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-rw-r--r--scene/main/scene_tree.cpp79
1 files changed, 2 insertions, 77 deletions
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index 66eafa1070..2e67a1feaf 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -392,86 +392,11 @@ void SceneTree::input_event(const Ref<InputEvent> &p_event) {
Ref<InputEvent> ev = p_event;
ev->set_id(++last_id); //this should work better
-#if 0
- switch(ev.type) {
-
- case InputEvent::MOUSE_BUTTON: {
-
- Matrix32 ai = root->get_final_transform().affine_inverse();
- Vector2 g = ai.xform(Vector2(ev.mouse_button.global_x,ev.mouse_button.global_y));
- Vector2 l = ai.xform(Vector2(ev->get_pos().x,ev->get_pos().y));
- ev->get_pos().x=l.x;
- ev->get_pos().y=l.y;
- ev.mouse_button.global_x=g.x;
- ev.mouse_button.global_y=g.y;
-
- } break;
- case InputEvent::MOUSE_MOTION: {
-
- Matrix32 ai = root->get_final_transform().affine_inverse();
- Vector2 g = ai.xform(Vector2(ev.mouse_motion.global_x,ev.mouse_motion.global_y));
- Vector2 l = ai.xform(Vector2(ev.mouse_motion.x,ev.mouse_motion.y));
- Vector2 r = ai.xform(Vector2(ev->get_relative().x,ev->get_relative().y));
- ev.mouse_motion.x=l.x;
- ev.mouse_motion.y=l.y;
- ev.mouse_motion.global_x=g.x;
- ev.mouse_motion.global_y=g.y;
- ev->get_relative().x=r.x;
- ev->get_relative().y=r.y;
-
- } break;
- case InputEvent::SCREEN_TOUCH: {
-
- Matrix32 ai = root->get_final_transform().affine_inverse();
- Vector2 t = ai.xform(Vector2(ev.screen_touch.x,ev.screen_touch.y));
- ev.screen_touch.x=t.x;
- ev.screen_touch.y=t.y;
-
- } break;
- case InputEvent::SCREEN_DRAG: {
-
- Matrix32 ai = root->get_final_transform().affine_inverse();
- Vector2 t = ai.xform(Vector2(ev.screen_drag.x,ev.screen_drag.y));
- Vector2 r = ai.xform(Vector2(ev.screen_drag.relative_x,ev.screen_drag.relative_y));
- Vector2 s = ai.xform(Vector2(ev.screen_drag.speed_x,ev.screen_drag.speed_y));
- ev.screen_drag.x=t.x;
- ev.screen_drag.y=t.y;
- ev.screen_drag.relative_x=r.x;
- ev.screen_drag.relative_y=r.y;
- ev.screen_drag.speed_x=s.x;
- ev.screen_drag.speed_y=s.y;
- } break;
- }
-
-#endif
MainLoop::input_event(ev);
-#if 0
- _call_input_pause("input","_input",ev);
-
- call_group(GROUP_CALL_REVERSE|GROUP_CALL_REALTIME|GROUP_CALL_MULIILEVEL,"_gui_input","_gui_input",p_event); //special one for GUI, as controls use their own process check
-
- //call_group(GROUP_CALL_REVERSE|GROUP_CALL_REALTIME|GROUP_CALL_MULIILEVEL,"input","_input",ev);
-
- /*
- if (ev.type==InputEvent::KEY && ev->is_pressed() && !ev->is_echo() && ev->get_scancode()==KEY_F12) {
-
- print_line("RAM: "+itos(Memory::get_static_mem_usage()));
- print_line("DRAM: "+itos(Memory::get_dynamic_mem_usage()));
- }
- if (ev.type==InputEvent::KEY && ev->is_pressed() && !ev->is_echo() && ev->get_scancode()==KEY_F11) {
-
- Memory::dump_static_mem_to_file("memdump.txt");
- }
- */
-
- //transform for the rest
-#else
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input", ev); //special one for GUI, as controls use their own process check
-#endif
-
if (ScriptDebugger::get_singleton() && ScriptDebugger::get_singleton()->is_remote()) {
//quit from game window using F8
Ref<InputEventKey> k = ev;
@@ -482,7 +407,7 @@ void SceneTree::input_event(const Ref<InputEvent> &p_event) {
_flush_ugc();
root_lock--;
- MessageQueue::get_singleton()->flush(); //small little hack
+ //MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
root_lock++;
@@ -503,7 +428,7 @@ void SceneTree::input_event(const Ref<InputEvent> &p_event) {
input_handled = true;
_flush_ugc();
root_lock--;
- MessageQueue::get_singleton()->flush(); //small little hack
+ //MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
} else {
input_handled = true;
root_lock--;