/** * Manages all [InputEventAction] which can be created/modified from the project settings menu **Project > Project Settings > Input Map** or in code with [method add_action] and [method action_add_event]. See [method Node._input]. * */ declare class InputMapClass extends Object { /** * Manages all [InputEventAction] which can be created/modified from the project settings menu **Project > Project Settings > Input Map** or in code with [method add_action] and [method action_add_event]. See [method Node._input]. * */ new(): InputMapClass; static "new"(): InputMapClass /** Adds an [InputEvent] to an action. This [InputEvent] will trigger the action. */ action_add_event(action: string, event: InputEvent): void; /** Removes an [InputEvent] from an action. */ action_erase_event(action: string, event: InputEvent): void; /** Removes all events from an action. */ action_erase_events(action: string): void; /** Returns a deadzone value for the action. */ action_get_deadzone(action: string): float; /** Returns [code]true[/code] if the action has the given [InputEvent] associated with it. */ action_has_event(action: string, event: InputEvent): boolean; /** Sets a deadzone value for the action. */ action_set_deadzone(action: string, deadzone: float): void; /** * Adds an empty action to the [InputMap] with a configurable `deadzone`. * * An [InputEvent] can then be added to this action with [method action_add_event]. * */ add_action(action: string, deadzone?: float): void; /** Removes an action from the [InputMap]. */ erase_action(action: string): void; /** * 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. * * If `exact_match` is `false`, it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. * */ event_is_action(event: InputEvent, action: string, exact_match?: boolean): boolean; /** Returns an array of [InputEvent]s associated with a given action. */ get_action_list(action: string): any[]; /** Returns an array of all actions in the [InputMap]. */ get_actions(): any[]; /** Returns [code]true[/code] if the [InputMap] has a registered action with the given name. */ has_action(action: string): boolean; /** Clears all [InputEventAction] in the [InputMap] and load it anew from [ProjectSettings]. */ load_from_globals(): void; connect>(signal: T, method: SignalFunction): number; }