godot/main
Andreas Haas a69e449782
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.
2017-03-19 09:20:44 +01:00
..
tests A Whole New World (clang-format edition) 2017-03-05 16:44:50 +01:00
SCsub Move tests again from core to main 2017-01-08 21:33:37 +01:00
input_default.cpp A Whole New World (clang-format edition) 2017-03-05 16:44:50 +01:00
input_default.h Input: bind parse_input_event() 2017-03-19 09:20:44 +01:00
main.cpp A Whole New World (clang-format edition) 2017-03-05 16:44:50 +01:00
main.h A Whole New World (clang-format edition) 2017-03-05 16:44:50 +01:00
performance.cpp A Whole New World (clang-format edition) 2017-03-05 16:44:50 +01:00
performance.h A Whole New World (clang-format edition) 2017-03-05 16:44:50 +01:00
splash.h A Whole New World (clang-format edition) 2017-03-05 16:44:50 +01:00