<commit_before><?xml version="1.0" encoding="UTF-8" ?>
<class name="Input" inherits="Object" category="Core" version="3.2">
	<brief_description>
		A Singleton that deals with inputs.
	</brief_description>
	<description>
		A Singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in the [b]Project &gt; Project Settings[/b], or with the [InputMap] class.
	</description>
	<tutorials>
		<link>https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link>
	</tutorials>
	<methods>
		<method name="action_press">
			<return type="void">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<argument index="1" name="strength" type="float" default="1.0">
			</argument>
			<description>
				This will simulate pressing the specified action.
				The strength can be used for non-boolean actions, it's ranged between 0 and 1 representing the intensity of the given action.
			</description>
		</method>
		<method name="action_release">
			<return type="void">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<description>
				If the specified action is already pressed, this will release it.
			</description>
		</method>
		<method name="add_joy_mapping">
			<return type="void">
			</return>
			<argument index="0" name="mapping" type="String">
			</argument>
			<argument index="1" name="update_existing" type="bool" default="false">
			</argument>
			<description>
				Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.
			</description>
		</method>
		<method name="get_accelerometer" qualifiers="const">
			<return type="Vector3">
			</return>
			<description>
				If the device has an accelerometer, this will return the acceleration. Otherwise, it returns an empty [Vector3].
				Note this method returns an empty [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.
			</description>
		</method>
		<method name="get_action_strength" qualifiers="const">
			<return type="float">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<description>
				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 as the keyboard, the value returned will be 0 or 1.
			</description>
		</method>
		<method name="get_connected_joypads">
			<return type="Array">
			</return>
			<description>
				Returns an [Array] containing the device IDs of all currently connected joypads.
			</description>
		</method>
		<method name="get_current_cursor_shape" qualifiers="const">
			<return type="int" enum="Input.CursorShape">
			</return>
			<description>
			</description>
		</method>
		<method name="get_gravity" qualifiers="const">
			<return type="Vector3">
			</return>
			<description>
				If the device has an accelerometer, this will return the gravity. Otherwise, it returns an empty [Vector3].
			</description>
		</method>
		<method name="get_gyroscope" qualifiers="const">
			<return type="Vector3">
			</return>
			<description>
				If the device has a gyroscope, this will return the rate of rotation in rad/s around a device's X, Y, and Z axes. Otherwise, it returns an empty [Vector3].
			</description>
		</method>
		<method name="get_joy_axis" qualifiers="const">
			<return type="float">
			</return>
			<argument index="0" name="device" type="int">
			</argument>
			<argument index="1" name="axis" type="int">
			</argument>
			<description>
				Returns the current value of the joypad axis at given index (see [enum JoystickList]).
			</description>
		</method>
		<method name="get_joy_axis_index_from_string">
			<return type="int">
			</return>
			<argument index="0" name="axis" type="String">
			</argument>
			<description>
				Returns the index of the provided axis name.
			</description>
		</method>
		<method name="get_joy_axis_string">
			<return type="String">
			</return>
			<argument index="0" name="axis_index" type="int">
			</argument>
			<description>
				Receives a [enum JoystickList] axis and returns its equivalent name as a string.
			</description>
		</method>
		<method name="get_joy_button_index_from_string">
			<return type="int">
			</return>
			<argument index="0" name="button" type="String">
			</argument>
			<description>
				Returns the index of the provided button name.
			</description>
		</method>
		<method name="get_joy_button_string">
			<return type="String">
			</return>
			<argument index="0" name="button_index" type="int">
			</argument>
			<description>
				Receives a gamepad button from [enum JoystickList] and returns its equivalent name as a string.
			</description>
		</method>
		<method name="get_joy_guid" qualifiers="const">
			<return type="String">
			</return>
			<argument index="0" name="device" type="int">
			</argument>
			<description>
				Returns a SDL2-compatible device GUID on platforms that use gamepad remapping. Returns [code]"Default Gamepad"[/code] otherwise.
			</description>
		</method>
		<method name="get_joy_name">
			<return type="String">
			</return>
			<argument index="0" name="device" type="int">
			</argument>
			<description>
				Returns the name of the joypad at the specified device index.
			</description>
		</method>
		<method name="get_joy_vibration_duration">
			<return type="float">
			</return>
			<argument index="0" name="device" type="int">
			</argument>
			<description>
				Returns the duration of the current vibration effect in seconds.
			</description>
		</method>
		<method name="get_joy_vibration_strength">
			<return type="Vector2">
			</return>
			<argument index="0" name="device" type="int">
			</argument>
			<description>
				Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor.
			</description>
		</method>
		<method name="get_last_mouse_speed" qualifiers="const">
			<return type="Vector2">
			</return>
			<description>
				Returns the mouse speed for the last time the cursor was moved, and this until the next frame where the mouse moves. This means that even if the mouse is not moving, this function will still return the value of the last motion.
			</description>
		</method>
		<method name="get_magnetometer" qualifiers="const">
			<return type="Vector3">
			</return>
			<description>
				If the device has a magnetometer, this will return the magnetic field strength in micro-Tesla for all axes.
			</description>
		</method>
		<method name="get_mouse_button_mask" qualifiers="const">
			<return type="int">
			</return>
			<description>
				Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together.
			</description>
		</method>
		<method name="get_mouse_mode" qualifiers="const">
			<return type="int" enum="Input.MouseMode">
			</return>
			<description>
				Returns the mouse mode. See the constants for more information.
			</description>
		</method>
		<method name="is_action_just_pressed" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<description>
				Returns [code]true[/code] when the user starts pressing the action event, meaning it's [code]true[/code] only on the frame that the user pressed down the button.
				This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed.
			</description>
		</method>
		<method name="is_action_just_released" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<description>
				Returns [code]true[/code] when the user stops pressing the action event, meaning it's [code]true[/code] only on the frame that the user released the button.
			</description>
		</method>
		<method name="is_action_pressed" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<description>
				Returns [code]true[/code] if you are pressing the action event. Note that if an action has multiple buttons asigned and more than one of them is pressed, releasing one button will release the action, even if some other button assigned to this action is still pressed.
			</description>
		</method>
		<method name="is_joy_button_pressed" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="device" type="int">
			</argument>
			<argument index="1" name="button" type="int">
			</argument>
			<description>
				Returns [code]true[/code] if you are pressing the joypad button (see [enum JoystickList]).
			</description>
		</method>
		<method name="is_joy_known">
			<return type="bool">
			</return>
			<argument index="0" name="device" type="int">
			</argument>
			<description>
				Returns [code]true[/code] if the system knows the specified device. This means that it sets all button and axis indices exactly as defined in [enum JoystickList]. Unknown joypads are not expected to match these constants, but you can still retrieve events from them.
			</description>
		</method>
		<method name="is_key_pressed" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="scancode" type="int">
			</argument>
			<description>
				Returns [code]true[/code] if you are pressing the key. You can pass a [enum KeyList] constant.
			</description>
		</method>
		<method name="is_mouse_button_pressed" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="button" type="int">
			</argument>
			<description>
				Returns [code]true[/code] if you are pressing the mouse button specified with [enum ButtonList].
			</description>
		</method>
		<method name="joy_connection_changed">
			<return type="void">
			</return>
			<argument index="0" name="device" type="int">
			</argument>
			<argument index="1" name="connected" type="bool">
			</argument>
			<argument index="2" name="name" type="String">
			</argument>
			<argument index="3" name="guid" type="String">
			</argument>
			<description>
			</description>
		</method>
		<method name="parse_input_event">
			<return type="void">
			</return>
			<argument index="0" name="event" type="InputEvent">
			</argument>
			<description>
				Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code.
			</description>
		</method>
		<method name="remove_joy_mapping">
			<return type="void">
			</return>
			<argument index="0" name="guid" type="String">
			</argument>
			<description>
				Removes all mappings from the internal database that match the given GUID.
			</description>
		</method>
		<method name="set_custom_mouse_cursor">
			<return type="void">
			</return>
			<argument index="0" name="image" type="Resource">
			</argument>
			<argument index="1" name="shape" type="int" enum="Input.CursorShape" default="0">
			</argument>
			<argument index="2" name="hotspot" type="Vector2" default="Vector2( 0, 0 )">
			</argument>
			<description>
				Sets a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. Passing [code]null[/code] to the image parameter resets to the system cursor. See enum [code]CURSOR_*[/code] for the list of shapes.
				[code]image[/code]'s size must be lower than 256×256.
				[code]hotspot[/code] must be within [code]image[/code]'s size.
			</description>
		</method>
		<method name="set_default_cursor_shape"><commit_msg>Clarify usage of action_press<commit_after><?xml version="1.0" encoding="UTF-8" ?>
<class name="Input" inherits="Object" category="Core" version="3.2">
	<brief_description>
		A Singleton that deals with inputs.
	</brief_description>
	<description>
		A Singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in the [b]Project &gt; Project Settings[/b], or with the [InputMap] class.
	</description>
	<tutorials>
		<link>https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link>
	</tutorials>
	<methods>
		<method name="action_press">
			<return type="void">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<argument index="1" name="strength" type="float" default="1.0">
			</argument>
			<description>
				This will simulate pressing the specified action.
				The strength can be used for non-boolean actions, it's ranged between 0 and 1 representing the intensity of the given action.
				[b]Note:[/b] This method will not cause any [method Node._input] calls. It is intended to be used with [method is_action_pressed] and [method is_action_just_pressed]. If you want to simulate [code]_input[/code], use [method parse_input_event] instead.
			</description>
		</method>
		<method name="action_release">
			<return type="void">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<description>
				If the specified action is already pressed, this will release it.
			</description>
		</method>
		<method name="add_joy_mapping">
			<return type="void">
			</return>
			<argument index="0" name="mapping" type="String">
			</argument>
			<argument index="1" name="update_existing" type="bool" default="false">
			</argument>
			<description>
				Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.
			</description>
		</method>
		<method name="get_accelerometer" qualifiers="const">
			<return type="Vector3">
			</return>
			<description>
				If the device has an accelerometer, this will return the acceleration. Otherwise, it returns an empty [Vector3].
				Note this method returns an empty [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.
			</description>
		</method>
		<method name="get_action_strength" qualifiers="const">
			<return type="float">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<description>
				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 as the keyboard, the value returned will be 0 or 1.
			</description>
		</method>
		<method name="get_connected_joypads">
			<return type="Array">
			</return>
			<description>
				Returns an [Array] containing the device IDs of all currently connected joypads.
			</description>
		</method>
		<method name="get_current_cursor_shape" qualifiers="const">
			<return type="int" enum="Input.CursorShape">
			</return>
			<description>
			</description>
		</method>
		<method name="get_gravity" qualifiers="const">
			<return type="Vector3">
			</return>
			<description>
				If the device has an accelerometer, this will return the gravity. Otherwise, it returns an empty [Vector3].
			</description>
		</method>
		<method name="get_gyroscope" qualifiers="const">
			<return type="Vector3">
			</return>
			<description>
				If the device has a gyroscope, this will return the rate of rotation in rad/s around a device's X, Y, and Z axes. Otherwise, it returns an empty [Vector3].
			</description>
		</method>
		<method name="get_joy_axis" qualifiers="const">
			<return type="float">
			</return>
			<argument index="0" name="device" type="int">
			</argument>
			<argument index="1" name="axis" type="int">
			</argument>
			<description>
				Returns the current value of the joypad axis at given index (see [enum JoystickList]).
			</description>
		</method>
		<method name="get_joy_axis_index_from_string">
			<return type="int">
			</return>
			<argument index="0" name="axis" type="String">
			</argument>
			<description>
				Returns the index of the provided axis name.
			</description>
		</method>
		<method name="get_joy_axis_string">
			<return type="String">
			</return>
			<argument index="0" name="axis_index" type="int">
			</argument>
			<description>
				Receives a [enum JoystickList] axis and returns its equivalent name as a string.
			</description>
		</method>
		<method name="get_joy_button_index_from_string">
			<return type="int">
			</return>
			<argument index="0" name="button" type="String">
			</argument>
			<description>
				Returns the index of the provided button name.
			</description>
		</method>
		<method name="get_joy_button_string">
			<return type="String">
			</return>
			<argument index="0" name="button_index" type="int">
			</argument>
			<description>
				Receives a gamepad button from [enum JoystickList] and returns its equivalent name as a string.
			</description>
		</method>
		<method name="get_joy_guid" qualifiers="const">
			<return type="String">
			</return>
			<argument index="0" name="device" type="int">
			</argument>
			<description>
				Returns a SDL2-compatible device GUID on platforms that use gamepad remapping. Returns [code]"Default Gamepad"[/code] otherwise.
			</description>
		</method>
		<method name="get_joy_name">
			<return type="String">
			</return>
			<argument index="0" name="device" type="int">
			</argument>
			<description>
				Returns the name of the joypad at the specified device index.
			</description>
		</method>
		<method name="get_joy_vibration_duration">
			<return type="float">
			</return>
			<argument index="0" name="device" type="int">
			</argument>
			<description>
				Returns the duration of the current vibration effect in seconds.
			</description>
		</method>
		<method name="get_joy_vibration_strength">
			<return type="Vector2">
			</return>
			<argument index="0" name="device" type="int">
			</argument>
			<description>
				Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor.
			</description>
		</method>
		<method name="get_last_mouse_speed" qualifiers="const">
			<return type="Vector2">
			</return>
			<description>
				Returns the mouse speed for the last time the cursor was moved, and this until the next frame where the mouse moves. This means that even if the mouse is not moving, this function will still return the value of the last motion.
			</description>
		</method>
		<method name="get_magnetometer" qualifiers="const">
			<return type="Vector3">
			</return>
			<description>
				If the device has a magnetometer, this will return the magnetic field strength in micro-Tesla for all axes.
			</description>
		</method>
		<method name="get_mouse_button_mask" qualifiers="const">
			<return type="int">
			</return>
			<description>
				Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together.
			</description>
		</method>
		<method name="get_mouse_mode" qualifiers="const">
			<return type="int" enum="Input.MouseMode">
			</return>
			<description>
				Returns the mouse mode. See the constants for more information.
			</description>
		</method>
		<method name="is_action_just_pressed" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<description>
				Returns [code]true[/code] when the user starts pressing the action event, meaning it's [code]true[/code] only on the frame that the user pressed down the button.
				This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed.
			</description>
		</method>
		<method name="is_action_just_released" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<description>
				Returns [code]true[/code] when the user stops pressing the action event, meaning it's [code]true[/code] only on the frame that the user released the button.
			</description>
		</method>
		<method name="is_action_pressed" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="action" type="String">
			</argument>
			<description>
				Returns [code]true[/code] if you are pressing the action event. Note that if an action has multiple buttons asigned and more than one of them is pressed, releasing one button will release the action, even if some other button assigned to this action is still pressed.
			</description>
		</method>
		<method name="is_joy_button_pressed" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="device" type="int">
			</argument>
			<argument index="1" name="button" type="int">
			</argument>
			<description>
				Returns [code]true[/code] if you are pressing the joypad button (see [enum JoystickList]).
			</description>
		</method>
		<method name="is_joy_known">
			<return type="bool">
			</return>
			<argument index="0" name="device" type="int">
			</argument>
			<description>
				Returns [code]true[/code] if the system knows the specified device. This means that it sets all button and axis indices exactly as defined in [enum JoystickList]. Unknown joypads are not expected to match these constants, but you can still retrieve events from them.
			</description>
		</method>
		<method name="is_key_pressed" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="scancode" type="int">
			</argument>
			<description>
				Returns [code]true[/code] if you are pressing the key. You can pass a [enum KeyList] constant.
			</description>
		</method>
		<method name="is_mouse_button_pressed" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="button" type="int">
			</argument>
			<description>
				Returns [code]true[/code] if you are pressing the mouse button specified with [enum ButtonList].
			</description>
		</method>
		<method name="joy_connection_changed">
			<return type="void">
			</return>
			<argument index="0" name="device" type="int">
			</argument>
			<argument index="1" name="connected" type="bool">
			</argument>
			<argument index="2" name="name" type="String">
			</argument>
			<argument index="3" name="guid" type="String">
			</argument>
			<description>
			</description>
		</method>
		<method name="parse_input_event">
			<return type="void">
			</return>
			<argument index="0" name="event" type="InputEvent">
			</argument>
			<description>
				Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code. Also generates [method Node._input] calls.
				Example:
				[codeblock]
				var a = InputEventAction.new()
				a.action = "ui_cancel"
				a.pressed = true
				Input.parse_input_event(a)
				[/codeblock]
			</description>
		</method>
		<method name="remove_joy_mapping">
			<return type="void">
			</return>
			<argument index="0" name="guid" type="String">
			</argument>
			<description>
				Removes all mappings from the internal database that match the given GUID.
			</description>
		</method>
		<method name="set_custom_mouse_cursor">
			<return type="void">
			</return>
			<argument index="0" name="image" type="Resource">
			</argument>
			<argument index="1" name="shape" type="int" enum="Input.CursorShape" default="0">
			</argument>
			<argument index="2" name="hotspot" type="Vector2" default="Vector2( 0, 0 )">
			</argument>
			<description>
				Sets a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. Passing [code]null[/code] to the image parameter resets to the system cursor. See enum [code]CURSOR_*[/code] for the list of shapes.
				[code]image[/code]'s size must be lower than 256×256.
				[code]hotspot[/code] must be within [code]image[/code]'s size.
			</description>
		</method>
		<method name="set_default_cursor_shape">
{'fraction_non_alphanumeric': 0.12800032936720326, 'fraction_numerical': 0.005928609658693236, 'mean_word_length': 4.0457000415454925, 'pattern_counts': {'":': 0, '<': 555, '<?xml version=': 2, '>': 555, 'https://': 2, 'lorem ipsum': 0, 'www.': 0, 'xml': 2}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '7280846', 'n_tokens_mistral': 8412, 'n_tokens_neox': 7096, 'n_words': 2526}