Input: bind parse_input_event()

When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree.
However, you won't get any of the benefits of the Input singleton:
- No InputMap actions will be emitted
- The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event.

This is fixed by using `Input.parse_input_event(ev)` instead.
I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
This commit is contained in:
Andreas Haas 2017-03-19 09:20:20 +01:00
parent 7eb8a67025
commit a69e449782
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GPG key ID: B5FFAE1B65FBD2E1
3 changed files with 5 additions and 1 deletions

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@ -83,6 +83,7 @@ void Input::_bind_methods() {
ClassDB::bind_method(D_METHOD("action_press", "action"), &Input::action_press);
ClassDB::bind_method(D_METHOD("action_release", "action"), &Input::action_release);
ClassDB::bind_method(D_METHOD("set_custom_mouse_cursor", "image:Texture", "hotspot"), &Input::set_custom_mouse_cursor, DEFVAL(Vector2()));
ClassDB::bind_method(D_METHOD("parse_input_event", "event"), &Input::parse_input_event);
BIND_CONSTANT(MOUSE_MODE_VISIBLE);
BIND_CONSTANT(MOUSE_MODE_HIDDEN);

View file

@ -102,6 +102,8 @@ public:
virtual int get_joy_button_index_from_string(String p_button) = 0;
virtual int get_joy_axis_index_from_string(String p_axis) = 0;
virtual void parse_input_event(const InputEvent &p_event) = 0;
Input();
};

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@ -201,7 +201,8 @@ public:
virtual void warp_mouse_pos(const Vector2 &p_to);
void parse_input_event(const InputEvent &p_event);
virtual void parse_input_event(const InputEvent &p_event);
void set_gravity(const Vector3 &p_gravity);
void set_accelerometer(const Vector3 &p_accel);
void set_magnetometer(const Vector3 &p_magnetometer);