Merge pull request #64465 from TokageItLab/bind-after-gui-input

Bind `AfterGUIInput` to GDScript and update document
This commit is contained in:
Rémi Verschelde 2022-09-10 20:01:48 +02:00 committed by GitHub
commit b52305351d
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 39 additions and 25 deletions

View File

@ -64,8 +64,8 @@
if event is InputEventMouseMotion:
# Redraw viewport when cursor is moved.
update_overlays()
return true
return false
return EditorPlugin.AFTER_GUI_INPUT_STOP
return EditorPlugin.AFTER_GUI_INPUT_PASS
[/gdscript]
[csharp]
public override void _Forward3dDrawOverViewport(Godot.Control overlay)
@ -74,15 +74,15 @@
overlay.DrawCircle(overlay.GetLocalMousePosition(), 64, Colors.White);
}
public override bool _Forward3dGuiInput(Godot.Camera3D camera, InputEvent @event)
public override EditorPlugin.AfterGUIInput _Forward3dGuiInput(Godot.Camera3D camera, InputEvent @event)
{
if (@event is InputEventMouseMotion)
{
// Redraw viewport when cursor is moved.
UpdateOverlays();
return true;
return EditorPlugin.AFTER_GUI_INPUT_STOP;
}
return false;
return EditorPlugin.AFTER_GUI_INPUT_PASS;
[/csharp]
[/codeblocks]
</description>
@ -100,33 +100,33 @@
<param index="0" name="viewport_camera" type="Camera3D" />
<param index="1" name="event" type="InputEvent" />
<description>
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:
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:
[codeblocks]
[gdscript]
# Prevents the InputEvent to reach other Editor classes.
# Prevents the InputEvent from reaching other Editor classes.
func _forward_3d_gui_input(camera, event):
return EditorPlugin.AFTER_GUI_INPUT_STOP
[/gdscript]
[csharp]
// Prevents the InputEvent to reach other Editor classes.
public override bool _Forward3dGuiInput(Camera3D camera, InputEvent @event)
// Prevents the InputEvent from reaching other Editor classes.
public override EditorPlugin.AfterGUIInput _Forward3dGuiInput(Camera3D camera, InputEvent @event)
{
return EditorPlugin.AFTER_GUI_INPUT_STOP;
}
[/csharp]
[/codeblocks]
Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. Example:
Must [code]return EditorPlugin.AFTER_GUI_INPUT_PASS[/code] in order to forward the [InputEvent] to other Editor classes. Example:
[codeblocks]
[gdscript]
# Consumes InputEventMouseMotion and forwards other InputEvent types.
func _forward_3d_gui_input(camera, event):
return event is InputEventMouseMotion
return EditorPlugin.AFTER_GUI_INPUT_STOP if event is InputEventMouseMotion else EditorPlugin.AFTER_GUI_INPUT_PASS
[/gdscript]
[csharp]
// Consumes InputEventMouseMotion and forwards other InputEvent types.
public override bool _Forward3dGuiInput(Camera3D camera, InputEvent @event)
public override EditorPlugin.AfterGUIInput _Forward3dGuiInput(Camera3D camera, InputEvent @event)
{
return @event is InputEventMouseMotion;
return @event is InputEventMouseMotion ? EditorPlugin.AFTER_GUI_INPUT_STOP : EditorPlugin.AFTER_GUI_INPUT_PASS;
}
[/csharp]
[/codeblocks]
@ -185,12 +185,12 @@
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:
[codeblocks]
[gdscript]
# Prevents the InputEvent to reach other Editor classes.
# Prevents the InputEvent from reaching other Editor classes.
func _forward_canvas_gui_input(event):
return true
[/gdscript]
[csharp]
// Prevents the InputEvent to reach other Editor classes.
// Prevents the InputEvent from reaching other Editor classes.
public override bool ForwardCanvasGuiInput(InputEvent @event)
{
return true;
@ -755,5 +755,14 @@
<constant name="DOCK_SLOT_MAX" value="8" enum="DockSlot">
Represents the size of the [enum DockSlot] enum.
</constant>
<constant name="AFTER_GUI_INPUT_PASS" value="0" enum="AfterGUIInput">
Forwards the [InputEvent] to other EditorPlugins.
</constant>
<constant name="AFTER_GUI_INPUT_STOP" value="1" enum="AfterGUIInput">
Prevents the [InputEvent] from reaching other Editor classes.
</constant>
<constant name="AFTER_GUI_INPUT_CUSTOM" value="2" enum="AfterGUIInput">
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.
</constant>
</constants>
</class>

View File

@ -7601,8 +7601,8 @@ EditorPlugin::AfterGUIInput EditorPluginList::forward_spatial_gui_input(Camera3D
if (current_after == EditorPlugin::AFTER_GUI_INPUT_STOP) {
after = EditorPlugin::AFTER_GUI_INPUT_STOP;
}
if (after != EditorPlugin::AFTER_GUI_INPUT_STOP && current_after == EditorPlugin::AFTER_GUI_INPUT_DESELECT) {
after = EditorPlugin::AFTER_GUI_INPUT_DESELECT;
if (after != EditorPlugin::AFTER_GUI_INPUT_STOP && current_after == EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
after = EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
}
}

View File

@ -972,6 +972,10 @@ void EditorPlugin::_bind_methods() {
BIND_ENUM_CONSTANT(DOCK_SLOT_RIGHT_UR);
BIND_ENUM_CONSTANT(DOCK_SLOT_RIGHT_BR);
BIND_ENUM_CONSTANT(DOCK_SLOT_MAX);
BIND_ENUM_CONSTANT(AFTER_GUI_INPUT_PASS);
BIND_ENUM_CONSTANT(AFTER_GUI_INPUT_STOP);
BIND_ENUM_CONSTANT(AFTER_GUI_INPUT_CUSTOM);
}
Ref<EditorUndoRedoManager> EditorPlugin::get_undo_redo() {

View File

@ -204,7 +204,7 @@ public:
enum AfterGUIInput {
AFTER_GUI_INPUT_PASS,
AFTER_GUI_INPUT_STOP,
AFTER_GUI_INPUT_DESELECT
AFTER_GUI_INPUT_CUSTOM
};
//TODO: send a resource for editing to the editor node?
@ -312,6 +312,7 @@ public:
VARIANT_ENUM_CAST(EditorPlugin::CustomControlContainer);
VARIANT_ENUM_CAST(EditorPlugin::DockSlot);
VARIANT_ENUM_CAST(EditorPlugin::AfterGUIInput);
typedef EditorPlugin *(*EditorPluginCreateFunc)();

View File

@ -1360,8 +1360,8 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
if (discard == EditorPlugin::AFTER_GUI_INPUT_STOP) {
return;
}
if (discard == EditorPlugin::AFTER_GUI_INPUT_DESELECT) {
after = EditorPlugin::AFTER_GUI_INPUT_DESELECT;
if (discard == EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
after = EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
}
}
}
@ -1373,8 +1373,8 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
if (discard == EditorPlugin::AFTER_GUI_INPUT_STOP) {
return;
}
if (discard == EditorPlugin::AFTER_GUI_INPUT_DESELECT) {
after = EditorPlugin::AFTER_GUI_INPUT_DESELECT;
if (discard == EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
after = EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
}
}
}
@ -1601,7 +1601,7 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
break;
}
if (after != EditorPlugin::AFTER_GUI_INPUT_DESELECT) {
if (after != EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
//clicking is always deferred to either move or release
clicked = _select_ray(b->get_position());
selection_in_progress = true;
@ -1622,7 +1622,7 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
break;
}
if (after != EditorPlugin::AFTER_GUI_INPUT_DESELECT) {
if (after != EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
selection_in_progress = false;
if (clicked.is_valid()) {

View File

@ -1143,7 +1143,7 @@ EditorPlugin::AfterGUIInput Skeleton3DEditorPlugin::forward_spatial_gui_input(Ca
se->update_bone_original();
}
}
return EditorPlugin::AFTER_GUI_INPUT_DESELECT;
return EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
}
return EditorPlugin::AFTER_GUI_INPUT_PASS;
}