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Asked By
Aaron Franke
How do I get input from the mouse wheel? For example, for zooming in an out of the map in a strategy game.
The “Wheel Up Button” in Input doesn’t seem to work, unfortunately. My mouse scrolls smoothly with no buttons. I think what I need is an analog input rather than an on/off value.
I’m using Godot 3.0.5 and C# but it should be roughly the same for GDscript.
I don’t know about C#, but I have this GDScript code for zooming:
if event is InputEventMouseButton:
if event.is_pressed():
# zoom in
if event.button_index == BUTTON_WHEEL_UP:
zoom_pos = get_global_mouse_position()
# call the zoom function
# zoom out
if event.button_index == BUTTON_WHEEL_DOWN:
zoom_pos = get_global_mouse_position()
# call the zoom function
This is the way to capture wheel mouse in Godot from C#.
public override void _UnhandledInput(InputEvent @event){
if (@event is InputEventMouseButton){
InputEventMouseButton emb = (InputEventMouseButton)@event;
if (emb.IsPressed()){
if (emb.ButtonIndex == (int)ButtonList.WheelUp){
GD.Print(emb.AsText());
}
if (emb.ButtonIndex == (int)ButtonList.WheelDown){
GD.Print(emb.AsText());
}
}
}
}
Or you could just use:if Input.is_action_just_released(your thing)(gdscript)
The Wheel Up Button only has a just released function.
Thank you very much!
Zero | 2021-03-04 01:28
Thanks. Curious if/where this nugget is buried in the docs.
Stretch | 2021-09-10 19:46
I don’t know if this quirk is mentioned in the docs actually, I think I found it out by trial and error lol.
Zenpai | 2021-09-10 22:01
thanks… unlike InputMouseEvent which able to detect both pressed and not pressed. the InputMap only viable with just_released method. Which is obvious…
untimated | 2022-04-07 00:25
This doesn’t work, because this just makes it zoom forever until it reaches the limit. I want it to only zoom when I’m scrolling.