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| author | Saggi Mizrahi | 2017-03-16 18:52:50 +0200 |
|---|---|---|
| committer | Rémi Verschelde | 2017-04-05 08:15:15 +0200 |
| commit | 89b201b466d7df0be168c987801bada9378002af (patch) | |
| tree | c1683c77e7ba543d375144fea418d45de80451a5 /drivers/unix/memory_pool_static_malloc.cpp | |
| parent | e5d63aaece5310aee39ba1da9a595fc7a8410a50 (diff) | |
| download | godot-89b201b466d7df0be168c987801bada9378002af.tar.gz godot-89b201b466d7df0be168c987801bada9378002af.tar.zst godot-89b201b466d7df0be168c987801bada9378002af.zip | |
Add the option to check if input was handled
When working with a viewport you should call Viewport.input() to pass
the input, but if the input was unhandled you might also want to call
Viewport.unhandled_input() so that objects in the sub-scene can handle
the event. This adds a way to check if the input was handled so that you
know whether you should call Viewport.unhandled_input() or not.
Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
(cherry picked from commit 245ace6e2e8c81909bbeae3e6f191932ab24815b)
Diffstat (limited to 'drivers/unix/memory_pool_static_malloc.cpp')
0 files changed, 0 insertions, 0 deletions
