From fdf58a585839804c89798392dd93025dbe8654e4 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Tue, 28 Apr 2020 15:19:37 +0200 Subject: Rename InputFilter back to Input It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690. --- scene/gui/popup_menu.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'scene/gui/popup_menu.cpp') diff --git a/scene/gui/popup_menu.cpp b/scene/gui/popup_menu.cpp index 1e933c9aa1..a247863298 100644 --- a/scene/gui/popup_menu.cpp +++ b/scene/gui/popup_menu.cpp @@ -30,7 +30,7 @@ #include "popup_menu.h" -#include "core/input/input_filter.h" +#include "core/input/input.h" #include "core/os/keyboard.h" #include "core/os/os.h" #include "core/print_string.h" @@ -594,7 +594,7 @@ void PopupMenu::_notification(int p_what) { } break; case NOTIFICATION_POST_POPUP: { - initial_button_mask = InputFilter::get_singleton()->get_mouse_button_mask(); + initial_button_mask = Input::get_singleton()->get_mouse_button_mask(); during_grabbed_click = (bool)initial_button_mask; } break; case NOTIFICATION_WM_SIZE_CHANGED: { -- cgit v1.2.3