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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 /main
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 'main')
-rw-r--r--main/input_default.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/main/input_default.h b/main/input_default.h
index a1a055366c..fecdb215d7 100644
--- a/main/input_default.h
+++ b/main/input_default.h
@@ -201,7 +201,8 @@ public:
virtual void warp_mouse_pos(const Vector2 &p_to);
- void parse_input_event(const InputEvent &p_event);
+ virtual void parse_input_event(const InputEvent &p_event);
+
void set_gravity(const Vector3 &p_gravity);
void set_accelerometer(const Vector3 &p_accel);
void set_magnetometer(const Vector3 &p_magnetometer);