diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/Control.xml | 2 | ||||
-rw-r--r-- | doc/classes/Node.xml | 6 |
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. |