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Fixed formatting in inputevent tutorial
Fixed a malformed enumeration list and removed erroneous use of "it's" when it should be "its".
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@@ -31,32 +31,32 @@ received input, in order:
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.. image:: /img/input_event_flow.png
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1. First, it will try to feed the input to the GUI, and see if any
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control can receive it. If so, the :ref:`Control <class_Control>` will be called the
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virtual function :ref:`Control._input_event() <class_Control__input_event>` and the signal
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"input_event" will be emitted (this function is re-implementable by
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script by inheriting from it). If the control wants to "consume" the
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event, it will call :ref:`Control.accept_event() <class_Control_accept_event>` and the event will
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not spread any more.
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control can receive it. If so, the :ref:`Control <class_Control>` will be called the
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virtual function :ref:`Control._input_event() <class_Control__input_event>` and the signal
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"input_event" will be emitted (this function is re-implementable by
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script by inheriting from it). If the control wants to "consume" the
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event, it will call :ref:`Control.accept_event() <class_Control_accept_event>` and the event will
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not spread any more.
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2. If the GUI does not want the event, the standard _input function
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will be called in any node with input processing enabled (enable with
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:ref:`Node.set_process_input() <class_Node_set_process_input>`) and override
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:ref:`Node._input() <class_Node__input>`). If any function consumes the event, it can
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call :ref:`SceneTree.set_input_as_handled() <class_SceneTree_set_input_as_handled>`, and the event will
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not spread any more.
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will be called in any node with input processing enabled (enable with
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:ref:`Node.set_process_input() <class_Node_set_process_input>`) and override
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:ref:`Node._input() <class_Node__input>`). If any function consumes the event, it can
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call :ref:`SceneTree.set_input_as_handled() <class_SceneTree_set_input_as_handled>`, and the event will
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not spread any more.
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3. If so far no one consumed the event, the unhandled input callback
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will be called (enable with
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:ref:`Node.set_process_unhandled_input() <class_Node_set_process_unhandled_input>`) and override
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:ref:`Node._unhandled_input() <class_Node__unhandled_input>`). If any function consumes the
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event, it can call :ref:`SceneTree.set_input_as_handled() <class_SceneTree_set_input_as_handled>`, and the
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event will not spread any more.
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will be called (enable with
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:ref:`Node.set_process_unhandled_input() <class_Node_set_process_unhandled_input>`) and override
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:ref:`Node._unhandled_input() <class_Node__unhandled_input>`). If any function consumes the
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event, it can call :ref:`SceneTree.set_input_as_handled() <class_SceneTree_set_input_as_handled>`, and the
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event will not spread any more.
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4. If no one wanted the event so far, and a :ref:`Camera <class_Camera>` is assigned
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to the Viewport, a ray to the physics world (in the ray direction from
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the click) will be casted. If this ray hits an object, it will call the
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:ref:`CollisionObject._input_event() <class_CollisionObject__input_event>` function in the relevant
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physics object (bodies receive this callback by default, but areas do
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not. This can be configured through :ref:`Area <class_Area>` properties).
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to the Viewport, a ray to the physics world (in the ray direction from
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the click) will be casted. If this ray hits an object, it will call the
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:ref:`CollisionObject._input_event() <class_CollisionObject__input_event>` function in the relevant
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physics object (bodies receive this callback by default, but areas do
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not. This can be configured through :ref:`Area <class_Area>` properties).
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5. Finally, if the event was unhandled, it will be passed to the next
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Viewport in the tree, otherwise it will be ignored.
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Viewport in the tree, otherwise it will be ignored.
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Anatomy of an InputEvent
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------------------------
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@@ -67,7 +67,7 @@ anything and only contains some basic information, such as event ID
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InputEvent has a "type" member. By assigning it, it can become
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different types of input event. Every type of InputEvent has different
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properties, according to it's role.
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properties, according to its role.
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Example of changing event type.
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@@ -142,6 +142,6 @@ InputMap
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Customizing and re-mapping input from code is often desired. If your
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whole workflow depends on actions, the :ref:`InputMap <class_InputMap>` singleton is
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ideal for reassigning or creating different actions at run-time. This
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singleton is not saved (must be modified manually) and it's state is run
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singleton is not saved (must be modified manually) and its state is run
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from the project settings (engine.cfg). So any dynamic system of this
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type needs to store settings in the way the programmer sees best fit.
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