* Fix: Propagation of _gui_input()
_gui_input() calls only propagate up the scene tree for mouse events
with appropriate filter flags. Keyboard and controller events do not
propagate through _gui_input().
Places entire description of _gui_input() propagation in one location,
marks it as a note to separate it from surrounding input propagation,
and updates the description to include behavior of keyboard and
controller events.
The `SetAction` and `SetPressed` are internal methods and can't be invoked directly outside of that assembly. However, the `Action` and `Pressed` property setters invoke them instead.
Update input event flow graphic based on recent changes.
Made some descriptions more precise.
Input Event table:
- Added missing InputEvents Gesture, MIDI and Shortcut
- Removed unused Type Index column
* Update some C# examples
- Rename members that have been renamed in Godot's C# API for 4.0.
- Change `delta` parameter type to `double`.
- Ensure parameters match base declaration.
- Other minor code fixes.
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Co-authored-by: Paul Joannon <437025+paulloz@users.noreply.github.com>
* Clearification of what an action actually is.
There was no definition of an action itself. I also simplified the sentence, "An InputEvent may or may not represent a predefined action" to say that actions are not required but useful (combining with the next sentence).
Without the definition, I had thought actions were pre-defined input *conditions* (input states, rather than the input itself, since an action must have it's input defined). That mess of inquiry can be read here: https://www.reddit.com/r/godot/comments/xfvmg8/can_we_define_our_own_inputanalysis_for_inputmap/ Skip to first part of my last post to see the wording that corrected my understanding of what actions were.
This is my first-ever proposal. Thank you for the opportunity to contribute to the docs and help everyone understand things a little easier.
-- Kevin
* Update inputevent.rst
Added object picking must be turned on in viewport properties
Add project settings reference
Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
This change was introduced in godotengine/godot@1af06d3d.
As I was editing the tutorials/inputs/input_examples.rst file I noticed that some C# snippets were triggering lexer errors. It was because they were using string interpolation (with $"") so I changed that as well.