Singleton that manages [InputEventAction]. Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project > Project Settings > Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input]. https://docs.godotengine.org/en/3.5.1/tutorials/inputs/inputevent.html#inputmap Adds an [InputEvent] to an action. This [InputEvent] will trigger the action. Removes an [InputEvent] from an action. Removes all events from an action. Returns a deadzone value for the action. Returns [code]true[/code] if the action has the given [InputEvent] associated with it. Sets a deadzone value for the action. Adds an empty action to the [InputMap] with a configurable [code]deadzone[/code]. An [InputEvent] can then be added to this action with [method action_add_event]. Removes an action from the [InputMap]. Returns [code]true[/code] 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. If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. Returns an array of [InputEvent]s associated with a given action. [b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), this method will return events for the editor action. If you want to access your project's input binds from the editor, read the [code]input/*[/code] settings from [ProjectSettings]. Returns an array of all actions in the [InputMap]. Returns [code]true[/code] if the [InputMap] has a registered action with the given name. Clears all [InputEventAction] in the [InputMap] and load it anew from [ProjectSettings].