Sets an input event of a specific input action (i.e. rebinds an input).
Properties
Property | Description | Type |
---|---|---|
default/current | An array that stores the input type and id. The array structure is [type, id] . | Array[int] : Read-Only |
action | The input action that holds the target input event. | String : Read-Only |
event_index | The index of the target input event inside the input action. | int : Read-Only |
default_as_event | The default value (an Array) as an InputEvent . | InputEvent : Read-Only |
current_as_event | The current value (an Array) as an InputEvent . | InputEvent |
Type and ID
Type is the type of input event such as InputEventKey
or InputEventJoypadMotion
. GGS uses this to create the correct type of input event when loading the setting.
ID refers to the property that stores what the actual input is. For each event type, it's as followed:
- InputEventKey:
physical_keycode
- InputEventMouseButton & InputEventJoypadButton:
button_index
- InputEventJoypadMotion:
axis
default_as_event
As mentioned, it shows the default value as an appropriate InputEvent
. This is always the same as the input event defined in the Input Map.
[!WARNING] The
default_as_event
property is read-only. However, you can still technically change it by using the "Configure" button when expanding the resource. Do not do this. If you want to change the default value, use the "Select Input" button at the top instead.
current_as_event
It shows the current value as an appropriate InputEvent
. You can easily change this by expanding the resource and using the "Configure" button. You can also clear it and add another type of InputEvent
(e.g. if it's an InputEventKey
, you can clear that and create an InputEventMouseButton
instead).
Unlike other current/default values of other settings, the current_as_event
property is not updated from the save file every tick as this would prevent the user from changing the resource. Instead, it's updated every time the setting is inspected. So if the current_as_event
does not reflect what the actual current
value is, simply re-inspect the setting.
[!NOTE] The type of
InputEvent
you can create when settingcurrent_as_event
depends on the type ofdefault_as_event
. If the default is keyboard or mouse, then you can only createInputEventKey
andInputEventMouseButton
. If it's one of the gamepad events, you can only create a gamepad event.
[!WARNING] When configuring an
InputEventKey
, use "physical keycode". GGS does not accept "keycode" and "key label".