<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputMap" inherits="Object" category="Core" version="3.1">
	<brief_description>
		Singleton that manages [InputEventAction].
	</brief_description>
	<description>
		Manages all [InputEventAction] which can be created/modified from the project settings menu [code]Project &gt; Project Settings &gt; Input Map[/code] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
	</description>
	<tutorials>
		<link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html#inputmap</link>
	</tutorials>
	<demos>
	</demos>
	<methods>
		<method name="action_add_event">
			<return type="void">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<argument index="1" name="event" type="InputEvent">
			</argument>
			<description>
				Adds an [InputEvent] to an action. This [InputEvent] will trigger the action.
			</description>
		</method>
		<method name="action_erase_event">
			<return type="void">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<argument index="1" name="event" type="InputEvent">
			</argument>
			<description>
				Removes an [InputEvent] from an action.
			</description>
		</method>
		<method name="action_erase_events">
			<return type="void">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<description>
			</description>
		</method>
		<method name="action_has_event">
			<return type="bool">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<argument index="1" name="event" type="InputEvent">
			</argument>
			<description>
				Returns [true] if an action has an [InputEvent] associated with it.
			</description>
		</method>
		<method name="action_set_deadzone">
			<return type="void">
			</return>
			<argument index="0" name="deadzone" type="String">
			</argument>
			<argument index="1" name="arg1" type="float">
			</argument>
			<description>
			</description>
		</method>
		<method name="add_action">
			<return type="void">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<argument index="1" name="deadzone" type="float" default="0.5">
			</argument>
			<description>
				Adds an (empty) action to the [code]InputMap[/code], with a configurable [code]deadzone[/code].
				An [InputEvent] can then be added to this action with [method action_add_event].
			</description>
		</method>
		<method name="erase_action">
			<return type="void">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<description>
				Removes an action from the [code]InputMap[/code].
			</description>
		</method>
		<method name="event_is_action" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="event" type="InputEvent">
			</argument>
			<argument index="1" name="action" type="String">
			</argument>
			<description>
				Returns [true] if the given event is part of an existing action. This method ignores keyboard modifiers if the given [InputEvent] is not pressed (for proper release detection). See [method action_has_event] if you don't want this behavior.
			</description>
		</method>
		<method name="get_action_list">
			<return type="Array">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<description>
				Returns an array of [InputEvent]s associated with a given action.
			</description>
		</method>
		<method name="get_actions">
			<return type="Array">
			</return>
			<description>
				Returns an array of all actions in the [code]InputMap[/code].
			</description>
		</method>
		<method name="has_action" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<description>
				Returns [code]true[/code] if the [code]InputMap[/code] has a registered action with the given name.
			</description>
		</method>
		<method name="load_from_globals">
			<return type="void">
			</return>
			<description>
				Clears all [InputEventAction] in the [code]InputMap[/code] and load it anew from [ProjectSettings].
			</description>
		</method>
	</methods>
	<constants>
	</constants>
</class>
