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https://github.com/godotengine/godot
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Merge pull request #64465 from TokageItLab/bind-after-gui-input
Bind `AfterGUIInput` to GDScript and update document
This commit is contained in:
commit
b52305351d
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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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@ -755,5 +755,14 @@
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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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@ -7601,8 +7601,8 @@ EditorPlugin::AfterGUIInput EditorPluginList::forward_spatial_gui_input(Camera3D
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if (current_after == EditorPlugin::AFTER_GUI_INPUT_STOP) {
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after = EditorPlugin::AFTER_GUI_INPUT_STOP;
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}
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if (after != EditorPlugin::AFTER_GUI_INPUT_STOP && current_after == EditorPlugin::AFTER_GUI_INPUT_DESELECT) {
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after = EditorPlugin::AFTER_GUI_INPUT_DESELECT;
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if (after != EditorPlugin::AFTER_GUI_INPUT_STOP && current_after == EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
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after = EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
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}
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}
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@ -972,6 +972,10 @@ void EditorPlugin::_bind_methods() {
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BIND_ENUM_CONSTANT(DOCK_SLOT_RIGHT_UR);
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BIND_ENUM_CONSTANT(DOCK_SLOT_RIGHT_BR);
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BIND_ENUM_CONSTANT(DOCK_SLOT_MAX);
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BIND_ENUM_CONSTANT(AFTER_GUI_INPUT_PASS);
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BIND_ENUM_CONSTANT(AFTER_GUI_INPUT_STOP);
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BIND_ENUM_CONSTANT(AFTER_GUI_INPUT_CUSTOM);
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}
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Ref<EditorUndoRedoManager> EditorPlugin::get_undo_redo() {
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@ -204,7 +204,7 @@ public:
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enum AfterGUIInput {
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AFTER_GUI_INPUT_PASS,
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AFTER_GUI_INPUT_STOP,
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AFTER_GUI_INPUT_DESELECT
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AFTER_GUI_INPUT_CUSTOM
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};
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//TODO: send a resource for editing to the editor node?
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@ -312,6 +312,7 @@ public:
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VARIANT_ENUM_CAST(EditorPlugin::CustomControlContainer);
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VARIANT_ENUM_CAST(EditorPlugin::DockSlot);
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VARIANT_ENUM_CAST(EditorPlugin::AfterGUIInput);
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typedef EditorPlugin *(*EditorPluginCreateFunc)();
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@ -1360,8 +1360,8 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
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if (discard == EditorPlugin::AFTER_GUI_INPUT_STOP) {
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return;
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}
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if (discard == EditorPlugin::AFTER_GUI_INPUT_DESELECT) {
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after = EditorPlugin::AFTER_GUI_INPUT_DESELECT;
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if (discard == EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
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after = EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
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}
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}
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}
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@ -1373,8 +1373,8 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
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if (discard == EditorPlugin::AFTER_GUI_INPUT_STOP) {
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return;
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}
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if (discard == EditorPlugin::AFTER_GUI_INPUT_DESELECT) {
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after = EditorPlugin::AFTER_GUI_INPUT_DESELECT;
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if (discard == EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
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after = EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
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}
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}
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}
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@ -1601,7 +1601,7 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
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break;
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}
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if (after != EditorPlugin::AFTER_GUI_INPUT_DESELECT) {
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if (after != EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
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//clicking is always deferred to either move or release
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clicked = _select_ray(b->get_position());
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selection_in_progress = true;
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@ -1622,7 +1622,7 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
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break;
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}
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if (after != EditorPlugin::AFTER_GUI_INPUT_DESELECT) {
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if (after != EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
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selection_in_progress = false;
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if (clicked.is_valid()) {
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@ -1143,7 +1143,7 @@ EditorPlugin::AfterGUIInput Skeleton3DEditorPlugin::forward_spatial_gui_input(Ca
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se->update_bone_original();
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}
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}
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return EditorPlugin::AFTER_GUI_INPUT_DESELECT;
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return EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
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}
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return EditorPlugin::AFTER_GUI_INPUT_PASS;
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}
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