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@@ -129,6 +129,9 @@
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<method name="is_input_handled" qualifiers="const">
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<method name="is_input_handled" qualifiers="const">
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<return type="bool" />
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<return type="bool" />
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<description>
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<description>
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+ Returns whether the current [InputEvent] has been handled. Input events are not handled until [method set_input_as_handled] has been called during the lifetime of an [InputEvent].
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+ This is usually done as part of input handling methods like [method Node._input], [method Control._gui_input] or others, as well as in corresponding signal handlers.
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+ If [member handle_input_locally] is set to [code]false[/code], this method will try finding the first parent viewport that is set to handle input locally, and return its value for [method is_input_handled] instead.
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</description>
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</description>
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</method>
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</method>
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<method name="push_input">
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<method name="push_input">
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@@ -136,6 +139,13 @@
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<param index="0" name="event" type="InputEvent" />
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<param index="0" name="event" type="InputEvent" />
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<param index="1" name="in_local_coords" type="bool" default="false" />
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<param index="1" name="in_local_coords" type="bool" default="false" />
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<description>
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<description>
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+ Triggers the given [param event] in this [Viewport]. This can be used to pass an [InputEvent] between viewports, or to locally apply inputs that were sent over the network or saved to a file.
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+ If [param in_local_coords] is [code]false[/code], the event's position is in the embedder's coordinates and will be converted to viewport coordinates. If [param in_local_coords] is [code]true[/code], the event's position is in viewport coordinates.
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+ While this method serves a similar purpose as [method Input.parse_input_event], it does not remap the specified [param event] based on project settings like [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse].
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+ Calling this method will propagate calls to child nodes for following methods in the given order:
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+ - [method Node._input]
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+ - [method Control._gui_input] for [Control] nodes
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+ If an earlier method marks the input as handled via [method set_input_as_handled], any later method in this list will not be called.
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</description>
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</description>
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</method>
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</method>
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<method name="push_text_input">
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<method name="push_text_input">
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@@ -149,6 +159,15 @@
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<param index="0" name="event" type="InputEvent" />
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<param index="0" name="event" type="InputEvent" />
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<param index="1" name="in_local_coords" type="bool" default="false" />
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<param index="1" name="in_local_coords" type="bool" default="false" />
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<description>
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<description>
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+ Triggers the given [InputEvent] in this [Viewport]. This can be used to pass input events between viewports, or to locally apply inputs that were sent over the network or saved to a file.
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+ If [param in_local_coords] is [code]false[/code], the event's position is in the embedder's coordinates and will be converted to viewport coordinates. If [param in_local_coords] is [code]true[/code], the event's position is in viewport coordinates.
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+ While this method serves a similar purpose as [method Input.parse_input_event], it does not remap the specified [param event] based on project settings like [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse].
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+ Calling this method will propagate calls to child nodes for following methods in the given order:
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+ - [method Node._shortcut_input]
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+ - [method Node._unhandled_input]
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+ - [method Node._unhandled_key_input]
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+ If an earlier method marks the input as handled via [method set_input_as_handled], any later method in this list will not be called.
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+ If none of the methods handle the event and [member physics_object_picking] is [code]true[/code], the event is used for physics object picking.
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</description>
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</description>
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</method>
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</method>
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<method name="set_input_as_handled">
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<method name="set_input_as_handled">
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@@ -212,6 +231,9 @@
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If [code]true[/code], the GUI controls on the viewport will lay pixel perfectly.
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If [code]true[/code], the GUI controls on the viewport will lay pixel perfectly.
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</member>
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</member>
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<member name="handle_input_locally" type="bool" setter="set_handle_input_locally" getter="is_handling_input_locally" default="true">
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<member name="handle_input_locally" type="bool" setter="set_handle_input_locally" getter="is_handling_input_locally" default="true">
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+ If [code]true[/code], this viewport will mark incoming input events as handled by itself. If [code]false[/code], this is instead done by the the first parent viewport that is set to handle input locally.
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+ A [SubViewportContainer] will automatically set this property to [code]false[/code] for the [Viewport] contained inside of it.
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+ See also [method set_input_as_handled] and [method is_input_handled].
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</member>
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</member>
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<member name="mesh_lod_threshold" type="float" setter="set_mesh_lod_threshold" getter="get_mesh_lod_threshold" default="1.0">
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<member name="mesh_lod_threshold" type="float" setter="set_mesh_lod_threshold" getter="get_mesh_lod_threshold" default="1.0">
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The automatic LOD bias to use for meshes rendered within the [Viewport] (this is analogous to [member ReflectionProbe.mesh_lod_threshold]). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member mesh_lod_threshold] to improve performance at the cost of geometry detail.
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The automatic LOD bias to use for meshes rendered within the [Viewport] (this is analogous to [member ReflectionProbe.mesh_lod_threshold]). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member mesh_lod_threshold] to improve performance at the cost of geometry detail.
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