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-rw-r--r--doc/classes/Control.xml2
-rw-r--r--doc/classes/Node.xml6
2 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 4301102e4a..8575a1f498 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -38,7 +38,7 @@
<argument index="0" name="event" type="InputEvent">
</argument>
<description>
- The node's parent forwards input events to this method. Use it to process and accept inputs on UI elements. See [method accept_event].
+ Use this method to process and accept inputs on UI elements. See [method accept_event].
Replaces Godot 2's [code]_input_event[/code].
</description>
</method>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index d02e3dfdfa..dd496e79dd 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -50,7 +50,7 @@
<argument index="0" name="event" type="InputEvent">
</argument>
<description>
- Called when there is an input event. The input event propagates through the node tree until a node consumes it.
+ Called when there is an input event. The input event propagates up through the node tree until a node consumes it.
It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_input].
To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
For gameplay input, [method _unhandled_input] and [method _unhandled_key_input] are usually a better fit as they allow the GUI to intercept the events first.
@@ -93,7 +93,7 @@
<argument index="0" name="event" type="InputEvent">
</argument>
<description>
- Propagated to all nodes when the previous [InputEvent] is not consumed by any nodes.
+ Called when an [InputEvent] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it.
It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_input].
To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
For gameplay input, this and [method _unhandled_key_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first.
@@ -105,7 +105,7 @@
<argument index="0" name="event" type="InputEventKey">
</argument>
<description>
- Propagated to all nodes when the previous [InputEventKey] is not consumed by any nodes.
+ Called when an [InputEventKey] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it.
It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input].
To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first.