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@@ -64,8 +64,8 @@
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if event is InputEventMouseMotion:
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# Redraw viewport when cursor is moved.
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update_overlays()
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- return true
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- return false
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+ return EditorPlugin.AFTER_GUI_INPUT_STOP
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+ return EditorPlugin.AFTER_GUI_INPUT_PASS
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[/gdscript]
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[csharp]
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public override void _Forward3dDrawOverViewport(Godot.Control overlay)
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@@ -74,15 +74,15 @@
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overlay.DrawCircle(overlay.GetLocalMousePosition(), 64, Colors.White);
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}
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- public override bool _Forward3dGuiInput(Godot.Camera3D camera, InputEvent @event)
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+ public override EditorPlugin.AfterGUIInput _Forward3dGuiInput(Godot.Camera3D camera, InputEvent @event)
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{
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if (@event is InputEventMouseMotion)
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{
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// Redraw viewport when cursor is moved.
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UpdateOverlays();
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- return true;
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+ return EditorPlugin.AFTER_GUI_INPUT_STOP;
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}
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- return false;
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+ return EditorPlugin.AFTER_GUI_INPUT_PASS;
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[/csharp]
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[/codeblocks]
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</description>
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@@ -100,33 +100,33 @@
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<param index="0" name="viewport_camera" type="Camera3D" />
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<param index="1" name="event" type="InputEvent" />
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<description>
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- Called when there is a root node in the current edited scene, [method _handles] is implemented and an [InputEvent] happens in the 3D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [param event], otherwise forwards [param event] to other Editor classes. Example:
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+ Called when there is a root node in the current edited scene, [method _handles] is implemented, and an [InputEvent] happens in the 3D viewport. The return value decides whether the [InputEvent] is consumed or forwarded to other [EditorPlugin]s. See [enum AfterGUIInput] for options. Example:
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[codeblocks]
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[gdscript]
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- # Prevents the InputEvent to reach other Editor classes.
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+ # Prevents the InputEvent from reaching other Editor classes.
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func _forward_3d_gui_input(camera, event):
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return EditorPlugin.AFTER_GUI_INPUT_STOP
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[/gdscript]
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[csharp]
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- // Prevents the InputEvent to reach other Editor classes.
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- public override bool _Forward3dGuiInput(Camera3D camera, InputEvent @event)
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+ // Prevents the InputEvent from reaching other Editor classes.
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+ public override EditorPlugin.AfterGUIInput _Forward3dGuiInput(Camera3D camera, InputEvent @event)
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{
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return EditorPlugin.AFTER_GUI_INPUT_STOP;
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}
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[/csharp]
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[/codeblocks]
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- Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. Example:
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+ Must [code]return EditorPlugin.AFTER_GUI_INPUT_PASS[/code] in order to forward the [InputEvent] to other Editor classes. Example:
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[codeblocks]
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[gdscript]
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# Consumes InputEventMouseMotion and forwards other InputEvent types.
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func _forward_3d_gui_input(camera, event):
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- return event is InputEventMouseMotion
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+ return EditorPlugin.AFTER_GUI_INPUT_STOP if event is InputEventMouseMotion else EditorPlugin.AFTER_GUI_INPUT_PASS
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[/gdscript]
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[csharp]
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// Consumes InputEventMouseMotion and forwards other InputEvent types.
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- public override bool _Forward3dGuiInput(Camera3D camera, InputEvent @event)
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+ public override EditorPlugin.AfterGUIInput _Forward3dGuiInput(Camera3D camera, InputEvent @event)
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{
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- return @event is InputEventMouseMotion;
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+ return @event is InputEventMouseMotion ? EditorPlugin.AFTER_GUI_INPUT_STOP : EditorPlugin.AFTER_GUI_INPUT_PASS;
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}
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[/csharp]
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[/codeblocks]
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@@ -185,12 +185,12 @@
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Called when there is a root node in the current edited scene, [method _handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [param event], otherwise forwards [param event] to other Editor classes. Example:
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[codeblocks]
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[gdscript]
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- # Prevents the InputEvent to reach other Editor classes.
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+ # Prevents the InputEvent from reaching other Editor classes.
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func _forward_canvas_gui_input(event):
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return true
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[/gdscript]
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[csharp]
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- // Prevents the InputEvent to reach other Editor classes.
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+ // Prevents the InputEvent from reaching other Editor classes.
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public override bool ForwardCanvasGuiInput(InputEvent @event)
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{
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return true;
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@@ -754,5 +754,14 @@
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<constant name="DOCK_SLOT_MAX" value="8" enum="DockSlot">
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Represents the size of the [enum DockSlot] enum.
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</constant>
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+ <constant name="AFTER_GUI_INPUT_PASS" value="0" enum="AfterGUIInput">
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+ Forwards the [InputEvent] to other EditorPlugins.
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+ </constant>
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+ <constant name="AFTER_GUI_INPUT_STOP" value="1" enum="AfterGUIInput">
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+ Prevents the [InputEvent] from reaching other Editor classes.
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+ </constant>
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+ <constant name="AFTER_GUI_INPUT_CUSTOM" value="2" enum="AfterGUIInput">
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+ Pass the [InputEvent] to other editor plugins except the main [Node3D] one. This can be used to prevent node selection changes and work with sub-gizmos instead.
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+ </constant>
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</constants>
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</class>
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