LineEdit内部使用accept_event处理了按下w键,不会再在节点树里传播,因为Input是一个状态查询单例,它仍能检测到按下过w键。所以一般的处理玩家输入需要在_unhandled_key_input或者_unhandled_input里,又因为需要每帧在process里更新,需要Input每帧检测,所以一个解决方法是自己定义一个布尔值 ui_filter,当UI需要拦截是...
在Godot引擎中,_unhandled_input函数是一个非常重要的输入处理函数,它允许开发者捕获和处理那些未被其他输入处理函数(如_input)处理的输入事件。下面我将根据你的要求,分点详细解释_unhandled_input函数的相关内容。 1. _unhandled_input函数在Godot中的作用 _unhandled_input函数的主要作用是处理那些未被其他输入处理函...
When printing out some debug logs in the_unhandled_inputmethod, I found only mouse motion events were being detected. All other input types are completely ignored and the_unhandled_inputmethod never gets called. Steps to reproduce I imagine it's as simple as creating an in-game menu, setting...
_unhandled_key_input's event has a type of InputEvent, but shouldn't it use InputEventKey? To get the correct auto-complete, you have to use a workaround like var _event: InputEventKey = event. Unless I am mistaken, event in this method should always be InputEventKey, so there is ...
Mono: Support for resource type hints in exported arrays. Mono: New mono/unhandled_exception_policy project setting to keep running after an unhandled exception. Mono: New Godot constants to conditionally react to system variables at compile-time. Mono: Support for Visual Studio 2019's MSBuild.Ch...
Godot version: 3.1.1 Mono OS/device including version: Windows 10 Issue description: Having a override public void _UnhandledInput(InputEvent e) { } leaks objects, that don't get GC'd. Unreferencing the InputEvent object with e.Unreferen...
InputEvent.is_action_pressed() doesn't detect both shift keys held on Linux #103164 opened Feb 22, 2025 Node borders invisible on window node children #103163 opened Feb 22, 2025 Content scale on windows not working #103162 opened Feb 22, 2025 Unable to set force native window...
After some debugging on IRC with @SamUncle, it appears mouse wheel scroll events can't be used via the InputMap. It's possible to assign the "Wheel Up Button" and "Wheel Down Button" of a mouse to actions, but they don't seem to be trigg...
Control::MOUSE_FILTER_STOP- Consumes all input events. and it will not propagate up. Control::MOUSE_FILTER_PASS- Consumes all input events., but will allow unhandled events to propagate to the parent node. Control::MOUSE_FILTER_IGNORE- Does not consume input events. ...
#Calculate new position to maintain pivotvarnew_cursor_offset=world_cursor_offset.rotated(angle)position=pivot_point-new_cursor_offsetfunc_unhandled_input(event):ifeventisInputEventRotateGesture:#Rotate around gesture positionrotate_around_point(event.rotation,event.position)get_viewport().set_input_as_...