Input: bind parse_input_event()
When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree. However, you won't get any of the benefits of the Input singleton: - No InputMap actions will be emitted - The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event. This is fixed by using `Input.parse_input_event(ev)` instead. I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
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@ -102,6 +102,8 @@ public:
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virtual int get_joy_button_index_from_string(String p_button) = 0;
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virtual int get_joy_axis_index_from_string(String p_axis) = 0;
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virtual void parse_input_event(const InputEvent &p_event) = 0;
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Input();
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};
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