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authorEric M <itsjusteza@gmail.com>2020-10-01 23:04:57 +1000
committerEric M <itsjusteza@gmail.com>2021-02-19 19:36:42 +1000
commit3db45ff1988a0ff685f9988a02f706d3932a9ced (patch)
tree38d8da1f6c4e4a066753a0f3bb9241c728e66290 /scene/main/window.cpp
parentaeea4280a011340ec91a2ed109e3aa6780fe0081 (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.cpp4
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;