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Merge pull request #617 from mhilbrunner/patch-4

Update inputevent.rst: set_process() changes for Godot 3
Chris Bradfield 7 years ago
parent
commit
44a473f86e
1 changed files with 7 additions and 10 deletions
  1. 7 10
      learning/features/inputs/inputevent.rst

+ 7 - 10
learning/features/inputs/inputevent.rst

@@ -30,13 +30,11 @@ received input, in order:
 
 
 .. image:: img/input_event_flow.png
 .. image:: img/input_event_flow.png
 
 
-1. First of all, the standard _input function
-   will be called in any node with input processing enabled (enable with
-   :ref:`Node.set_process_input() <class_Node_set_process_input>` and override
-   :ref:`Node._input() <class_Node__input>`). If any function consumes the event, it can
-   call :ref:`SceneTree.set_input_as_handled() <class_SceneTree_set_input_as_handled>`, and the event will
+1. First of all, the standard :ref:`Node._input() <class_Node__input>`) function
+   will be called in any node that overrides it (and hasn't disabled input processing with :ref:`Node.set_process_input() <class_Node_set_process_input>`).
+   If any function consumes the event, it can call :ref:`SceneTree.set_input_as_handled() <class_SceneTree_set_input_as_handled>`, and the event will
    not spread any more. This ensures that you can filter all events of interest, even before the GUI. 
    not spread any more. This ensures that you can filter all events of interest, even before the GUI. 
-   For gameplay input, the _unhandled_input() is generally a better fit, because it allows the GUI to intercept the events.
+   For gameplay input, :ref:`Node._unhandled_input() <class_Node__unhandled_input>`) is generally a better fit, because it allows the GUI to intercept the events.
 2. Second, it will try to feed the input to the GUI, and see if any
 2. Second, it will try to feed the input to the GUI, and see if any
    control can receive it. If so, the :ref:`Control <class_Control>` will be called via the
    control can receive it. If so, the :ref:`Control <class_Control>` will be called via the
    virtual function :ref:`Control._gui_input() <class_Control__gui_input>` and the signal
    virtual function :ref:`Control._gui_input() <class_Control__gui_input>` and the signal
@@ -45,10 +43,9 @@ received input, in order:
    event, it will call :ref:`Control.accept_event() <class_Control_accept_event>` and the event will
    event, it will call :ref:`Control.accept_event() <class_Control_accept_event>` and the event will
    not spread any more.
    not spread any more.
 3. If so far no one consumed the event, the unhandled input callback
 3. If so far no one consumed the event, the unhandled input callback
-   will be called (enable with
-   :ref:`Node.set_process_unhandled_input() <class_Node_set_process_unhandled_input>` and override
-   :ref:`Node._unhandled_input() <class_Node__unhandled_input>`). If any function consumes the
-   event, it can call :ref:`SceneTree.set_input_as_handled() <class_SceneTree_set_input_as_handled>`, and the
+   will be called if overriden (and not disabled with 
+   :ref:`Node.set_process_unhandled_input() <class_Node_set_process_unhandled_input>`).
+   If any function consumes the event, it can call :ref:`SceneTree.set_input_as_handled() <class_SceneTree_set_input_as_handled>`, and the
    event will not spread any more. The unhandled input callback is ideal for full-screen gameplay events, so they are not received when a GUI is active.
    event will not spread any more. The unhandled input callback is ideal for full-screen gameplay events, so they are not received when a GUI is active.
 4. If no one wanted the event so far, and a :ref:`Camera <class_Camera>` is assigned
 4. If no one wanted the event so far, and a :ref:`Camera <class_Camera>` is assigned
    to the Viewport, a ray to the physics world (in the ray direction from
    to the Viewport, a ray to the physics world (in the ray direction from