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Merge pull request godotengine#7330 from Sauermann/fix-inputevent-tutorial
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tutorials/inputs/inputevent.rst

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@@ -61,19 +61,19 @@ How does it work?
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Every input event is originated from the user/player (though it's
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possible to generate an InputEvent and feed them back to the engine,
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which is useful for gestures). The OS object for each platform will read
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events from the device, then feed them to the :ref:`Window <class_Window>`.
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which is useful for gestures). The DisplayServer for each platform will read
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events from the operating system, then feed them to the root :ref:`Window <class_Window>`.
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The window's :ref:`Viewport <class_Viewport>` does quite a lot of stuff with the
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received input, in order:
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.. image:: img/input_event_flow.png
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.. image:: img/input_event_flow.webp
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1. If the Viewport is embedding Windows, the Viewport tries to interpret the event in its
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capability as a Window-Manager (e.g. for resizing or moving Windows).
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2. Next if an embedded Window is focused, the event is sent to that Window and processed in
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the Windows Viewport. If no embedded Window is focused, The Event is sent to the nodes of
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the current viewport in the following order.
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the Windows Viewport and afterwards treated as handled. If no embedded Window is focused,
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the event is sent to the nodes of the current viewport in the following order.
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3. First of all, the standard :ref:`Node._input() <class_Node_method__input>` function
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will be called in any node that overrides it (and hasn't disabled input processing with :ref:`Node.set_process_input() <class_Node_method_set_process_input>`).
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If any function consumes the event, it can call :ref:`Viewport.set_input_as_handled() <class_Viewport_method_set_input_as_handled>`, and the event will
@@ -96,17 +96,17 @@ received input, in order:
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:ref:`InputEventShortcut <class_InputEventShortcut>` and :ref:`InputEventJoypadButton <class_InputEventJoypadButton>`.
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If any function consumes the event, it can call :ref:`Viewport.set_input_as_handled() <class_Viewport_method_set_input_as_handled>`, and the
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event will not spread any more. The shortcut input callback is ideal for treating events that are intended as shortcuts.
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6. If so far no one consumed the event, the :ref:`Node._unhandled_input() <class_Node_method__unhandled_input>` callback
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will be called if overridden (and not disabled with
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:ref:`Node.set_process_unhandled_input() <class_Node_method_set_process_unhandled_input>`).
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If any function consumes the event, it can call :ref:`Viewport.set_input_as_handled() <class_Viewport_method_set_input_as_handled>`, and the
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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.
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7. If so far no one consumed the event, the :ref:`Node._unhandled_key_input() <class_Node_method__unhandled_key_input>` callback
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6. If so far no one consumed the event, the :ref:`Node._unhandled_key_input() <class_Node_method__unhandled_key_input>` callback
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will be called if overridden (and not disabled with
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:ref:`Node.set_process_unhandled_key_input() <class_Node_method_set_process_unhandled_key_input>`).
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This happens only if the event is a :ref:`InputEventKey <class_InputEventKey>`.
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If any function consumes the event, it can call :ref:`Viewport.set_input_as_handled() <class_Viewport_method_set_input_as_handled>`, and the
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event will not spread any more. The unhandled key input callback is ideal for key events.
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7. If so far no one consumed the event, the :ref:`Node._unhandled_input() <class_Node_method__unhandled_input>` callback
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will be called if overridden (and not disabled with
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:ref:`Node.set_process_unhandled_input() <class_Node_method_set_process_unhandled_input>`).
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If any function consumes the event, it can call :ref:`Viewport.set_input_as_handled() <class_Viewport_method_set_input_as_handled>`, and the
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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.
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8. If no one wanted the event so far, and :ref:`Object Picking <class_viewport_property_physics_object_picking>`
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is turned on, the event is used for object picking. For the root viewport, this can also be
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enabled in :ref:`Project Settings <class_ProjectSettings_property_physics/common/enable_object_picking>`.
@@ -119,7 +119,7 @@ received input, in order:
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When sending events to its child and descendant nodes, the viewport will do so, as depicted in
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the following graphic, in a reverse depth-first order, starting with the node at the bottom of
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the scene tree, and ending at the root node. Excluded from this process are embedded Windows
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the scene tree, and ending at the root node. Excluded from this process are Windows
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and SubViewports.
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.. image:: img/input_event_scene_flow.png
@@ -131,8 +131,8 @@ Since Viewports don't send events to other :ref:`SubViewports <class_SubViewport
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methods has to be used:
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1. Use a :ref:`SubViewportContainer <class_SubViewportContainer>`, which automatically
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sends events to its child :ref:`SubViewports <class_SubViewport>` during
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:ref:`Node._input() <class_Node_method__input>` and :ref:`Node._unhandled_input() <class_Node_method__unhandled_input>`.
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sends events to its child :ref:`SubViewports <class_SubViewport>` after
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:ref:`Node._input() <class_Node_method__input>` or :ref:`Control._gui_input() <class_Control_method__gui_input>`.
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2. Implement event propagation based on the individual requirements.
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GUI events also travel up the scene tree but, since these events target
@@ -152,37 +152,48 @@ anything and only contains some basic information, such as event ID
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There are several specialized types of InputEvent, described in the table below:
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+-------------------------------------------------------------------+--------------------+-----------------------------------------+
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| Event | Type Index | Description |
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+-------------------------------------------------------------------+--------------------+-----------------------------------------+
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| :ref:`InputEvent <class_InputEvent>` | NONE | Empty Input Event. |
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+-------------------------------------------------------------------+--------------------+-----------------------------------------+
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| :ref:`InputEventKey <class_InputEventKey>` | KEY | Contains a keycode and Unicode value, |
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| | | as well as modifiers. |
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+-------------------------------------------------------------------+--------------------+-----------------------------------------+
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| :ref:`InputEventMouseButton <class_InputEventMouseButton>` | MOUSE_BUTTON | Contains click information, such as |
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| | | button, modifiers, etc. |
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+-------------------------------------------------------------------+--------------------+-----------------------------------------+
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| :ref:`InputEventMouseMotion <class_InputEventMouseMotion>` | MOUSE_MOTION | Contains motion information, such as |
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| | | relative, absolute positions and speed. |
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+-------------------------------------------------------------------+--------------------+-----------------------------------------+
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| :ref:`InputEventJoypadMotion <class_InputEventJoypadMotion>` | JOYSTICK_MOTION | Contains Joystick/Joypad analog axis |
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| | | information. |
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+-------------------------------------------------------------------+--------------------+-----------------------------------------+
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| :ref:`InputEventJoypadButton <class_InputEventJoypadButton>` | JOYSTICK_BUTTON | Contains Joystick/Joypad button |
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| | | information. |
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+-------------------------------------------------------------------+--------------------+-----------------------------------------+
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| :ref:`InputEventScreenTouch <class_InputEventScreenTouch>` | SCREEN_TOUCH | Contains multi-touch press/release |
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| | | information. (only available on mobile |
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| | | devices) |
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+-------------------------------------------------------------------+--------------------+-----------------------------------------+
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| :ref:`InputEventScreenDrag <class_InputEventScreenDrag>` | SCREEN_DRAG | Contains multi-touch drag information. |
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| | | (only available on mobile devices) |
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+-------------------------------------------------------------------+--------------------+-----------------------------------------+
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| :ref:`InputEventAction <class_InputEventAction>` | SCREEN_ACTION | Contains a generic action. These events |
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| | | are often generated by the programmer |
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| | | as feedback. (more on this below) |
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+-------------------------------------------------------------------+--------------------+-----------------------------------------+
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+-------------------------------------------------------------------+-----------------------------------------+
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| Event | Description |
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+-------------------------------------------------------------------+-----------------------------------------+
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| :ref:`InputEvent <class_InputEvent>` | Empty Input Event. |
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+-------------------------------------------------------------------+-----------------------------------------+
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| :ref:`InputEventKey <class_InputEventKey>` | Contains a keycode and Unicode value, |
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| | as well as modifiers. |
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+-------------------------------------------------------------------+-----------------------------------------+
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| :ref:`InputEventMouseButton <class_InputEventMouseButton>` | Contains click information, such as |
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| | button, modifiers, etc. |
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+-------------------------------------------------------------------+-----------------------------------------+
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| :ref:`InputEventMouseMotion <class_InputEventMouseMotion>` | Contains motion information, such as |
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| | relative and absolute positions and |
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| | speed. |
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+-------------------------------------------------------------------+-----------------------------------------+
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| :ref:`InputEventJoypadMotion <class_InputEventJoypadMotion>` | Contains Joystick/Joypad analog axis |
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| | information. |
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+-------------------------------------------------------------------+-----------------------------------------+
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| :ref:`InputEventJoypadButton <class_InputEventJoypadButton>` | Contains Joystick/Joypad button |
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| | information. |
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+-------------------------------------------------------------------+-----------------------------------------+
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| :ref:`InputEventScreenTouch <class_InputEventScreenTouch>` | Contains multi-touch press/release |
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| | information. (only available on mobile |
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| | devices) |
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+-------------------------------------------------------------------+-----------------------------------------+
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| :ref:`InputEventScreenDrag <class_InputEventScreenDrag>` | Contains multi-touch drag information. |
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| | (only available on mobile devices) |
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+-------------------------------------------------------------------+-----------------------------------------+
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| :ref:`InputEventMagnifyGesture <class_InputEventMagnifyGesture>` | Contains a position, a factor as well |
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| | as modifiers. |
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+-------------------------------------------------------------------+-----------------------------------------+
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| :ref:`InputEventPanGesture <class_InputEventPanGesture>` | Contains a position, a delta as well as |
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| | modifiers. |
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+-------------------------------------------------------------------+-----------------------------------------+
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| :ref:`InputEventMIDI <class_InputEventMIDI>` | Contains MIDI-related information. |
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+-------------------------------------------------------------------+-----------------------------------------+
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| :ref:`InputEventShortcut <class_InputEventShortcut>` | Contains a shortcut. |
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+-------------------------------------------------------------------+-----------------------------------------+
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| :ref:`InputEventAction <class_InputEventAction>` | Contains a generic action. These events |
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| | are often generated by the programmer |
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| | as feedback. (more on this below) |
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+-------------------------------------------------------------------+-----------------------------------------+
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Actions
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