstance.ts +48 -0
- package/gen/classes/Gradient.ts +125 -0
- package/gen/classes/GradientTexture1D.ts +33 -0
- package/gen/classes/GradientTexture2D.ts +104 -0
- package/gen/classes/GraphEdit.ts +535 -0
- package/gen/classes/GraphElement.ts +101 -0
- package/gen/classes/GraphFrame.ts +66 -0
- package/gen/classes/GraphNode.ts +241 -0
- package/gen/classes/GridContainer.ts +21 -0
- package/gen/classes/GridMap.ts +294 -0
- package/gen/classes/GrooveJoint2D.ts +26 -0
- package/gen/classes/HBoxContainer.ts +14 -0
- package/gen/classes/HFlowContainer.ts +14 -0
- package/gen/classes/HMACContext.ts +54 -0
- package/gen/classes/HScrollBar.ts +14 -0
- package/gen/classes/HSeparator.ts +14 -0
- package/gen/classes/HSlider.ts +14 -0
- package/gen/classes/HSplitContainer.ts +14 -0
- package/gen/classes/HTTPClient.ts +525 -0
- package/gen/classes/HTTPRequest.ts +264 -0
- package/gen/classes/HashingContext.ts +75 -0
- package/gen/classes/HeightMapShape3D.ts +73 -0
- package/gen/classes/HingeJoint3D.ts +90 -0
- package/gen/classes/IKModifier3D.ts +40 -0
- package/gen/classes/IP.ts +132 -0
- package/gen/classes/Image.ts +835 -0
- package/gen/classes/ImageFormatLoader.ts +31 -0
- package/gen/classes/ImageFormatLoaderExtension.ts +30 -0
- package/gen/classes/ImageTexture.ts +73 -0
- package/gen/classes/ImageTexture3D.ts +29 -0
- package/gen/classes/ImageTextureLayered.ts +66 -0
- package/gen/classes/ImmediateMesh.ts +85 -0
- package/gen/classes/ImporterMesh.ts +159 -0
- package/gen/classes/ImporterMeshInstance3D.ts +45 -0
- package/gen/classes/Input.ts +743 -0
- package/gen/classes/InputEvent.ts +112 -0
- package/gen/classes/InputEventAction.ts +40 -0
- package/gen/classes/InputEventFromWindow.ts +19 -0
- package/gen/classes/InputEventGesture.ts +20 -0
- package/gen/classes/InputEventJoypadButton.ts +30 -0
- package/gen/classes/InputEventJoypadMotion.ts +27 -0
- package/gen/classes/InputEventKey.ts +133 -0
- package/gen/classes/InputEventMIDI.ts +108 -0
- package/gen/classes/InputEventMagnifyGesture.ts +21 -0
- package/gen/classes/InputEventMouse.ts +35 -0
- package/gen/classes/InputEventMouseButton.ts +46 -0
- package/gen/classes/InputEventMouseMotion.ts +67 -0
- package/gen/classes/InputEventPanGesture.ts +22 -0
- package/gen/classes/InputEventScreenDrag.ts +71 -0
- package/gen/classes/InputEventScreenTouch.ts +45 -0
- package/gen/classes/InputEventShortcut.ts +21 -0
- package/gen/classes/InputEventWithModifiers.ts +56 -0
- package/gen/classes/InputMap.ts +97 -0
- package/gen/classes/InstancePlaceholder.ts +33 -0
- package/gen/classes/IntervalTweener.ts +15 -0
- package/gen/classes/ItemList.ts +482 -0
- package/gen/classes/IterateIK3D.ts +136 -0
- package/gen/classes/JNISingleton.ts +20 -0
- package/gen/classes/JSON.ts +163 -0
- package/gen/classes/JSONRPC.ts +87 -0
- package/gen/classes/JacobianIK3D.ts +16 -0
- package/gen/classes/JavaClass.ts +37 -0
- package/gen/classes/JavaClassWrapper.ts +94 -0
- package/gen/classes/JavaObject.ts +28 -0
- package/gen/classes/JavaScriptBridge.ts +85 -0
- package/gen/classes/JavaScriptObject.ts +45 -0
- package/gen/classes/Joint2D.ts +44 -0
- package/gen/classes/Joint3D.ts +46 -0
- package/gen/classes/JointLimitation3D.ts +14 -0
- package/gen/classes/JointLimitationCone3D.ts +21 -0
- package/gen/classes/KinematicCollision2D.ts +83 -0
- package/gen/classes/KinematicCollision3D.ts +88 -0
- package/gen/classes/Label.ts +184 -0
- package/gen/classes/Label3D.ts +280 -0
- package/gen/classes/LabelSettings.ts +168 -0
- package/gen/classes/Light2D.ts +150 -0
- package/gen/classes/Light3D.ts +310 -0
- package/gen/classes/LightOccluder2D.ts +33 -0
- package/gen/classes/LightmapGI.ts +291 -0
- package/gen/classes/LightmapGIData.ts +85 -0
- package/gen/classes/LightmapProbe.ts +16 -0
- package/gen/classes/Lightmapper.ts +14 -0
- package/gen/classes/LightmapperRD.ts +15 -0
- package/gen/classes/LimitAngularVelocityModifier3D.ts +91 -0
- package/gen/classes/Line2D.ts +191 -0
- package/gen/classes/LineEdit.ts +663 -0
- package/gen/classes/LinkButton.ts +99 -0
- package/gen/classes/Logger.ts +38 -0
- package/gen/classes/LookAtModifier3D.ts +245 -0
- package/gen/classes/MainLoop.ts +115 -0
- package/gen/classes/MarginContainer.ts +27 -0
- package/gen/classes/Marker2D.ts +20 -0
- package/gen/classes/Marker3D.ts +20 -0
- package/gen/classes/Marshalls.ts +50 -0
- package/gen/classes/Material.ts +53 -0
- package/gen/classes/MenuBar.ts +114 -0
- package/gen/classes/MenuButton.ts +51 -0
- package/gen/classes/Mesh.ts +348 -0
- package/gen/classes/MeshConvexDecompositionSettings.ts +106 -0
- package/gen/classes/MeshDataTool.ts +251 -0
- package/gen/classes/MeshInstance2D.ts +37 -0
- package/gen/classes/MeshInstance3D.ts +122 -0
- package/gen/classes/MeshLibrary.ts +149 -0
- package/gen/classes/MeshTexture.ts +34 -0
- package/gen/classes/MethodTweener.ts +32 -0
- package/gen/classes/MissingNode.ts +39 -0
- package/gen/classes/MissingResource.ts +27 -0
- package/gen/classes/MobileVRInterface.ts +89 -0
- package/gen/classes/ModifierBoneTarget3D.ts +27 -0
- package/gen/classes/MovieWriter.ts +34 -0
- package/gen/classes/MultiMesh.ts +197 -0
- package/gen/classes/MultiMeshInstance2D.ts +36 -0
- package/gen/classes/MultiMeshInstance3D.ts +22 -0
- package/gen/classes/MultiplayerAPI.ts +139 -0
- package/gen/classes/MultiplayerAPIExtension.ts +99 -0
- package/gen/classes/MultiplayerPeer.ts +148 -0
- package/gen/classes/MultiplayerPeerExtension.ts +17 -0
- package/gen/classes/MultiplayerSpawner.ts +75 -0
- package/gen/classes/MultiplayerSynchronizer.ts +119 -0
- package/gen/classes/Mutex.ts +37 -0
- package/gen/classes/NativeMenu.ts +567 -0
- package/gen/classes/NavigationAgent2D.ts +361 -0
- package/gen/classes/NavigationAgent3D.ts +380 -0
- package/gen/classes/NavigationLink2D.ts +107 -0
- package/gen/classes/NavigationLink3D.ts +107 -0
- package/gen/classes/NavigationMesh.ts +283 -0
- package/gen/classes/NavigationMeshGenerator.ts +46 -0
- package/gen/classes/NavigationMeshSourceGeometryData2D.ts +75 -0
- package/gen/classes/NavigationMeshSourceGeometryData3D.ts +76 -0
- package/gen/classes/NavigationObstacle2D.ts +87 -0
- package/gen/classes/NavigationObstacle3D.ts +100 -0
- package/gen/classes/NavigationPathQueryParameters2D.ts +162 -0
- package/gen/classes/NavigationPathQueryParameters3D.ts +162 -0
- package/gen/classes/NavigationPathQueryResult2D.ts +64 -0
- package/gen/classes/NavigationPathQueryResult3D.ts +64 -0
- package/gen/classes/NavigationPolygon.ts +259 -0
- package/gen/classes/NavigationRegion2D.ts +116 -0
- package/gen/classes/NavigationRegion3D.ts +116 -0
- package/gen/classes/NavigationServer2D.ts +799 -0
- package/gen/classes/NavigationServer2DManager.ts +28 -0
- package/gen/classes/NavigationServer3D.ts +888 -0
- package/gen/classes/NavigationServer3DManager.ts +28 -0
- package/gen/classes/NinePatchRect.ts +95 -0
- package/gen/classes/Node.ts +1336 -0
- package/gen/classes/Node2D.ts +150 -0
- package/gen/classes/Node3D.ts +404 -0
- package/gen/classes/Node3DGizmo.ts +14 -0
- package/gen/classes/Noise.ts +67 -0
- package/gen/classes/NoiseTexture2D.ts +104 -0
- package/gen/classes/NoiseTexture3D.ts +84 -0
- package/gen/classes/ORMMaterial3D.ts +14 -0
- package/gen/classes/OS.ts +848 -0
- package/gen/classes/Object.ts +583 -0
- package/gen/classes/Occluder3D.ts +25 -0
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- package/gen/classes/VisualShaderNodeIntParameter.ts +83 -0
- package/gen/classes/VisualShaderNodeIs.ts +38 -0
- package/gen/classes/VisualShaderNodeLinearSceneDepth.ts +14 -0
- package/gen/classes/VisualShaderNodeMix.ts +58 -0
- package/gen/classes/VisualShaderNodeMultiplyAdd.ts +46 -0
- package/gen/classes/VisualShaderNodeOuterProduct.ts +14 -0
- package/gen/classes/VisualShaderNodeOutput.ts +13 -0
- package/gen/classes/VisualShaderNodeParameter.ts +57 -0
- package/gen/classes/VisualShaderNodeParameterRef.ts +23 -0
- package/gen/classes/VisualShaderNodeParticleAccelerator.ts +42 -0
- package/gen/classes/VisualShaderNodeParticleBoxEmitter.ts +14 -0
- package/gen/classes/VisualShaderNodeParticleConeVelocity.ts +14 -0
- package/gen/classes/VisualShaderNodeParticleEmit.ts +46 -0
- package/gen/classes/VisualShaderNodeParticleEmitter.ts +19 -0
- package/gen/classes/VisualShaderNodeParticleMeshEmitter.ts +33 -0
- package/gen/classes/VisualShaderNodeParticleMultiplyByAxisAngle.ts +20 -0
- package/gen/classes/VisualShaderNodeParticleOutput.ts +14 -0
- package/gen/classes/VisualShaderNodeParticleRandomness.ts +46 -0
- package/gen/classes/VisualShaderNodeParticleRingEmitter.ts +14 -0
- package/gen/classes/VisualShaderNodeParticleSphereEmitter.ts +14 -0
- package/gen/classes/VisualShaderNodeProximityFade.ts +14 -0
- package/gen/classes/VisualShaderNodeRandomRange.ts +14 -0
- package/gen/classes/VisualShaderNodeRemap.ts +55 -0
- package/gen/classes/VisualShaderNodeReroute.ts +18 -0
- package/gen/classes/VisualShaderNodeResizableBase.ts +20 -0
- package/gen/classes/VisualShaderNodeRotationByAxis.ts +14 -0
- package/gen/classes/VisualShaderNodeSDFRaymarch.ts +14 -0
- package/gen/classes/VisualShaderNodeSDFToScreenUV.ts +14 -0
- package/gen/classes/VisualShaderNodeSample3D.ts +37 -0
- package/gen/classes/VisualShaderNodeScreenNormalWorldSpace.ts +14 -0
- package/gen/classes/VisualShaderNodeScreenUVToSDF.ts +14 -0
- package/gen/classes/VisualShaderNodeSmoothStep.ts +59 -0
- package/gen/classes/VisualShaderNodeStep.ts +59 -0
- package/gen/classes/VisualShaderNodeSwitch.ts +62 -0
- package/gen/classes/VisualShaderNodeTexture.ts +96 -0
- package/gen/classes/VisualShaderNodeTexture2DArray.ts +21 -0
- package/gen/classes/VisualShaderNodeTexture2DArrayParameter.ts +14 -0
- package/gen/classes/VisualShaderNodeTexture2DParameter.ts +14 -0
- package/gen/classes/VisualShaderNodeTexture3D.ts +21 -0
- package/gen/classes/VisualShaderNodeTexture3DParameter.ts +14 -0
- package/gen/classes/VisualShaderNodeTextureParameter.ts +177 -0
- package/gen/classes/VisualShaderNodeTextureParameterTriplanar.ts +14 -0
- package/gen/classes/VisualShaderNodeTextureSDF.ts +14 -0
- package/gen/classes/VisualShaderNodeTextureSDFNormal.ts +14 -0
- package/gen/classes/VisualShaderNodeTransformCompose.ts +14 -0
- package/gen/classes/VisualShaderNodeTransformConstant.ts +21 -0
- package/gen/classes/VisualShaderNodeTransformDecompose.ts +14 -0
- package/gen/classes/VisualShaderNodeTransformFunc.ts +38 -0
- package/gen/classes/VisualShaderNodeTransformOp.ts +66 -0
- package/gen/classes/VisualShaderNodeTransformParameter.ts +27 -0
- package/gen/classes/VisualShaderNodeTransformVecMult.ts +46 -0
- package/gen/classes/VisualShaderNodeUIntConstant.ts +20 -0
- package/gen/classes/VisualShaderNodeUIntFunc.ts +38 -0
- package/gen/classes/VisualShaderNodeUIntOp.ts +78 -0
- package/gen/classes/VisualShaderNodeUIntParameter.ts +26 -0
- package/gen/classes/VisualShaderNodeUVFunc.ts +38 -0
- package/gen/classes/VisualShaderNodeUVPolarCoord.ts +14 -0
- package/gen/classes/VisualShaderNodeVarying.ts +26 -0
- package/gen/classes/VisualShaderNodeVaryingGetter.ts +14 -0
- package/gen/classes/VisualShaderNodeVaryingSetter.ts +14 -0
- package/gen/classes/VisualShaderNodeVec2Constant.ts +21 -0
- package/gen/classes/VisualShaderNodeVec2Parameter.ts +27 -0
- package/gen/classes/VisualShaderNodeVec3Constant.ts +21 -0
- package/gen/classes/VisualShaderNodeVec3Parameter.ts +27 -0
- package/gen/classes/VisualShaderNodeVec4Constant.ts +24 -0
- package/gen/classes/VisualShaderNodeVec4Parameter.ts +27 -0
- package/gen/classes/VisualShaderNodeVectorBase.ts +41 -0
- package/gen/classes/VisualShaderNodeVectorCompose.ts +14 -0
- package/gen/classes/VisualShaderNodeVectorDecompose.ts +14 -0
- package/gen/classes/VisualShaderNodeVectorDistance.ts +15 -0
- package/gen/classes/VisualShaderNodeVectorFunc.ts +162 -0
- package/gen/classes/VisualShaderNodeVectorLen.ts +14 -0
- package/gen/classes/VisualShaderNodeVectorOp.ts +78 -0
- package/gen/classes/VisualShaderNodeVectorRefract.ts +14 -0
- package/gen/classes/VisualShaderNodeWorldPositionFromDepth.ts +14 -0
- package/gen/classes/VoxelGI.ts +85 -0
- package/gen/classes/VoxelGIData.ts +95 -0
- package/gen/classes/WeakRef.ts +20 -0
- package/gen/classes/WebRTCDataChannel.ts +115 -0
- package/gen/classes/WebRTCDataChannelExtension.ts +14 -0
- package/gen/classes/WebRTCMultiplayerPeer.ts +63 -0
- package/gen/classes/WebRTCPeerConnection.ts +220 -0
- package/gen/classes/WebRTCPeerConnectionExtension.ts +15 -0
- package/gen/classes/WebSocketMultiplayerPeer.ts +81 -0
- package/gen/classes/WebSocketPeer.ts +213 -0
- package/gen/classes/WebXRInterface.ts +317 -0
- package/gen/classes/Window.ts +1127 -0
- package/gen/classes/WorkerThreadPool.ts +100 -0
- package/gen/classes/World2D.ts +36 -0
- package/gen/classes/World3D.ts +56 -0
- package/gen/classes/WorldBoundaryShape2D.ts +28 -0
- package/gen/classes/WorldBoundaryShape3D.ts +22 -0
- package/gen/classes/WorldEnvironment.ts +37 -0
- package/gen/classes/X509Certificate.ts +36 -0
- package/gen/classes/XMLParser.ts +154 -0
- package/gen/classes/XRAnchor3D.ts +27 -0
- package/gen/classes/XRBodyModifier3D.ts +70 -0
- package/gen/classes/XRBodyTracker.ts +444 -0
- package/gen/classes/XRCamera3D.ts +16 -0
- package/gen/classes/XRController3D.ts +79 -0
- package/gen/classes/XRControllerTracker.ts +16 -0
- package/gen/classes/XRFaceModifier3D.ts +29 -0
- package/gen/classes/XRFaceTracker.ts +614 -0
- package/gen/classes/XRHandModifier3D.ts +47 -0
- package/gen/classes/XRHandTracker.ts +246 -0
- package/gen/classes/XRInterface.ts +282 -0
- package/gen/classes/XRInterfaceExtension.ts +33 -0
- package/gen/classes/XRNode3D.ts +67 -0
- package/gen/classes/XROrigin3D.ts +29 -0
- package/gen/classes/XRPose.ts +80 -0
- package/gen/classes/XRPositionalTracker.ts +125 -0
- package/gen/classes/XRServer.ts +226 -0
- package/gen/classes/XRTracker.ts +40 -0
- package/gen/classes/XRVRS.ts +40 -0
- package/gen/classes/ZIPPacker.ts +114 -0
- package/gen/classes/ZIPReader.ts +89 -0
- package/gen/classes/index.ts +957 -0
- package/gen/global-constants.ts +60 -0
- package/gen/global-enums.ts +2284 -0
- package/gen/heap-types/GodotArray.ts +615 -0
- package/gen/heap-types/GodotDictionary.ts +298 -0
- package/gen/heap-types/PackedByteArray.ts +400 -0
- package/gen/heap-types/PackedColorArray.ts +144 -0
- package/gen/heap-types/PackedFloat32Array.ts +151 -0
- package/gen/heap-types/PackedFloat64Array.ts +152 -0
- package/gen/heap-types/PackedInt32Array.ts +144 -0
- package/gen/heap-types/PackedInt64Array.ts +145 -0
- package/gen/heap-types/PackedStringArray.ts +153 -0
- package/gen/heap-types/PackedVector2Array.ts +151 -0
- package/gen/heap-types/PackedVector3Array.ts +151 -0
- package/gen/heap-types/PackedVector4Array.ts +151 -0
- package/gen/heap-types/Signal.ts +180 -0
- package/gen/heap-types/index.ts +24 -0
- package/gen/index.ts +11 -0
- package/gen/utility-functions.ts +1457 -0
- package/gen/value-types/AABB.ts +288 -0
- package/gen/value-types/Basis.ts +283 -0
- package/gen/value-types/Color.ts +282 -0
- package/gen/value-types/Plane.ts +134 -0
- package/gen/value-types/Projection.ts +137 -0
- package/gen/value-types/Quaternion.ts +192 -0
- package/gen/value-types/Rect2.ts +182 -0
- package/gen/value-types/Rect2i.ts +161 -0
- package/gen/value-types/Transform2D.ts +206 -0
- package/gen/value-types/Transform3D.ts +137 -0
- package/gen/value-types/Vector2.ts +365 -0
- package/gen/value-types/Vector2i.ts +201 -0
- package/gen/value-types/Vector3.ts +365 -0
- package/gen/value-types/Vector3i.ts +202 -0
- package/gen/value-types/Vector4.ts +285 -0
- package/gen/value-types/Vector4i.ts +208 -0
- package/gen/value-types/index.ts +19 -0
- package/package.json +33 -0
- package/src/debug.ts +219 -0
- package/src/index.ts +36 -0
- package/src/runtime.ts +69 -0
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// Auto-generated from extension_api.json - DO NOT EDIT
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// Generated by dev/codegen.ts
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import { _C, _R, GodotVar, _G } from '../../src/runtime.ts';
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import { Object } from './Object.ts';
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import type { JoyAxis, JoyButton, Key, MouseButton, MouseButtonMask } from '../global-enums.ts';
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import type { GodotArray, GodotDictionary, Signal, StringName } from '../heap-types/index.ts';
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import type { Color, Vector2, Vector3 } from '../value-types/index.ts';
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import type { InputEvent } from './InputEvent.ts';
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import type { Resource } from './Resource.ts';
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let _$: any;
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const $ = () => _$ ?? (_$ = _C(null, 40, 347));
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/**
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* The {@link Input} singleton handles key presses, mouse buttons and movement, gamepads, and input actions. Actions and their events can be set in the **Input Map** tab in **Project > Project Settings**, or with the {@link InputMap} class.
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* **Note:** {@link Input}'s methods reflect the global input state and are not affected by {@link Control.acceptEvent} or {@link Viewport.setInputAsHandled}, as those methods only deal with the way input is propagated in the {@link SceneTree}.
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*/
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export class Input extends GodotVar {
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/**
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* Returns `true` if any action, key, joypad button, or mouse button is being pressed. This will also return `true` if any action is simulated via code by calling {@link actionPress}.
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*/
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static isAnythingPressed(): boolean { return _C($(), 7762) as boolean; }
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/**
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* Returns `true` if you are pressing the Latin key in the current keyboard layout. You can pass a {@link Key} constant.
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* {@link isKeyPressed} is only recommended over {@link isPhysicalKeyPressed} in non-game applications. This ensures that shortcut keys behave as expected depending on the user's keyboard layout, as keyboard shortcuts are generally dependent on the keyboard layout in non-game applications. If in doubt, use {@link isPhysicalKeyPressed}.
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* **Note:** Due to keyboard ghosting, {@link isKeyPressed} may return `false` even if one of the action's keys is pressed. See [Input examples]($DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events) in the documentation for more information.
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* **Note:** If you want to check if a key was just pressed by using its keycode, use Godot's input action system with {@link isActionJustPressed} or use the {@link Node.Input} method like this instead:
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*
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*
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* ```gdscript
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*
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* func _input(event):
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* if event is InputEventKey and not event.is_echo() and event.is_pressed() and event.keycode == KEY_SPACE:
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* pass # Your code here.
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*
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* ```
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*/
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static isKeyPressed(keycode: Key): boolean { return _C($(), 8061, keycode) as boolean; }
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/**
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* Returns `true` if you are pressing the key in the physical location on the 101/102-key US QWERTY keyboard. You can pass a {@link Key} constant.
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* {@link isPhysicalKeyPressed} is recommended over {@link isKeyPressed} for in-game actions, as it will make `W`/`A`/`S`/`D` layouts work regardless of the user's keyboard layout. {@link isPhysicalKeyPressed} will also ensure that the top row number keys work on any keyboard layout. If in doubt, use {@link isPhysicalKeyPressed}.
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* **Note:** Due to keyboard ghosting, {@link isPhysicalKeyPressed} may return `false` even if one of the action's keys is pressed. See [Input examples]($DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events) in the documentation for more information.
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* **Note:** If you want to check if a key was just pressed by using its physical keycode, use Godot's input action system with {@link isActionJustPressed} or use the {@link Node.Input} method like this instead:
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*
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*
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* ```gdscript
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*
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* func _input(event):
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* if event is InputEventKey and not event.is_echo() and event.is_pressed() and event.physical_keycode == KEY_SPACE:
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* pass # Your code here.
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*
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* ```
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*/
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static isPhysicalKeyPressed(keycode: Key): boolean { return _C($(), 8175, keycode) as boolean; }
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/**
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* Returns `true` if you are pressing the key with the `keycode` printed on it. You can pass a {@link Key} constant or any Unicode character code.
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* **Note:** If you want to check if a key was just pressed by using its label, use Godot's input action system with {@link isActionJustPressed} or use the {@link Node.Input} method like this instead:
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*
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*
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* ```gdscript
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*
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* func _input(event):
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* if event is InputEventKey and not event.is_echo() and event.is_pressed() and event.key_label == KEY_SPACE:
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* pass # Your code here.
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*
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* ```
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*/
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static isKeyLabelPressed(keycode: Key): boolean { return _C($(), 8060, keycode) as boolean; }
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/**
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* Returns `true` if you are pressing the mouse button specified with {@link MouseButton}.
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* **Note:** If you want to check if a mouse button was just pressed, use Godot's input action system with {@link isActionJustPressed} or use the {@link Node.Input} method like this instead:
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*
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*
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* ```gdscript
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* func _input(event):
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* if event is InputEventMouseButton and event.is_pressed() and event.button_index == MOUSE_BUTTON_LEFT:
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* pass # Your code here.
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*
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* ```
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*/
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static isMouseButtonPressed(button: MouseButton): boolean { return _C($(), 8116, button) as boolean; }
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/**
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* Returns `true` if you are pressing the joypad button at index `button`.
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* **Note:** If you want to check if a joypad button was just pressed, use Godot's input action system with {@link isActionJustPressed} or use the {@link Node.Input} method like this instead:
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*
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* ```gdscript
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* func _input(event):
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* if event is InputEventJoypadButton and event.is_pressed() and event.button_index == JOY_BUTTON_A:
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* pass # Your code here.
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*
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* ```
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*/
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static isJoyButtonPressed(device: number, button: JoyButton): boolean { return _C($(), 8048, device, button) as boolean; }
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/**
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* Returns `true` if you are pressing the action event.
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* If `exactMatch` is `false`, it ignores additional input modifiers for {@link InputEventKey} and {@link InputEventMouseButton} events, and the direction for {@link InputEventJoypadMotion} events.
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* **Note:** Due to keyboard ghosting, {@link isActionPressed} may return `false` even if one of the action's keys is pressed. See [Input examples]($DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events) in the documentation for more information.
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*/
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static isActionPressed(action: StringName, exactMatch?: boolean /* = false */): boolean { return _C($(), 7742, action, exactMatch) as boolean; }
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/**
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* Returns `true` when the user has *started* pressing the action event in the current frame or physics tick. It will only return `true` on the frame or tick that the user pressed down the button.
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* This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed.
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* If `exactMatch` is `false`, it ignores additional input modifiers for {@link InputEventKey} and {@link InputEventMouseButton} events, and the direction for {@link InputEventJoypadMotion} events.
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* **Note:** Returning `true` does not imply that the action is *still* pressed. An action can be pressed and released again rapidly, and `true` will still be returned so as not to miss input.
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* **Note:** Due to keyboard ghosting, {@link isActionJustPressed} may return `false` even if one of the action's keys is pressed. See [Input examples]($DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events) in the documentation for more information.
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* **Note:** During input handling (e.g. {@link Node.Input}), use {@link InputEvent.isActionPressed} instead to query the action state of the current event. See also {@link isActionJustPressedByEvent}.
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*/
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static isActionJustPressed(action: StringName, exactMatch?: boolean /* = false */): boolean { return _C($(), 7738, action, exactMatch) as boolean; }
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/**
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* Returns `true` when the user *stops* pressing the action event in the current frame or physics tick. It will only return `true` on the frame or tick that the user releases the button.
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* **Note:** Returning `true` does not imply that the action is *still* not pressed. An action can be released and pressed again rapidly, and `true` will still be returned so as not to miss input.
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* If `exactMatch` is `false`, it ignores additional input modifiers for {@link InputEventKey} and {@link InputEventMouseButton} events, and the direction for {@link InputEventJoypadMotion} events.
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* **Note:** During input handling (e.g. {@link Node.Input}), use {@link InputEvent.isActionReleased} instead to query the action state of the current event. See also {@link isActionJustReleasedByEvent}.
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*/
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static isActionJustReleased(action: StringName, exactMatch?: boolean /* = false */): boolean { return _C($(), 7740, action, exactMatch) as boolean; }
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/**
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* Returns `true` when the user has *started* pressing the action event in the current frame or physics tick, and the first event that triggered action press in the current frame/physics tick was `event`. It will only return `true` on the frame or tick that the user pressed down the button.
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* This is useful for code that needs to run only once when an action is pressed, and the action is processed during input handling (e.g. {@link Node.Input}).
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* If `exactMatch` is `false`, it ignores additional input modifiers for {@link InputEventKey} and {@link InputEventMouseButton} events, and the direction for {@link InputEventJoypadMotion} events.
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* **Note:** Returning `true` does not imply that the action is *still* pressed. An action can be pressed and released again rapidly, and `true` will still be returned so as not to miss input.
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* **Note:** Due to keyboard ghosting, {@link isActionJustPressed} may return `false` even if one of the action's keys is pressed. See [Input examples]($DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events) in the documentation for more information.
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*/
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static isActionJustPressedByEvent(action: StringName, event: InputEvent, exactMatch?: boolean /* = false */): boolean { return _C($(), 7739, action, event, exactMatch) as boolean; }
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/**
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* Returns `true` when the user *stops* pressing the action event in the current frame or physics tick, and the first event that triggered action release in the current frame/physics tick was `event`. It will only return `true` on the frame or tick that the user releases the button.
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* This is useful when an action is processed during input handling (e.g. {@link Node.Input}).
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* **Note:** Returning `true` does not imply that the action is *still* not pressed. An action can be released and pressed again rapidly, and `true` will still be returned so as not to miss input.
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143
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+
* If `exactMatch` is `false`, it ignores additional input modifiers for {@link InputEventKey} and {@link InputEventMouseButton} events, and the direction for {@link InputEventJoypadMotion} events.
|
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144
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+
*/
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145
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static isActionJustReleasedByEvent(action: StringName, event: InputEvent, exactMatch?: boolean /* = false */): boolean { return _C($(), 7741, action, event, exactMatch) as boolean; }
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146
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+
|
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147
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+
/**
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148
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+
* 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 such as the keyboard, the value returned will be 0 or 1.
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149
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* If `exactMatch` is `false`, it ignores additional input modifiers for {@link InputEventKey} and {@link InputEventMouseButton} events, and the direction for {@link InputEventJoypadMotion} events.
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150
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+
*/
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151
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static getActionStrength(action: StringName, exactMatch?: boolean /* = false */): number { return _C($(), 3688, action, exactMatch) as number; }
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+
|
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153
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+
/**
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154
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* Returns a value between 0 and 1 representing the raw intensity of the given action, ignoring the action's deadzone. In most cases, you should use {@link getActionStrength} instead.
|
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155
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+
* If `exactMatch` is `false`, it ignores additional input modifiers for {@link InputEventKey} and {@link InputEventMouseButton} events, and the direction for {@link InputEventJoypadMotion} events.
|
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+
*/
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157
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static getActionRawStrength(action: StringName, exactMatch?: boolean /* = false */): number { return _C($(), 3683, action, exactMatch) as number; }
|
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158
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+
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159
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+
/**
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160
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* Get axis input by specifying two actions, one negative and one positive.
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* This is a shorthand for writing `Input.get_action_strength("positive_action") - Input.get_action_strength("negative_action")`.
|
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*/
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static getAxis(negativeAction: StringName, positiveAction: StringName): number { return _C($(), 3859, negativeAction, positiveAction) as number; }
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+
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165
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+
/**
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* Gets an input vector by specifying four actions for the positive and negative X and Y axes.
|
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167
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* This method is useful when getting vector input, such as from a joystick, directional pad, arrows, or WASD. The vector has its length limited to 1 and has a circular deadzone, which is useful for using vector input as movement.
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* By default, the deadzone is automatically calculated from the average of the action deadzones. However, you can override the deadzone to be whatever you want (on the range of 0 to 1).
|
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+
*/
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static getVector(negativeX: StringName, positiveX: StringName, negativeY: StringName, positiveY: StringName, deadzone?: number /* = -1.0 */): Vector2 { return _C($(), 7031, negativeX, positiveX, negativeY, positiveY, deadzone) as Vector2; }
|
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|
+
|
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172
|
+
/**
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173
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* Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.
|
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+
*/
|
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175
|
+
static addJoyMapping(mapping: string, updateExisting?: boolean /* = false */): void { _C($(), 1242, mapping, updateExisting); }
|
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|
+
|
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177
|
+
/**
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178
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* Removes all mappings from the internal database that match the given GUID. All currently connected joypads that use this GUID will become unmapped.
|
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* On Android, Godot will map to an internal fallback mapping.
|
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+
*/
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181
|
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static removeJoyMapping(guid: string): void { _C($(), 9925, guid); }
|
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|
+
|
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183
|
+
/**
|
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184
|
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* Returns `true` if the system knows the specified device. This means that it sets all button and axis indices. Unknown joypads are not expected to match these constants, but you can still retrieve events from them.
|
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185
|
+
*/
|
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186
|
+
static isJoyKnown(device: number): boolean { return _C($(), 8049, device) as boolean; }
|
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187
|
+
|
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188
|
+
/**
|
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189
|
+
* Returns the current value of the joypad axis at index `axis`.
|
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190
|
+
*/
|
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191
|
+
static getJoyAxis(device: number, axis: JoyAxis): number { return _C($(), 5264, device, axis) as number; }
|
|
192
|
+
|
|
193
|
+
/**
|
|
194
|
+
* Returns the name of the joypad at the specified device index, e.g. `PS4 Controller`. Godot uses the [SDL2 game controller database](https://github.com/gabomdq/SDL_GameControllerDB) to determine gamepad names.
|
|
195
|
+
*/
|
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196
|
+
static getJoyName(device: number): string { return _C($(), 5271, device) as string; }
|
|
197
|
+
|
|
198
|
+
/**
|
|
199
|
+
* Returns an SDL-compatible device GUID on platforms that use gamepad remapping, e.g. `030000004c050000c405000000010000`. Returns an empty string if it cannot be found. Godot uses SDL's internal mappings, supplemented by community-contributed mappings, to determine gamepad names and mappings based on this GUID.
|
|
200
|
+
* On Windows, all XInput joypad GUIDs will be overridden by Godot to `__XINPUT_DEVICE__`, because their mappings are the same.
|
|
201
|
+
*/
|
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202
|
+
static getJoyGuid(device: number): string { return _C($(), 5266, device) as string; }
|
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203
|
+
|
|
204
|
+
/**
|
|
205
|
+
* Returns a dictionary with extra platform-specific information about the device, e.g. the raw gamepad name from the OS or the Steam Input index.
|
|
206
|
+
* On Windows, Linux, macOS, and iOS, the dictionary contains the following fields:
|
|
207
|
+
* `raw_name`: The name of the controller as it came from the OS, before getting renamed by the controller database.
|
|
208
|
+
* `vendor_id`: The USB vendor ID of the device.
|
|
209
|
+
* `product_id`: The USB product ID of the device.
|
|
210
|
+
* `serial_number`: The serial number of the device. This key won't be present if the serial number is unavailable.
|
|
211
|
+
* The dictionary can also include the following fields under selected platforms:
|
|
212
|
+
* `steam_input_index`: The Steam Input gamepad index (Windows, Linux, and macOS only). If the device is not a Steam Input device this key won't be present.
|
|
213
|
+
* `xinput_index`: The index of the controller in the XInput system (Windows only). This key won't be present for devices not handled by XInput.
|
|
214
|
+
* **Note:** The returned dictionary is always empty on Android and Web.
|
|
215
|
+
*/
|
|
216
|
+
static getJoyInfo(device: number): GodotDictionary { return _C($(), 5268, device) as GodotDictionary; }
|
|
217
|
+
|
|
218
|
+
/**
|
|
219
|
+
* Queries whether an input device should be ignored or not. Devices can be ignored by setting the environment variable `SDL_GAMECONTROLLER_IGNORE_DEVICES`. Read the [SDL documentation](https://wiki.libsdl.org/SDL2) for more information.
|
|
220
|
+
* **Note:** Some 3rd party tools can contribute to the list of ignored devices. For example, *SteamInput* creates virtual devices from physical devices for remapping purposes. To avoid handling the same input device twice, the original device is added to the ignore list.
|
|
221
|
+
*/
|
|
222
|
+
static shouldIgnoreDevice(vendorId: number, productId: number): boolean { return _C($(), 13572, vendorId, productId) as boolean; }
|
|
223
|
+
|
|
224
|
+
/**
|
|
225
|
+
* Returns an {@link Array} containing the device IDs of all currently connected joypads.
|
|
226
|
+
* **Note:** The order of connected joypads can not be guaranteed to be the same after a project and/or the editor is restarted, because Godot doesn't save the order of joypad connections. Joypads are registered in the order they are discovered by Godot.
|
|
227
|
+
*/
|
|
228
|
+
static getConnectedJoypads(): GodotArray<number> { return _C($(), 4261) as GodotArray<number>; }
|
|
229
|
+
|
|
230
|
+
/**
|
|
231
|
+
* Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor.
|
|
232
|
+
* **Note:** This method returns the same values that were passed to {@link startJoyVibration}, and these values do **not** change when the joypad's vibration runs out, they only get reset after a call to {@link stopJoyVibration}.
|
|
233
|
+
* If you want to check if a joypad is still vibrating, use {@link isJoyVibrating} instead.
|
|
234
|
+
*/
|
|
235
|
+
static getJoyVibrationStrength(device: number): Vector2 { return _C($(), 5274, device) as Vector2; }
|
|
236
|
+
|
|
237
|
+
/**
|
|
238
|
+
* Returns the duration of the current vibration effect in seconds.
|
|
239
|
+
* **Note:** This method returns the same value that was passed to {@link startJoyVibration}, and this value does **not** change when the joypad's vibration runs out, it only gets reset after a call to {@link stopJoyVibration}.
|
|
240
|
+
* If you want to check if a joypad is still vibrating, use {@link isJoyVibrating} instead.
|
|
241
|
+
*/
|
|
242
|
+
static getJoyVibrationDuration(device: number): number { return _C($(), 5272, device) as number; }
|
|
243
|
+
|
|
244
|
+
/**
|
|
245
|
+
* Returns the remaining duration of the current vibration effect in seconds.
|
|
246
|
+
*/
|
|
247
|
+
static getJoyVibrationRemainingDuration(device: number): number { return _C($(), 5273, device) as number; }
|
|
248
|
+
|
|
249
|
+
/**
|
|
250
|
+
* Returns `true` if the joypad is still vibrating after a call to {@link startJoyVibration}.
|
|
251
|
+
* Unlike {@link getJoyVibrationStrength} and {@link getJoyVibrationDuration}, this method returns `false` after the joypad's vibration runs out.
|
|
252
|
+
*/
|
|
253
|
+
static isJoyVibrating(device: number): boolean { return _C($(), 8053, device) as boolean; }
|
|
254
|
+
|
|
255
|
+
/**
|
|
256
|
+
* Returns `true` if the joypad supports vibration. See also {@link startJoyVibration}.
|
|
257
|
+
* **Note:** For macOS, vibration is only supported in macOS 11 and later. When connected via USB, vibration is only supported for major brand controllers (except Xbox One and Xbox Series X/S controllers) due to macOS limitations.
|
|
258
|
+
*/
|
|
259
|
+
static hasJoyVibration(device: number): boolean { return _C($(), 7409, device) as boolean; }
|
|
260
|
+
|
|
261
|
+
/**
|
|
262
|
+
* Starts to vibrate the joypad. See also {@link hasJoyVibration} and {@link isJoyVibrating}.
|
|
263
|
+
* Joypads usually come with two rumble motors, a strong and a weak one.
|
|
264
|
+
* `weakMagnitude` is the strength of the weak motor (between `0.0` and `1.0`).
|
|
265
|
+
* `strongMagnitude` is the strength of the strong motor (between `0.0` and `1.0`).
|
|
266
|
+
* `duration` is the duration of the effect in seconds (a duration of `0.0` will try to play the vibration as long as possible, which is about 65 seconds).
|
|
267
|
+
* The vibration can be stopped early by calling {@link stopJoyVibration}.
|
|
268
|
+
* See also {@link getJoyVibrationStrength} and {@link getJoyVibrationDuration}.
|
|
269
|
+
* **Note:** For macOS, vibration is only supported in macOS 11 and later. When connected via USB, vibration is only supported for major brand controllers (except Xbox One and Xbox Series X/S controllers) due to macOS limitations.
|
|
270
|
+
*/
|
|
271
|
+
static startJoyVibration(device: number, weakMagnitude: number, strongMagnitude: number, duration?: number /* = 0 */): void { _C($(), 13839, device, weakMagnitude, strongMagnitude, duration); }
|
|
272
|
+
|
|
273
|
+
/**
|
|
274
|
+
* Stops the vibration of the joypad started with {@link startJoyVibration}.
|
|
275
|
+
*/
|
|
276
|
+
static stopJoyVibration(device: number): void { _C($(), 13868, device); }
|
|
277
|
+
|
|
278
|
+
/**
|
|
279
|
+
* Vibrate the handheld device for the specified duration in milliseconds.
|
|
280
|
+
* `amplitude` is the strength of the vibration, as a value between `0.0` and `1.0`. If set to `-1.0`, the default vibration strength of the device is used.
|
|
281
|
+
* **Note:** This method is implemented on Android, iOS, and Web. It has no effect on other platforms.
|
|
282
|
+
* **Note:** For Android, {@link vibrateHandheld} requires enabling the `VIBRATE` permission in the export preset. Otherwise, {@link vibrateHandheld} will have no effect.
|
|
283
|
+
* **Note:** For iOS, specifying the duration is only supported in iOS 13 and later.
|
|
284
|
+
* **Note:** For Web, the amplitude cannot be changed.
|
|
285
|
+
* **Note:** Some web browsers such as Safari and Firefox for Android do not support {@link vibrateHandheld}.
|
|
286
|
+
* **Note:** Device settings such as vibration on/off, "do not disturb" mode or specific haptic feedback on/off may prevent {@link vibrateHandheld} effects.
|
|
287
|
+
*/
|
|
288
|
+
static vibrateHandheld(durationMs?: number /* = 500 */, amplitude?: number /* = -1.0 */): void { _C($(), 14709, durationMs, amplitude); }
|
|
289
|
+
|
|
290
|
+
/**
|
|
291
|
+
* Returns the gravity in m/s² of the device's accelerometer sensor, if the device has one. Otherwise, the method returns {@link Vector3.ZERO}.
|
|
292
|
+
* **Note:** This method only works on Android and iOS. On other platforms, it always returns {@link Vector3.ZERO}.
|
|
293
|
+
* **Note:** For Android, {@link ProjectSettings.inputDevices/sensors/enableGravity} must be enabled.
|
|
294
|
+
*/
|
|
295
|
+
static getGravity(): Vector3 { return _C($(), 4971) as Vector3; }
|
|
296
|
+
|
|
297
|
+
/**
|
|
298
|
+
* Returns the acceleration in m/s² of the device's accelerometer sensor, if the device has one. Otherwise, the method returns {@link Vector3.ZERO}.
|
|
299
|
+
* Note this method returns an empty {@link 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.
|
|
300
|
+
* **Note:** This method only works on Android and iOS. On other platforms, it always returns {@link Vector3.ZERO}.
|
|
301
|
+
* **Note:** For Android, {@link ProjectSettings.inputDevices/sensors/enableAccelerometer} must be enabled.
|
|
302
|
+
*/
|
|
303
|
+
static getAccelerometer(): Vector3 { return _C($(), 3660) as Vector3; }
|
|
304
|
+
|
|
305
|
+
/**
|
|
306
|
+
* Returns the magnetic field strength in micro-Tesla for all axes of the device's magnetometer sensor, if the device has one. Otherwise, the method returns {@link Vector3.ZERO}.
|
|
307
|
+
* **Note:** This method only works on Android and iOS. On other platforms, it always returns {@link Vector3.ZERO}.
|
|
308
|
+
* **Note:** For Android, {@link ProjectSettings.inputDevices/sensors/enableMagnetometer} must be enabled.
|
|
309
|
+
*/
|
|
310
|
+
static getMagnetometer(): Vector3 { return _C($(), 5430) as Vector3; }
|
|
311
|
+
|
|
312
|
+
/**
|
|
313
|
+
* 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 {@link Vector3.ZERO}.
|
|
314
|
+
* **Note:** This method only works on Android and iOS. On other platforms, it always returns {@link Vector3.ZERO}.
|
|
315
|
+
* **Note:** For Android, {@link ProjectSettings.inputDevices/sensors/enableGyroscope} must be enabled.
|
|
316
|
+
*/
|
|
317
|
+
static getGyroscope(): Vector3 { return _C($(), 4998) as Vector3; }
|
|
318
|
+
|
|
319
|
+
/**
|
|
320
|
+
* Returns the acceleration, including the force of gravity, in m/s² of the joypad's accelerometer sensor, if the joypad has one and it's currently enabled. Otherwise, the method returns {@link Vector3.ZERO}. See also {@link getJoyGravity} and {@link setJoyMotionSensorsEnabled}.
|
|
321
|
+
* For a joypad held in front of you, the returned axes are defined as follows:
|
|
322
|
+
* +X ... -X: left ... right;
|
|
323
|
+
* +Y ... -Y: bottom ... top;
|
|
324
|
+
* +Z ... -Z: farther ... closer.
|
|
325
|
+
* The gravity part value is measured as a vector with length of `9.8` away from the center of the Earth, which is a negative Y value.
|
|
326
|
+
* **Note:** This feature is only supported on Windows, Linux, and macOS. On iOS, joypad accelerometer sensor reading is not supported due to OS limitations.
|
|
327
|
+
*/
|
|
328
|
+
static getJoyAccelerometer(device: number): Vector3 { return _C($(), 5263, device) as Vector3; }
|
|
329
|
+
|
|
330
|
+
/**
|
|
331
|
+
* Returns the gravity in m/s² of the joypad's accelerometer sensor, if the joypad has one and it's currently enabled. Otherwise, the method returns {@link Vector3.ZERO}. See also {@link getJoyAccelerometer} and {@link setJoyMotionSensorsEnabled}.
|
|
332
|
+
* For a joypad held in front of you, the returned axes are defined as follows:
|
|
333
|
+
* +X ... -X: left ... right;
|
|
334
|
+
* +Y ... -Y: bottom ... top;
|
|
335
|
+
* +Z ... -Z: farther ... closer.
|
|
336
|
+
* The gravity part value is measured as a vector with length of `9.8` away from the center of the Earth, which is a negative Y value.
|
|
337
|
+
* **Note:** This feature is only supported on Windows, Linux, and macOS. On iOS, joypad accelerometer sensor reading is not supported due to OS limitations.
|
|
338
|
+
*/
|
|
339
|
+
static getJoyGravity(device: number): Vector3 { return _C($(), 5265, device) as Vector3; }
|
|
340
|
+
|
|
341
|
+
/**
|
|
342
|
+
* Returns the rotation rate in rad/s around a joypad's X, Y, and Z axes of the gyroscope sensor, if the joypad has one and it's currently enabled. Otherwise, the method returns {@link Vector3.ZERO}. See also {@link setJoyMotionSensorsEnabled}.
|
|
343
|
+
* The rotation is positive in the counter-clockwise direction.
|
|
344
|
+
* For a joypad held in front of you, the returned axes are defined as follows:
|
|
345
|
+
* X: Angular speed around the X axis (pitch);
|
|
346
|
+
* Y: Angular speed around the Y axis (yaw);
|
|
347
|
+
* Z: Angular speed around the Z axis (roll).
|
|
348
|
+
* See {@link startJoyMotionSensorsCalibration} for an example on how to use joypad gyroscope and gyroscope calibration in your games.
|
|
349
|
+
* **Note:** This feature is only supported on Windows, Linux, macOS, and iOS.
|
|
350
|
+
*/
|
|
351
|
+
static getJoyGyroscope(device: number): Vector3 { return _C($(), 5267, device) as Vector3; }
|
|
352
|
+
|
|
353
|
+
/**
|
|
354
|
+
* Returns the joypad's motion sensor rate in Hz, if the joypad has motion sensors and they're currently enabled. See also {@link setJoyMotionSensorsEnabled}.
|
|
355
|
+
* **Note:** This feature is only supported on Windows, Linux, macOS, and iOS.
|
|
356
|
+
*/
|
|
357
|
+
static getJoyMotionSensorsRate(device: number): number { return _C($(), 5270, device) as number; }
|
|
358
|
+
|
|
359
|
+
/**
|
|
360
|
+
* Returns `true` if the requested joypad has motion sensors (accelerometer and gyroscope) and they are currently enabled. See also {@link setJoyMotionSensorsEnabled} and {@link hasJoyMotionSensors}.
|
|
361
|
+
* See {@link startJoyMotionSensorsCalibration} for an example on how to use joypad motion sensors and calibration in your games.
|
|
362
|
+
* **Note:** This feature is only supported on Windows, Linux, macOS, and iOS.
|
|
363
|
+
*/
|
|
364
|
+
static isJoyMotionSensorsEnabled(device: number): boolean { return _C($(), 8052, device) as boolean; }
|
|
365
|
+
|
|
366
|
+
/**
|
|
367
|
+
* Enables or disables the motion sensors (accelerometer and gyroscope), if available, on the specified joypad.
|
|
368
|
+
* See {@link startJoyMotionSensorsCalibration} for an example on how to use joypad motion sensors and calibration in your games.
|
|
369
|
+
* It's recommended to disable the motion sensors when they're no longer being used, because otherwise it might drain the controller battery faster.
|
|
370
|
+
* **Note:** This feature is only supported on Windows, Linux, macOS, and iOS.
|
|
371
|
+
*/
|
|
372
|
+
static setJoyMotionSensorsEnabled(device: number, enable: boolean): void { _C($(), 11847, device, enable); }
|
|
373
|
+
|
|
374
|
+
/**
|
|
375
|
+
* Returns `true` if the joypad has motion sensors (accelerometer and gyroscope).
|
|
376
|
+
* **Note:** On iOS, joypad accelerometer sensor reading is not supported due to OS limitations.
|
|
377
|
+
* **Note:** This feature is only supported on Windows, Linux, macOS, and iOS.
|
|
378
|
+
*/
|
|
379
|
+
static hasJoyMotionSensors(device: number): boolean { return _C($(), 7408, device) as boolean; }
|
|
380
|
+
|
|
381
|
+
/**
|
|
382
|
+
* Starts the process of calibrating the specified joypad's gyroscope, if it has one.
|
|
383
|
+
* Once a joypad's gyroscope has been calibrated correctly (e.g. laying still on a table without being rotated), {@link getJoyGyroscope} will return values close or equal to {@link Vector3.ZERO} when the joypad is not being rotated.
|
|
384
|
+
* Here's an example of how to use joypad gyroscope and gyroscope calibration in your games:
|
|
385
|
+
*
|
|
386
|
+
*
|
|
387
|
+
* ```gdscript
|
|
388
|
+
*
|
|
389
|
+
* const GYRO_SENSITIVITY = 10.0
|
|
390
|
+
*
|
|
391
|
+
* func _ready():
|
|
392
|
+
* # In this example we only use the first connected joypad (id 0).
|
|
393
|
+
* if 0 not in Input.get_connected_joypads():
|
|
394
|
+
* return
|
|
395
|
+
*
|
|
396
|
+
* if not Input.has_joy_motion_sensors(0):
|
|
397
|
+
* return
|
|
398
|
+
*
|
|
399
|
+
* # We must enable the motion sensors before using them.
|
|
400
|
+
* Input.set_joy_motion_sensors_enabled(0, true)
|
|
401
|
+
*
|
|
402
|
+
* # (Tell the users here that they need to put their joypads on a flat surface and wait for confirmation.)
|
|
403
|
+
*
|
|
404
|
+
* # Start the calibration process.
|
|
405
|
+
* calibrate_motion()
|
|
406
|
+
*
|
|
407
|
+
* func _process(delta):
|
|
408
|
+
* # Only move the object if the joypad motion sensors are calibrated.
|
|
409
|
+
* if Input.is_joy_motion_sensors_calibrated(0):
|
|
410
|
+
* move_object(delta)
|
|
411
|
+
*
|
|
412
|
+
* func calibrate_motion():
|
|
413
|
+
* Input.start_joy_motion_sensors_calibration(0)
|
|
414
|
+
*
|
|
415
|
+
* # Wait for some time.
|
|
416
|
+
* await get_tree().create_timer(1.0).timeout
|
|
417
|
+
*
|
|
418
|
+
* Input.stop_joy_motion_sensors_calibration(0)
|
|
419
|
+
* # The joypad is now calibrated.
|
|
420
|
+
*
|
|
421
|
+
* func move_object(delta):
|
|
422
|
+
* var node: Node3D = ... # Put your node here.
|
|
423
|
+
*
|
|
424
|
+
* var gyro := Input.get_joy_gyroscope(0)
|
|
425
|
+
* node.rotation.x -= -gyro.y * GYRO_SENSITIVITY * delta # Use rotation around the Y axis (yaw) here.
|
|
426
|
+
* node.rotation.y += -gyro.x * GYRO_SENSITIVITY * delta # Use rotation around the X axis (pitch) here.
|
|
427
|
+
*
|
|
428
|
+
* ```
|
|
429
|
+
*
|
|
430
|
+
*
|
|
431
|
+
*
|
|
432
|
+
* **Note:** Accelerometer sensor doesn't usually require calibration.
|
|
433
|
+
* **Note:** This feature is only supported on Windows, Linux, macOS, and iOS.
|
|
434
|
+
*/
|
|
435
|
+
static startJoyMotionSensorsCalibration(device: number): void { _C($(), 13838, device); }
|
|
436
|
+
|
|
437
|
+
/**
|
|
438
|
+
* Stops the calibration process of the specified joypad's motion sensors.
|
|
439
|
+
* See {@link startJoyMotionSensorsCalibration} for an example on how to use joypad motion sensors and calibration in your games.
|
|
440
|
+
* **Note:** This feature is only supported on Windows, Linux, macOS, and iOS.
|
|
441
|
+
*/
|
|
442
|
+
static stopJoyMotionSensorsCalibration(device: number): void { _C($(), 13867, device); }
|
|
443
|
+
|
|
444
|
+
/**
|
|
445
|
+
* Clears the calibration information for the specified joypad's motion sensors, if it has any and if they were calibrated.
|
|
446
|
+
* See {@link startJoyMotionSensorsCalibration} for an example on how to use joypad motion sensors and calibration in your games.
|
|
447
|
+
* **Note:** This feature is only supported on Windows, Linux, macOS, and iOS.
|
|
448
|
+
*/
|
|
449
|
+
static clearJoyMotionSensorsCalibration(device: number): void { _C($(), 2277, device); }
|
|
450
|
+
|
|
451
|
+
/**
|
|
452
|
+
* Returns the calibration information about the specified joypad's motion sensors in the form of a {@link Dictionary}, if it has any and if they have been calibrated, otherwise returns an empty {@link Dictionary}.
|
|
453
|
+
* The dictionary contains the following fields:
|
|
454
|
+
* `gyroscope_offset`: average offset in gyroscope values from {@link Vector2.ZERO} in rad/s.
|
|
455
|
+
* See {@link startJoyMotionSensorsCalibration} for an example on how to use joypad motion sensors and calibration in your games.
|
|
456
|
+
* **Note:** This feature is only supported on Windows, Linux, macOS, and iOS.
|
|
457
|
+
*/
|
|
458
|
+
static getJoyMotionSensorsCalibration(device: number): GodotDictionary { return _C($(), 5269, device) as GodotDictionary; }
|
|
459
|
+
|
|
460
|
+
/**
|
|
461
|
+
* Sets the specified joypad's calibration information. See also {@link getJoyMotionSensorsCalibration}.
|
|
462
|
+
* See {@link startJoyMotionSensorsCalibration} for an example on how to use joypad motion sensors and calibration in your games.
|
|
463
|
+
* **Note:** This feature is only supported on Windows, Linux, macOS, and iOS.
|
|
464
|
+
*/
|
|
465
|
+
static setJoyMotionSensorsCalibration(device: number, calibrationInfo: GodotDictionary): void { _C($(), 11846, device, calibrationInfo); }
|
|
466
|
+
|
|
467
|
+
/**
|
|
468
|
+
* Returns `true` if the joypad's motion sensors have been calibrated.
|
|
469
|
+
* See {@link startJoyMotionSensorsCalibration} for an example on how to use joypad motion sensors and calibration in your games.
|
|
470
|
+
* **Note:** This feature is only supported on Windows, Linux, macOS, and iOS.
|
|
471
|
+
*/
|
|
472
|
+
static isJoyMotionSensorsCalibrated(device: number): boolean { return _C($(), 8050, device) as boolean; }
|
|
473
|
+
|
|
474
|
+
/**
|
|
475
|
+
* Returns `true` if the joypad's motion sensors are currently being calibrated.
|
|
476
|
+
* See {@link startJoyMotionSensorsCalibration} for an example on how to use joypad motion sensors and calibration in your games.
|
|
477
|
+
* **Note:** This feature is only supported on Windows, Linux, macOS, and iOS.
|
|
478
|
+
*/
|
|
479
|
+
static isJoyMotionSensorsCalibrating(device: number): boolean { return _C($(), 8051, device) as boolean; }
|
|
480
|
+
|
|
481
|
+
/**
|
|
482
|
+
* Sets the gravity value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.
|
|
483
|
+
* **Note:** This value can be immediately overwritten by the hardware sensor value on Android and iOS.
|
|
484
|
+
*/
|
|
485
|
+
static setGravity(value: Vector3): void { _C($(), 11553, value); }
|
|
486
|
+
|
|
487
|
+
/**
|
|
488
|
+
* 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.
|
|
489
|
+
* **Note:** This value can be immediately overwritten by the hardware sensor value on Android and iOS.
|
|
490
|
+
*/
|
|
491
|
+
static setAccelerometer(value: Vector3): void { _C($(), 10399, value); }
|
|
492
|
+
|
|
493
|
+
/**
|
|
494
|
+
* Sets the value of the magnetic field of the magnetometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.
|
|
495
|
+
* **Note:** This value can be immediately overwritten by the hardware sensor value on Android and iOS.
|
|
496
|
+
*/
|
|
497
|
+
static setMagnetometer(value: Vector3): void { _C($(), 11962, value); }
|
|
498
|
+
|
|
499
|
+
/**
|
|
500
|
+
* 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.
|
|
501
|
+
* **Note:** This value can be immediately overwritten by the hardware sensor value on Android and iOS.
|
|
502
|
+
*/
|
|
503
|
+
static setGyroscope(value: Vector3): void { _C($(), 11583, value); }
|
|
504
|
+
|
|
505
|
+
/**
|
|
506
|
+
* Sets the joypad's LED light, if available, to the specified color. See also {@link hasJoyLight}.
|
|
507
|
+
* **Note:** There is no way to get the color of the light from a joypad. If you need to know the assigned color, store it separately.
|
|
508
|
+
* **Note:** This feature is only supported on Windows, Linux, macOS, and iOS.
|
|
509
|
+
*/
|
|
510
|
+
static setJoyLight(device: number, color: Color): void { _C($(), 11845, device, color); }
|
|
511
|
+
|
|
512
|
+
/**
|
|
513
|
+
* Returns `true` if the joypad has an LED light that can change colors and/or brightness. See also {@link setJoyLight}.
|
|
514
|
+
* **Note:** This feature is only supported on Windows, Linux, macOS, and iOS.
|
|
515
|
+
*/
|
|
516
|
+
static hasJoyLight(device: number): boolean { return _C($(), 7407, device) as boolean; }
|
|
517
|
+
|
|
518
|
+
/**
|
|
519
|
+
* Returns the last mouse velocity. To provide a precise and jitter-free velocity, mouse velocity is only calculated every 0.1s. Therefore, mouse velocity will lag mouse movements.
|
|
520
|
+
*/
|
|
521
|
+
static getLastMouseVelocity(): Vector2 { return _C($(), 5308) as Vector2; }
|
|
522
|
+
|
|
523
|
+
/**
|
|
524
|
+
* Returns the last mouse velocity in screen coordinates. To provide a precise and jitter-free velocity, mouse velocity is only calculated every 0.1s. Therefore, mouse velocity will lag mouse movements.
|
|
525
|
+
*/
|
|
526
|
+
static getLastMouseScreenVelocity(): Vector2 { return _C($(), 5307) as Vector2; }
|
|
527
|
+
|
|
528
|
+
/**
|
|
529
|
+
* Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. Equivalent to {@link DisplayServer.mouseGetButtonState}.
|
|
530
|
+
*/
|
|
531
|
+
static getMouseButtonMask(): MouseButtonMask { return _C($(), 5586) as MouseButtonMask; }
|
|
532
|
+
|
|
533
|
+
/**
|
|
534
|
+
* Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the currently focused Window Manager game window.
|
|
535
|
+
* Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if {@link MouseMode} is set to {@link MOUSE_MODE_CONFINED} or {@link MOUSE_MODE_CONFINED_HIDDEN}.
|
|
536
|
+
* **Note:** {@link warpMouse} is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.
|
|
537
|
+
*/
|
|
538
|
+
static warpMouse(position: Vector2): void { _C($(), 14840, position); }
|
|
539
|
+
|
|
540
|
+
/**
|
|
541
|
+
* This will simulate pressing the specified action.
|
|
542
|
+
* The strength can be used for non-boolean actions, it's ranged between 0 and 1 representing the intensity of the given action.
|
|
543
|
+
* **Note:** This method will not cause any {@link Node.Input} calls. It is intended to be used with {@link isActionPressed} and {@link isActionJustPressed}. If you want to simulate `_input`, use {@link parseInputEvent} instead.
|
|
544
|
+
*/
|
|
545
|
+
static actionPress(action: StringName, strength?: number /* = 1.0 */): void { _C($(), 1165, action, strength); }
|
|
546
|
+
|
|
547
|
+
/**
|
|
548
|
+
* If the specified action is already pressed, this will release it.
|
|
549
|
+
*/
|
|
550
|
+
static actionRelease(action: StringName): void { _C($(), 1166, action); }
|
|
551
|
+
|
|
552
|
+
/**
|
|
553
|
+
* Sets the default cursor shape to be used in the viewport instead of {@link CURSOR_ARROW}.
|
|
554
|
+
* **Note:** If you want to change the default cursor shape for {@link Control}'s nodes, use {@link Control.mouseDefaultCursorShape} instead.
|
|
555
|
+
* **Note:** This method generates an {@link InputEventMouseMotion} to update cursor immediately.
|
|
556
|
+
*/
|
|
557
|
+
static setDefaultCursorShape(shape?: CursorShape /* = 0 */): void { _C($(), 11060, shape); }
|
|
558
|
+
|
|
559
|
+
/**
|
|
560
|
+
* Returns the currently assigned cursor shape.
|
|
561
|
+
*/
|
|
562
|
+
static getCurrentCursorShape(): CursorShape { return _C($(), 4348) as CursorShape; }
|
|
563
|
+
|
|
564
|
+
/**
|
|
565
|
+
* Sets a custom mouse cursor image, which is only visible inside the game window, for the given mouse `shape`. The hotspot can also be specified. Passing `null` to the image parameter resets to the system cursor.
|
|
566
|
+
* `image` can be either {@link Texture2D} or {@link Image} and its size must be lower than or equal to 256×256. To avoid rendering issues, sizes lower than or equal to 128×128 are recommended.
|
|
567
|
+
* `hotspot` must be within `image`'s size.
|
|
568
|
+
* **Note:** {@link AnimatedTexture}s aren't supported as custom mouse cursors. If using an {@link AnimatedTexture}, only the first frame will be displayed.
|
|
569
|
+
* **Note:** The **Lossless**, **Lossy** or **Uncompressed** compression modes are recommended. The **Video RAM** compression mode can be used, but it will be decompressed on the CPU, which means loading times are slowed down and no memory is saved compared to lossless modes.
|
|
570
|
+
* **Note:** On the web platform, the maximum allowed cursor image size is 128×128. Cursor images larger than 32×32 will also only be displayed if the mouse cursor image is entirely located within the page for [security reasons](https://chromestatus.com/feature/5825971391299584).
|
|
571
|
+
*/
|
|
572
|
+
static setCustomMouseCursor(image: Resource, shape?: CursorShape /* = 0 */, hotspot?: Vector2 /* = Vector2(0, 0) */): void { _C($(), 11018, image, shape, hotspot); }
|
|
573
|
+
|
|
574
|
+
/**
|
|
575
|
+
* Feeds an {@link InputEvent} to the game. Can be used to artificially trigger input events from code. Also generates {@link Node.Input} calls.
|
|
576
|
+
*
|
|
577
|
+
*
|
|
578
|
+
* ```gdscript
|
|
579
|
+
*
|
|
580
|
+
* var cancel_event = InputEventAction.new()
|
|
581
|
+
* cancel_event.action = "ui_cancel"
|
|
582
|
+
* cancel_event.pressed = true
|
|
583
|
+
* Input.parse_input_event(cancel_event)
|
|
584
|
+
*
|
|
585
|
+
* ```
|
|
586
|
+
*
|
|
587
|
+
*
|
|
588
|
+
*
|
|
589
|
+
* **Note:** Calling this function has no influence on the operating system. So for example sending an {@link InputEventMouseMotion} will not move the OS mouse cursor to the specified position (use {@link warpMouse} instead) and sending `Alt/Cmd + Tab` as {@link InputEventKey} won't toggle between active windows.
|
|
590
|
+
*/
|
|
591
|
+
static parseInputEvent(event: InputEvent): void { _C($(), 9280, event); }
|
|
592
|
+
|
|
593
|
+
/**
|
|
594
|
+
* Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input ({@link useAccumulatedInput}) or agile input flushing ({@link ProjectSettings.inputDevices/buffering/agileEventFlushing}).
|
|
595
|
+
* The engine will already do this itself at key execution points (at least once per frame). However, this can be useful in advanced cases where you want precise control over the timing of event handling.
|
|
596
|
+
*/
|
|
597
|
+
static flushBufferedEvents(): void { _C($(), 3344); }
|
|
598
|
+
|
|
599
|
+
/**
|
|
600
|
+
* Controls the mouse mode.
|
|
601
|
+
*/
|
|
602
|
+
static get mouseMode(): MouseMode { return _C($(), 5589) as MouseMode; }
|
|
603
|
+
static set mouseMode(v: MouseMode) { _C($(), 12095, v); }
|
|
604
|
+
|
|
605
|
+
/**
|
|
606
|
+
* 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.
|
|
607
|
+
* 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.
|
|
608
|
+
* **Note:** Input accumulation is *enabled* by default.
|
|
609
|
+
*/
|
|
610
|
+
static get useAccumulatedInput(): boolean { return _C($(), 8392) as boolean; }
|
|
611
|
+
static set useAccumulatedInput(v: boolean) { _C($(), 13192, v); }
|
|
612
|
+
|
|
613
|
+
/**
|
|
614
|
+
* If `true`, sends mouse input events when tapping or swiping on the touchscreen. See also {@link ProjectSettings.inputDevices/pointing/emulateMouseFromTouch}.
|
|
615
|
+
*/
|
|
616
|
+
static get emulateMouseFromTouch(): boolean { return _C($(), 7933) as boolean; }
|
|
617
|
+
static set emulateMouseFromTouch(v: boolean) { _C($(), 11260, v); }
|
|
618
|
+
|
|
619
|
+
/**
|
|
620
|
+
* If `true`, sends touch input events when clicking or dragging the mouse. See also {@link ProjectSettings.inputDevices/pointing/emulateTouchFromMouse}.
|
|
621
|
+
*/
|
|
622
|
+
static get emulateTouchFromMouse(): boolean { return _C($(), 7934) as boolean; }
|
|
623
|
+
static set emulateTouchFromMouse(v: boolean) { _C($(), 11261, v); }
|
|
624
|
+
|
|
625
|
+
/**
|
|
626
|
+
* If `true`, joypad input (including motion sensors) and LED light changes will be ignored and joypad vibration will be stopped when the application is not focused.
|
|
627
|
+
*/
|
|
628
|
+
static get ignoreJoypadOnUnfocusedApplication(): boolean { return _C($(), 8004) as boolean; }
|
|
629
|
+
static set ignoreJoypadOnUnfocusedApplication(v: boolean) { _C($(), 11664, v); }
|
|
630
|
+
|
|
631
|
+
/**
|
|
632
|
+
* Emitted when a joypad device has been connected or disconnected.
|
|
633
|
+
*/
|
|
634
|
+
static get joyConnectionChanged(): Signal<(device: number, connected: boolean) => void> { return _G($(), 8501) as Signal<(device: number, connected: boolean) => void>; }
|
|
635
|
+
static set joyConnectionChanged(v: ((device: number, connected: boolean) => void) | null) { _G($(), 8501, v); }
|
|
636
|
+
|
|
637
|
+
static readonly name = _R(347, Input);
|
|
638
|
+
}
|
|
639
|
+
|
|
640
|
+
export const MouseMode = {
|
|
641
|
+
/**
|
|
642
|
+
* Makes the mouse cursor visible if it is hidden.
|
|
643
|
+
*/
|
|
644
|
+
MOUSE_MODE_VISIBLE: 0,
|
|
645
|
+
/**
|
|
646
|
+
* Makes the mouse cursor hidden if it is visible.
|
|
647
|
+
*/
|
|
648
|
+
MOUSE_MODE_HIDDEN: 1,
|
|
649
|
+
/**
|
|
650
|
+
* Captures the mouse. The mouse will be hidden and its position locked at the center of the window manager's window.
|
|
651
|
+
* **Note:** If you want to process the mouse's movement in this mode, you need to use {@link InputEventMouseMotion.relative}.
|
|
652
|
+
*/
|
|
653
|
+
MOUSE_MODE_CAPTURED: 2,
|
|
654
|
+
/**
|
|
655
|
+
* Confines the mouse cursor to the game window, and make it visible.
|
|
656
|
+
*/
|
|
657
|
+
MOUSE_MODE_CONFINED: 3,
|
|
658
|
+
/**
|
|
659
|
+
* Confines the mouse cursor to the game window, and make it hidden.
|
|
660
|
+
*/
|
|
661
|
+
MOUSE_MODE_CONFINED_HIDDEN: 4,
|
|
662
|
+
/**
|
|
663
|
+
* Max value of the {@link MouseMode}.
|
|
664
|
+
*/
|
|
665
|
+
MOUSE_MODE_MAX: 5,
|
|
666
|
+
} as const;
|
|
667
|
+
|
|
668
|
+
export type MouseMode = (typeof MouseMode)[keyof typeof MouseMode];
|
|
669
|
+
|
|
670
|
+
export const CursorShape = {
|
|
671
|
+
/**
|
|
672
|
+
* Arrow cursor. Standard, default pointing cursor.
|
|
673
|
+
*/
|
|
674
|
+
CURSOR_ARROW: 0,
|
|
675
|
+
/**
|
|
676
|
+
* I-beam cursor. Usually used to show where the text cursor will appear when the mouse is clicked.
|
|
677
|
+
*/
|
|
678
|
+
CURSOR_IBEAM: 1,
|
|
679
|
+
/**
|
|
680
|
+
* Pointing hand cursor. Usually used to indicate the pointer is over a link or other interactable item.
|
|
681
|
+
*/
|
|
682
|
+
CURSOR_POINTING_HAND: 2,
|
|
683
|
+
/**
|
|
684
|
+
* Cross cursor. Typically appears over regions in which a drawing operation can be performed or for selections.
|
|
685
|
+
*/
|
|
686
|
+
CURSOR_CROSS: 3,
|
|
687
|
+
/**
|
|
688
|
+
* Wait cursor. Indicates that the application is busy performing an operation, and that it cannot be used during the operation (e.g. something is blocking its main thread).
|
|
689
|
+
*/
|
|
690
|
+
CURSOR_WAIT: 4,
|
|
691
|
+
/**
|
|
692
|
+
* Busy cursor. Indicates that the application is busy performing an operation, and that it is still usable during the operation.
|
|
693
|
+
*/
|
|
694
|
+
CURSOR_BUSY: 5,
|
|
695
|
+
/**
|
|
696
|
+
* Drag cursor. Usually displayed when dragging something.
|
|
697
|
+
* **Note:** Windows lacks a dragging cursor, so {@link CURSOR_DRAG} is the same as {@link CURSOR_MOVE} for this platform.
|
|
698
|
+
*/
|
|
699
|
+
CURSOR_DRAG: 6,
|
|
700
|
+
/**
|
|
701
|
+
* Can drop cursor. Usually displayed when dragging something to indicate that it can be dropped at the current position.
|
|
702
|
+
*/
|
|
703
|
+
CURSOR_CAN_DROP: 7,
|
|
704
|
+
/**
|
|
705
|
+
* Forbidden cursor. Indicates that the current action is forbidden (for example, when dragging something) or that the control at a position is disabled.
|
|
706
|
+
*/
|
|
707
|
+
CURSOR_FORBIDDEN: 8,
|
|
708
|
+
/**
|
|
709
|
+
* Vertical resize mouse cursor. A double-headed vertical arrow. It tells the user they can resize the window or the panel vertically.
|
|
710
|
+
*/
|
|
711
|
+
CURSOR_VSIZE: 9,
|
|
712
|
+
/**
|
|
713
|
+
* Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells the user they can resize the window or the panel horizontally.
|
|
714
|
+
*/
|
|
715
|
+
CURSOR_HSIZE: 10,
|
|
716
|
+
/**
|
|
717
|
+
* Window resize mouse cursor. The cursor is a double-headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically.
|
|
718
|
+
*/
|
|
719
|
+
CURSOR_BDIAGSIZE: 11,
|
|
720
|
+
/**
|
|
721
|
+
* Window resize mouse cursor. The cursor is a double-headed arrow that goes from the top left to the bottom right, the opposite of {@link CURSOR_BDIAGSIZE}. It tells the user they can resize the window or the panel both horizontally and vertically.
|
|
722
|
+
*/
|
|
723
|
+
CURSOR_FDIAGSIZE: 12,
|
|
724
|
+
/**
|
|
725
|
+
* Move cursor. Indicates that something can be moved.
|
|
726
|
+
*/
|
|
727
|
+
CURSOR_MOVE: 13,
|
|
728
|
+
/**
|
|
729
|
+
* Vertical split mouse cursor. On Windows, it's the same as {@link CURSOR_VSIZE}.
|
|
730
|
+
*/
|
|
731
|
+
CURSOR_VSPLIT: 14,
|
|
732
|
+
/**
|
|
733
|
+
* Horizontal split mouse cursor. On Windows, it's the same as {@link CURSOR_HSIZE}.
|
|
734
|
+
*/
|
|
735
|
+
CURSOR_HSPLIT: 15,
|
|
736
|
+
/**
|
|
737
|
+
* Help cursor. Usually a question mark.
|
|
738
|
+
*/
|
|
739
|
+
CURSOR_HELP: 16,
|
|
740
|
+
} as const;
|
|
741
|
+
|
|
742
|
+
export type CursorShape = (typeof CursorShape)[keyof typeof CursorShape];
|
|
743
|
+
|