input_map
Manage input actions by listing, adding, removing actions, and binding key, mouse, or joypad events to actions in Godot projects.
Instructions
Input action management.
Actions (required params -> optional):
list (-> project_path): all input actions
add_action (action_name -> deadzone=0.5, project_path)
remove_action (action_name -> project_path)
add_event (action_name, event_type, event_value -> project_path)
event_type: key | mouse | joypad. event_value: e.g., KEY_SPACE.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| action | Yes | Action to perform | |
| project_path | No | Path to Godot project directory | |
| action_name | No | Input action name | |
| deadzone | No | Deadzone value (for add_action, default: 0.5) | |
| event_type | No | Event type: key, mouse, joypad (for add_event) | |
| event_value | No | Event value, e.g., KEY_SPACE (for add_event) |
Implementation Reference
- src/tools/helpers/security.ts:10-25 (helper)Security utility listing 'input_map' as a tool that returns external content from project files, used to wrap responses with safety warnings.
const EXTERNAL_CONTENT_TOOLS = new Set([ 'scripts', 'shader', 'scenes', 'resources', 'project', 'nodes', 'input_map', 'signals', 'animation', 'tilemap', 'physics', 'audio', 'navigation', 'ui', ])