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Entirely removes BIND_VMETHOD in favor of GDVIRTUAL
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
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@@ -43,14 +43,6 @@
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Call [method update_configuration_warnings] when the warnings need to be updated for this node.
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</description>
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</method>
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<method name="_get_configuration_warnings" qualifiers="virtual">
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<return type="String[]" />
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<description>
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The elements in the array returned from this method are displayed as warnings in the Scene Dock if the script that overrides it is a [code]tool[/code] script.
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Returning an empty array produces no warnings.
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Call [method update_configuration_warnings] when the warnings need to be updated for this node.
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</description>
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</method>
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<method name="_input" qualifiers="virtual">
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<return type="void" />
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<argument index="0" name="event" type="InputEvent" />
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@@ -104,9 +96,9 @@
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</method>
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<method name="_unhandled_key_input" qualifiers="virtual">
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<return type="void" />
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<argument index="0" name="event" type="InputEventKey" />
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<argument index="0" name="event" type="InputEvent" />
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<description>
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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.
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Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it.
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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].
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To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called.
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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.
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