Clarify direction of input event propagation

This commit is contained in:
Mel Collins 2018-08-26 15:09:20 +02:00
parent 8c435a343e
commit 2d0a55c86c
2 changed files with 4 additions and 4 deletions

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@ -38,7 +38,7 @@
<argument index="0" name="event" type="InputEvent"> <argument index="0" name="event" type="InputEvent">
</argument> </argument>
<description> <description>
The node's parent forwards input events to this method. Use it to process and accept inputs on UI elements. See [method accept_event]. Use this method to process and accept inputs on UI elements. See [method accept_event].
Replaces Godot 2's [code]_input_event[/code]. Replaces Godot 2's [code]_input_event[/code].
</description> </description>
</method> </method>

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@ -50,7 +50,7 @@
<argument index="0" name="event" type="InputEvent"> <argument index="0" name="event" type="InputEvent">
</argument> </argument>
<description> <description>
Called when there is an input event. The input event propagates through the node tree until a node consumes it. Called when there is an input event. The input event propagates up through the node tree until a node consumes it.
It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_input]. It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_input].
To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called. To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
For gameplay input, [method _unhandled_input] and [method _unhandled_key_input] are usually a better fit as they allow the GUI to intercept the events first. For gameplay input, [method _unhandled_input] and [method _unhandled_key_input] are usually a better fit as they allow the GUI to intercept the events first.
@ -93,7 +93,7 @@
<argument index="0" name="event" type="InputEvent"> <argument index="0" name="event" type="InputEvent">
</argument> </argument>
<description> <description>
Propagated to all nodes when the previous [InputEvent] is not consumed by any nodes. Called when an [InputEvent] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it.
It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_input]. It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_input].
To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called. To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
For gameplay input, this and [method _unhandled_key_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first. For gameplay input, this and [method _unhandled_key_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first.
@ -105,7 +105,7 @@
<argument index="0" name="event" type="InputEventKey"> <argument index="0" name="event" type="InputEventKey">
</argument> </argument>
<description> <description>
Propagated to all nodes when the previous [InputEventKey] is not consumed by any nodes. Called when an [InputEventKey] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it.
It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input]. It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input].
To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called. To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first. For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first.