> For the complete documentation index, see [llms.txt](https://docs.sparkframework.dev/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.sparkframework.dev/documentation/developer-guide/core-systems/inputs/api.md).

# API

**Assembly:** `Spark.Inputs` **Interface:** `IInputPlugin` **Implementation:** `InputPlugin`

## Interface

```csharp
public interface IInputPlugin
{
    InputEntry GetInputEntry(string id);
    InputEntry[] GetAllInputEntries();
    bool HasInputEntry(string id);
}
```

## Methods

### GetInputEntry

```csharp
InputEntry GetInputEntry(string id)
```

Returns the input entry with the given ID, or `null` if not found.

### GetAllInputEntries

```csharp
InputEntry[] GetAllInputEntries()
```

Returns all input entries in the database.

### HasInputEntry

```csharp
bool HasInputEntry(string id)
```

Returns `true` if an input entry with the given ID exists.

## InputEntry

Extends `SparkDatabaseEntry`. Wraps a Unity Input System action reference.

| Field         | Type                 | Description                         |
| ------------- | -------------------- | ----------------------------------- |
| `inputAction` | InputActionReference | Reference to an Input System action |

**Methods:**

```csharp
InputAction GetInputAction()   // Returns the resolved InputAction
bool IsValid()                 // True if inputAction is assigned and resolves
```

The entry auto-populates its `entryName` and `displayName` from the referenced action's name.

## Initialization

On startup, the Inputs plugin automatically enables all `InputActionAsset` objects referenced by registered `InputEntry` entries. This ensures input actions are active without manual setup.

## Usage

```csharp
var inputPlugin = Spark.GetPlugin<IInputPlugin>();
if (inputPlugin != null)
{
    InputEntry jumpEntry = inputPlugin.GetInputEntry("input_jump");
    if (jumpEntry != null && jumpEntry.IsValid())
    {
        InputAction jumpAction = jumpEntry.GetInputAction();
        jumpAction.performed += ctx => Debug.Log("Jump!");
    }
}
```


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