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| author | Andreas Haas | 2017-03-19 08:31:34 +0100 |
|---|---|---|
| committer | Andreas Haas | 2017-03-19 08:33:07 +0100 |
| commit | 2f1a0448a7617f1bc9271db7cfe9a16579507bc5 (patch) | |
| tree | d0055c788e75230ae2227615c6ee7c71f8dcba3b /platform/javascript/audio_driver_javascript.cpp | |
| parent | c5c546fb7fe7a6531b0e50be335650e6c96e3683 (diff) | |
| download | godot-2f1a0448a7617f1bc9271db7cfe9a16579507bc5.tar.gz godot-2f1a0448a7617f1bc9271db7cfe9a16579507bc5.tar.zst godot-2f1a0448a7617f1bc9271db7cfe9a16579507bc5.zip | |
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.
Diffstat (limited to 'platform/javascript/audio_driver_javascript.cpp')
0 files changed, 0 insertions, 0 deletions
