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Clarify direction of input event propagation

Mel Collins 7 年之前
父節點
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2d0a55c86c
共有 2 個文件被更改,包括 4 次插入4 次删除
  1. 1 1
      doc/classes/Control.xml
  2. 3 3
      doc/classes/Node.xml

+ 1 - 1
doc/classes/Control.xml

@@ -38,7 +38,7 @@
 			<argument index="0" name="event" type="InputEvent">
 			</argument>
 			<description>
-				The node's parent forwards input events to this method. Use it to process and accept inputs on UI elements. See [method accept_event].
+				Use this method to process and accept inputs on UI elements. See [method accept_event].
 				Replaces Godot 2's [code]_input_event[/code].
 			</description>
 		</method>

+ 3 - 3
doc/classes/Node.xml

@@ -50,7 +50,7 @@
 			<argument index="0" name="event" type="InputEvent">
 			</argument>
 			<description>
-				Called when there is an input event. The input event propagates through the node tree until a node consumes it.
+				Called when there is an input event. The input event propagates up through the node tree until a node consumes it.
 				It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_input].
 				To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
 				For gameplay input, [method _unhandled_input] and [method _unhandled_key_input] are usually a better fit as they allow the GUI to intercept the events first.
@@ -93,7 +93,7 @@
 			<argument index="0" name="event" type="InputEvent">
 			</argument>
 			<description>
-				Propagated to all nodes when the previous [InputEvent] is not consumed by any nodes.
+				Called when an [InputEvent] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it.
 				It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_input].
 				To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
 				For gameplay input, this and [method _unhandled_key_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first.
@@ -105,7 +105,7 @@
 			<argument index="0" name="event" type="InputEventKey">
 			</argument>
 			<description>
-				Propagated to all nodes when the previous [InputEventKey] is not consumed by any nodes.
+				Called when an [InputEventKey] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it.
 				It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input].
 				To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
 				For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first.