Expose input interaction virtual functions in CollisionObject
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6 changed files with 50 additions and 0 deletions
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@ -612,6 +612,10 @@ void CollisionObject2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("shape_find_owner", "shape_index"), &CollisionObject2D::shape_find_owner);
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GDVIRTUAL_BIND(_input_event, "viewport", "event", "shape_idx");
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GDVIRTUAL_BIND(_mouse_enter);
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GDVIRTUAL_BIND(_mouse_exit);
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GDVIRTUAL_BIND(_mouse_shape_enter, "shape_idx");
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GDVIRTUAL_BIND(_mouse_shape_exit, "shape_idx");
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ADD_SIGNAL(MethodInfo("input_event", PropertyInfo(Variant::OBJECT, "viewport", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_RESOURCE_TYPE, "InputEvent"), PropertyInfo(Variant::INT, "shape_idx")));
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ADD_SIGNAL(MethodInfo("mouse_entered"));
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@ -103,6 +103,10 @@ protected:
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void set_body_mode(PhysicsServer2D::BodyMode p_mode);
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GDVIRTUAL3(_input_event, Viewport *, Ref<InputEvent>, int)
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GDVIRTUAL0(_mouse_enter)
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GDVIRTUAL0(_mouse_exit)
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GDVIRTUAL1(_mouse_shape_enter, int)
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GDVIRTUAL1(_mouse_shape_exit, int)
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public:
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void set_collision_layer(uint32_t p_layer);
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uint32_t get_collision_layer() const;
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