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author | Eric M <itsjusteza@gmail.com> | 2020-10-01 23:04:57 +1000 |
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committer | Eric M <itsjusteza@gmail.com> | 2021-02-19 19:36:42 +1000 |
commit | 3db45ff1988a0ff685f9988a02f706d3932a9ced (patch) | |
tree | 38d8da1f6c4e4a066753a0f3bb9241c728e66290 /scene/main/window.cpp | |
parent | aeea4280a011340ec91a2ed109e3aa6780fe0081 (diff) |
New ActionMapEditor to replace InputMapEditor. Used in ProjectSettings.
Renamed to ActionMapEditor as it is more generic and can be used for more than just the InputMapEditor if required.
This also includes a new Event Configuration dialog (previously "Press A key...") which can be used to create and edit InputEvents for any use - like the Project Settings input map, or the Editor Settings shortcuts.
Diffstat (limited to 'scene/main/window.cpp')
-rw-r--r-- | scene/main/window.cpp | 4 |
1 files changed, 0 insertions, 4 deletions
diff --git a/scene/main/window.cpp b/scene/main/window.cpp index fc9bbeab94..9a2ffab199 100644 --- a/scene/main/window.cpp +++ b/scene/main/window.cpp @@ -881,10 +881,6 @@ bool Window::_can_consume_input_events() const { } void Window::_window_input(const Ref<InputEvent> &p_ev) { - if (Engine::get_singleton()->is_editor_hint() && (Object::cast_to<InputEventJoypadButton>(p_ev.ptr()) || Object::cast_to<InputEventJoypadMotion>(*p_ev))) { - return; //avoid joy input on editor - } - if (EngineDebugger::is_active()) { //quit from game window using F8 Ref<InputEventKey> k = p_ev; |