Add reference to InputEventJoypadButton in _shortcut_input doc
(cherry picked from commit 9a439b246a
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<return type="void" />
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<param index="0" name="event" type="InputEvent" />
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<description>
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Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed by [method _input] or any GUI [Control] item. It is called before [method _unhandled_key_input] and [method _unhandled_input]. The input event propagates up through the node tree until a node consumes it.
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Called when an [InputEventKey], [InputEventShortcut], or [InputEventJoypadButton] hasn't been consumed by [method _input] or any GUI [Control] item. It is called before [method _unhandled_key_input] and [method _unhandled_input]. The input event propagates up through the node tree until a node consumes it.
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It is only called if shortcut processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_shortcut_input].
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To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called.
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This method can be used to handle shortcuts. For generic GUI events, use [method _input] instead. Gameplay events should usually be handled with either [method _unhandled_input] or [method _unhandled_key_input].
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