Clarify direction of input event propagation
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@ -38,7 +38,7 @@
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<argument index="0" name="event" type="InputEvent">
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<argument index="0" name="event" type="InputEvent">
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</argument>
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</argument>
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<description>
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<description>
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The node's parent forwards input events to this method. Use it to process and accept inputs on UI elements. See [method accept_event].
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Use this method to process and accept inputs on UI elements. See [method accept_event].
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Replaces Godot 2's [code]_input_event[/code].
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Replaces Godot 2's [code]_input_event[/code].
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</description>
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</description>
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</method>
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</method>
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@ -50,7 +50,7 @@
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<argument index="0" name="event" type="InputEvent">
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<argument index="0" name="event" type="InputEvent">
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</argument>
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</argument>
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<description>
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<description>
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Called when there is an input event. The input event propagates through the node tree until a node consumes it.
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Called when there is an input event. The input event propagates up through the node tree until a node consumes it.
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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].
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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].
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To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
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To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
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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.
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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.
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@ -93,7 +93,7 @@
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<argument index="0" name="event" type="InputEvent">
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<argument index="0" name="event" type="InputEvent">
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</argument>
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</argument>
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<description>
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<description>
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Propagated to all nodes when the previous [InputEvent] is not consumed by any nodes.
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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.
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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].
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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].
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To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
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To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
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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.
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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.
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@ -105,7 +105,7 @@
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<argument index="0" name="event" type="InputEventKey">
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<argument index="0" name="event" type="InputEventKey">
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</argument>
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</argument>
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<description>
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<description>
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Propagated to all nodes when the previous [InputEventKey] is not consumed by any nodes.
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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.
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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].
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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].
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To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
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To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
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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.
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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.
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