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authorAndreas Haas <liu.gam3@gmail.com>2017-03-19 09:20:20 +0100
committerAndreas Haas <liu.gam3@gmail.com>2017-03-19 09:20:44 +0100
commita69e449782214c6108303af782c8aa321e5b11ea (patch)
treeaca1d1bd48c26a0198b59246948a562d7315b91d /core/os
parent7eb8a67025c04e8a72c219944e14432f38ad5135 (diff)
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.
Diffstat (limited to 'core/os')
-rw-r--r--core/os/input.cpp1
-rw-r--r--core/os/input.h2
2 files changed, 3 insertions, 0 deletions
diff --git a/core/os/input.cpp b/core/os/input.cpp
index 63efbe4d11..22ca94d449 100644
--- a/core/os/input.cpp
+++ b/core/os/input.cpp
@@ -83,6 +83,7 @@ void Input::_bind_methods() {
ClassDB::bind_method(D_METHOD("action_press", "action"), &Input::action_press);
ClassDB::bind_method(D_METHOD("action_release", "action"), &Input::action_release);
ClassDB::bind_method(D_METHOD("set_custom_mouse_cursor", "image:Texture", "hotspot"), &Input::set_custom_mouse_cursor, DEFVAL(Vector2()));
+ ClassDB::bind_method(D_METHOD("parse_input_event", "event"), &Input::parse_input_event);
BIND_CONSTANT(MOUSE_MODE_VISIBLE);
BIND_CONSTANT(MOUSE_MODE_HIDDEN);
diff --git a/core/os/input.h b/core/os/input.h
index 86755e632c..2f6359632e 100644
--- a/core/os/input.h
+++ b/core/os/input.h
@@ -102,6 +102,8 @@ public:
virtual int get_joy_button_index_from_string(String p_button) = 0;
virtual int get_joy_axis_index_from_string(String p_axis) = 0;
+ virtual void parse_input_event(const InputEvent &p_event) = 0;
+
Input();
};