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Input

System for querying and controlling input devices.


IsKeyDown

Check if a keyboard key is down.

See Key

Sig: down = Input.IsKeyDown(key) - Arg: Key(integer) key Key to check - Ret: boolean down Key is held down


IsKeyPressed

Check if a keyboard key was just pressed down this frame.

See Key

Sig: pressed = Input.IsKeyPressed(key) - Arg: Key(integer) key Key to check - Ret: boolean pressed Key was just pressed down


IsKeyPressedRepeat

Check if a keyboard key was pressed down, allowing for repeated pressing as if holding down a key in a text field.

See Key

Sig: pressed = Input.IsKeyPressedRepeat(key) - Arg: Key(integer) key Key to check - Ret: boolean pressed Key was just pressed down


IsKeyReleased

Check if a keyboard key was just released this frame.

See Key

Sig: released = Input.IsKeyReleased(key) - Arg: Key(integer) key Key to check - Ret: boolean released Key was just released


IsControlDown

Check if either the left or right control button is down.

Sig: down = Input.IsControlDown() - Ret: boolean down Control button is held down


IsShiftDown

Check if either the left or right shift button is down.

Sig: down = Input.IsShiftDown() - Ret: boolean down Shift button is held down


IsMouseDown

Check if a mouse button is held down.

See Mouse

Sig: down = Input.IsMouseDown(button) - Arg: Mouse(integer) button Mouse button to check - Ret: boolean down Is button down


IsMousePressed

Check if a mouse button was just pressed this frame.

See Mouse

Sig: pressed = Input.IsMousePressed(button) - Arg: Mouse(integer) button Mouse button to check - Ret: boolean pressed Is button pressed


IsMouseReleased

Check if a mouse button was just released this frame.

See Mouse

Sig: released = Input.IsMouseReleased(button) - Arg: Mouse(integer) button Mouse button to check - Ret: boolean released Is button released


GetMousePosition

Get the mouse position in screen space (pixels).

Sig: x, y = Input.GetMousePosition() - Ret: integer x Mouse position x - Ret: integer y Mouse position y


GetScrollWheelDelta

Get the change scroll wheel position from the previous frame.

Sig: delta = Input.GetScrollWheelDelta() - Ret: integer delta Scroll wheel delta


GetMouseDelta

Get the change in mouse position from last frame to this frame in screen space (pixels).

Sig: deltaX, deltaY = Input.GetMouseDelta() - Ret: integer deltaX Mouse position delta x - Ret: integer deltaY Mouse position delta y


IsTouchDown

Check if a touch (finger/stylus) is held down.

Sig: down = Input.IsTouchDown(index) - Arg: integer index Touch index - Ret: boolean down Is touch down


IsPointerReleased

Check if a pointer (mouse/finger/stylus) is released.

Sig: released = Input.IsPointerReleased(index=1) - Arg: integer index Pointer index - Ret: boolean released Is pointer released


IsPointerPressed

Check if a pointer (mouse/finger/stylus) is pressed.

Sig: pressed = Input.IsPointerPressed(index=1) - Arg: integer index Pointer index - Ret: boolean pressed Is pointer pressed


IsPointerDown

Check if a pointer (mouse/finger/stylus) is held down.

Sig: down = Input.IsPointerDown(index=1) - Arg: integer index Pointer index - Ret: boolean down Is pointer down


GetTouchPosition

Get a touch position in screen space.

Sig: x, y = Input.GetTouchPosition(index=1) - Arg: integer index Touch index - Ret: integer x X position - Ret: integer y Y position


GetTouchPositionNormalized

Get a touch position in normalized screen space (-1 to 1 instead of pixels).

Sig: x, y = Input.GetTouchPositionNormalized(index=1) - Arg: integer index Touch index - Ret: number x Normalized x position (-1 to 1) - Ret: number y Normalized y position (-1 to 1)


GetPointerPosition

Get a pointer position in screen space.

Sig: x, y = Input.GetPointerPosition(index=1) - Arg: integer index Pointer index - Ret: integer x X position - Ret: integer y Y position


GetPointerPositionNormalized

Get a pointer position in normalized screen space (-1 to 1 instead of pixels).

Sig: x, y = Input.GetPointerPositionNormalized(index=1) - Arg: integer index Pointer index - Ret: number x Normalized x position (-1 to 1) - Ret: number y Normalized y position (-1 to 1)


IsGamepadDown

Check if a gamepad button is held down.

See Gamepad

Sig: down = Input.IsGamepadDown(button, index=1) - Arg: Gamepad(integer) button Gamepad button - Arg: integer index Gamepad index/port - Ret: boolean down Is button down


IsGamepadPressed

Check if a gamepad button is pressed.

See Gamepad

Sig: pressed = Input.IsGamepadPressed(button, index=1) - Arg: Gamepad(integer) button Gamepad button - Arg: integer index Gamepad index/port - Ret: boolean pressed Is button pressed


IsGamepadReleased

Check if a gamepad button is released.

See Gamepad

Sig: released = Input.IsGamepadReleased(button, index=1) - Arg: Gamepad(integer) button Gamepad button - Arg: integer index Gamepad index/port - Ret: boolean released Is button released


GetGamepadAxis

Get a gamepad axis value (for instance: left stick X).

See Gamepad Axis IDs are at the bottom.

Sig: value = Input.GetGamepadAxis(axis, index=1) - Arg: Gamepad(integer) axis Gamepad axis - Arg: integer index Gamepad index/port - Ret: number value Axis value (0 to 1)


GetGamepadGyro

Get a vector containing the x,y,z values of your gamepads gyroscope. Currently only supported on the 3DS.

Sig: value = Input.GetGamepadGyro(index=1) - Arg: integer index Gamepad index/port - Ret: Vector value Gyroscope vector


GetGamepadAcceleration

Get a vector containing the x,y,z values of your gamepads accelerometer. Currently only supported on the 3DS.

Sig: value = Input.GetGamepadAcceleration(index=1) - Arg: integer index Gamepad index/port - Ret: Vector value Accelerometer vector


GetGamepadType

Check what type of gamepad is connected. This is really only useful on Wii where you might have a Wiimote, Wii classic, or GameCube controller.

Sig: type = Input.GetGamepadType(index=1) - Arg: integer index Gamepad index/port - Ret: string type The controller type


IsGamepadConnected

Check if a gamepad is connected on a given port.

Sig: connected = Input.IsGamepadConnected(index=1) - Arg: integer index Gamepad index/port - Ret: boolean connected Is gamepad connected


ShowCursor

Show/hide the mouse cursor.

Sig: Input.ShowCursor(show) - Arg: boolean show Whether to show cursor


TrapCursor

Enable trapping the mouse cursor to the active window.

Sig: Input.TrapCursor(show) - Arg: boolean trap Whether to trap cursor


LockCursor

Enable locking the cursor to the center of the screen. Usually used in combination with ShowCursor() and TrapCursor().

Sig: Input.LockCursor(show) - Arg: boolean lock Whether to lock cursor


SetCursorPosition

Set the mouse cursor position.

Sig: Input.SetCursorPosition(x, y) - Arg: integer x X position in screen space - Arg: integer y Y position in screen space


GetKeysPressed

Get a list of keys that where just pressed this frame.

See Key

Sig: pressedKeys = Input.GetKeysPressed() - Ret: table pressedKeys An array of pressed keys


IsAnyKeyPressed

Check if any key was just pressed this frame.

Sig: pressed = Input.IsAnyKeyPressed() - Ret: boolean pressed Was any key pressed


ConvertKeyCodeToChar

Convert a Key code/ID to an ascii character returned as a string.

See Key

Sig: char = Input.ConvertKeyCodeToChar(code) - Arg: Key(integer) code Key ID to convert - Ret: string char The converted character as a string


ShowSoftKeyboard

Show/hide the software keyboard if one is available for the platform. Currently, only Android soft keyboard is supported. TODO: Support for 3DS and Wii

Sig: text = Input.ShowSoftKeyboard(show) - Arg: boolean show Whether to show soft keyboard - Ret: string/nil text If software keyboard input happens synchronously (on 3DS), the input text string will be returned here when show is true. Otherwise nil is returned.


IsSoftKeyboardShown

Check if the software keyboard is currently shown.

Sig: shown = Input.IsSoftKeyboardShown() - Ret: boolean shown Whether the software keyboard is shown