Rename InputFilter back to Input
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
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82 changed files with 482 additions and 480 deletions
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@ -32,7 +32,7 @@
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#include "core/core_string_names.h"
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#include "core/debugger/engine_debugger.h"
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#include "core/input/input_filter.h"
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#include "core/input/input.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#include "scene/2d/collision_object_2d.h"
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@ -582,7 +582,7 @@ void Viewport::_notification(int p_what) {
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RS::get_singleton()->multimesh_set_visible_instances(contact_3d_debug_multimesh, point_count);
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}
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if (physics_object_picking && (to_screen_rect == Rect2i() || InputFilter::get_singleton()->get_mouse_mode() != InputFilter::MOUSE_MODE_CAPTURED)) {
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if (physics_object_picking && (to_screen_rect == Rect2i() || Input::get_singleton()->get_mouse_mode() != Input::MOUSE_MODE_CAPTURED)) {
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#ifndef _3D_DISABLED
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Vector2 last_pos(1e20, 1e20);
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@ -1517,7 +1517,7 @@ Vector2 Viewport::get_mouse_position() const {
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void Viewport::warp_mouse(const Vector2 &p_pos) {
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Vector2 gpos = (get_final_transform().affine_inverse() * _get_input_pre_xform()).affine_inverse().xform(p_pos);
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InputFilter::get_singleton()->warp_mouse_position(gpos);
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Input::get_singleton()->warp_mouse_position(gpos);
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}
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void Viewport::_gui_sort_roots() {
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@ -2091,7 +2091,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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gui.mouse_over = over;
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DisplayServer::CursorShape ds_cursor_shape = (DisplayServer::CursorShape)InputFilter::get_singleton()->get_default_cursor_shape();
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DisplayServer::CursorShape ds_cursor_shape = (DisplayServer::CursorShape)Input::get_singleton()->get_default_cursor_shape();
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if (over) {
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@ -2411,7 +2411,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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if (from && p_event->is_pressed()) {
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Control *next = nullptr;
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InputFilter *input = InputFilter::get_singleton();
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Input *input = Input::get_singleton();
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if (p_event->is_action_pressed("ui_focus_next") && input->is_action_just_pressed("ui_focus_next")) {
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@ -3064,7 +3064,7 @@ void Viewport::unhandled_input(const Ref<InputEvent> &p_event, bool p_local_coor
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if (physics_object_picking && !is_input_handled()) {
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if (InputFilter::get_singleton()->get_mouse_mode() != InputFilter::MOUSE_MODE_CAPTURED &&
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if (Input::get_singleton()->get_mouse_mode() != Input::MOUSE_MODE_CAPTURED &&
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(Object::cast_to<InputEventMouseButton>(*ev) ||
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Object::cast_to<InputEventMouseMotion>(*ev) ||
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Object::cast_to<InputEventScreenDrag>(*ev) ||
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