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.
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3 changed files with 5 additions and 1 deletions
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@ -83,6 +83,7 @@ void Input::_bind_methods() {
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ClassDB::bind_method(D_METHOD("action_press", "action"), &Input::action_press);
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ClassDB::bind_method(D_METHOD("action_release", "action"), &Input::action_release);
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ClassDB::bind_method(D_METHOD("set_custom_mouse_cursor", "image:Texture", "hotspot"), &Input::set_custom_mouse_cursor, DEFVAL(Vector2()));
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ClassDB::bind_method(D_METHOD("parse_input_event", "event"), &Input::parse_input_event);
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BIND_CONSTANT(MOUSE_MODE_VISIBLE);
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BIND_CONSTANT(MOUSE_MODE_HIDDEN);
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@ -102,6 +102,8 @@ public:
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virtual int get_joy_button_index_from_string(String p_button) = 0;
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virtual int get_joy_axis_index_from_string(String p_axis) = 0;
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virtual void parse_input_event(const InputEvent &p_event) = 0;
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Input();
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};
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@ -201,7 +201,8 @@ public:
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virtual void warp_mouse_pos(const Vector2 &p_to);
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void parse_input_event(const InputEvent &p_event);
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virtual void parse_input_event(const InputEvent &p_event);
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void set_gravity(const Vector3 &p_gravity);
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void set_accelerometer(const Vector3 &p_accel);
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void set_magnetometer(const Vector3 &p_magnetometer);
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