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].