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@Lexyth Lexyth commented Apr 17, 2025

Changed disable_input to input_disabled in input.h and input.cpp, as it's state, not an action.
Changed set_disable_input to set_input_disabled in input.h and input.cpp to reflect the change to the identifier.

Lexyth added 2 commits April 17, 2025 04:18
Changed `disable_input` to `input_disabled`, as it's state, not an action.
Changed `set_disable_input` to `set_input_disabled` to reflect the change to the identifier.
Changed `disable_input` to `input_disabled`, as it's state, not an action.
Changed `set_disable_input` to `set_input_disabled` to reflect the change to the identifier.
@Lexyth Lexyth requested a review from a team as a code owner April 17, 2025 02:22
@Sauermann Sauermann added this to the 4.x milestone Apr 17, 2025
Changed `disable_input` to `should_disable_input`, as it's a condition, not an action.
Changed `set_disable_input` to `set_input_disabled` to reflect the change to the Input class.
@Lexyth Lexyth requested a review from a team as a code owner April 17, 2025 21:36
bool should_disable_input = scene_tree->is_suspended() || node_select_type != RuntimeNodeSelect::NODE_TYPE_NONE;
Input::get_singleton()->set_input_disabled(should_disable_input);
Input::get_singleton()->set_mouse_mode_override_enabled(should_disable_input);
scene_tree->get_root()->set_disable_input_override(should_disable_input);
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@Lexyth Lexyth Apr 17, 2025

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Fairly certain the name should be changed to set_input_disabled_override, too, but changing anything public about Window seems like a rabbit hole I'd rather avoid.

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2 participants