godot/main
Andreas Haas 2f1a0448a7
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.
2017-03-19 08:33:07 +01:00
..
tests Bring that Whole New World to the Old Continent too 2017-03-19 00:36:26 +01:00
input_default.cpp Bring that Whole New World to the Old Continent too 2017-03-19 00:36:26 +01:00
input_default.h Input: bind parse_input_event() 2017-03-19 08:33:07 +01:00
main.cpp Bring that Whole New World to the Old Continent too 2017-03-19 00:36:26 +01:00
main.h Bring that Whole New World to the Old Continent too 2017-03-19 00:36:26 +01:00
performance.cpp Bring that Whole New World to the Old Continent too 2017-03-19 00:36:26 +01:00
performance.h Bring that Whole New World to the Old Continent too 2017-03-19 00:36:26 +01:00
SCsub Move core engine tests to main 2017-01-12 19:15:30 +01:00
splash.h Bring that Whole New World to the Old Continent too 2017-03-19 00:36:26 +01:00