From 245ace6e2e8c81909bbeae3e6f191932ab24815b Mon Sep 17 00:00:00 2001 From: Saggi Mizrahi Date: Thu, 16 Mar 2017 18:52:50 +0200 Subject: [PATCH] Add the option to check if input was handled When working with a viewport you should call Viewport.input() to pass the input, but if the input was unhandled you might also want to call Viewport.unhandled_input() so that objects in the sub-scene can handle the event. This adds a way to check if the input was handled so that you know whether you should call Viewport.unhandled_input() or not. Signed-off-by: Saggi Mizrahi --- scene/main/scene_main_loop.cpp | 5 +++++ scene/main/scene_main_loop.h | 1 + 2 files changed, 6 insertions(+) diff --git a/scene/main/scene_main_loop.cpp b/scene/main/scene_main_loop.cpp index 79ee4a6f75b..8eb09908add 100644 --- a/scene/main/scene_main_loop.cpp +++ b/scene/main/scene_main_loop.cpp @@ -374,6 +374,10 @@ void SceneTree::input_text(const String &p_text) { root_lock--; } +bool SceneTree::is_input_handled() { + return input_handled; +} + void SceneTree::input_event(const InputEvent &p_event) { if (is_editor_hint() && (p_event.type == InputEvent::JOYPAD_MOTION || p_event.type == InputEvent::JOYPAD_BUTTON)) @@ -2153,6 +2157,7 @@ void SceneTree::_bind_methods() { ClassDB::bind_method(D_METHOD("set_pause", "enable"), &SceneTree::set_pause); ClassDB::bind_method(D_METHOD("is_paused"), &SceneTree::is_paused); ClassDB::bind_method(D_METHOD("set_input_as_handled"), &SceneTree::set_input_as_handled); + ClassDB::bind_method(D_METHOD("is_input_handled"), &SceneTree::is_input_handled); ClassDB::bind_method(D_METHOD("create_timer:SceneTreeTimer", "time_sec", "pause_mode_process"), &SceneTree::create_timer, DEFVAL(true)); diff --git a/scene/main/scene_main_loop.h b/scene/main/scene_main_loop.h index fadf77e30fd..47220b9b633 100644 --- a/scene/main/scene_main_loop.h +++ b/scene/main/scene_main_loop.h @@ -350,6 +350,7 @@ public: void quit(); void set_input_as_handled(); + bool is_input_handled(); _FORCE_INLINE_ float get_fixed_process_time() const { return fixed_process_time; } _FORCE_INLINE_ float get_idle_process_time() const { return idle_process_time; }