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author | Rémi Verschelde <rverschelde@gmail.com> | 2020-04-28 15:19:37 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2020-04-28 15:19:49 +0200 |
commit | fdf58a585839804c89798392dd93025dbe8654e4 (patch) | |
tree | 7e5fa3980a90d34d2f89f2b6c9adc392e890eeb6 /scene/3d/xr_nodes.cpp | |
parent | 39f7a4092533a600eeada6638016af8bd4bd2271 (diff) | |
download | redot-engine-fdf58a585839804c89798392dd93025dbe8654e4.tar.gz |
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.
Diffstat (limited to 'scene/3d/xr_nodes.cpp')
-rw-r--r-- | scene/3d/xr_nodes.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/scene/3d/xr_nodes.cpp b/scene/3d/xr_nodes.cpp index 0373114e7d..6f41629bac 100644 --- a/scene/3d/xr_nodes.cpp +++ b/scene/3d/xr_nodes.cpp @@ -29,7 +29,7 @@ /*************************************************************************/ #include "xr_nodes.h" -#include "core/input/input_filter.h" +#include "core/input/input.h" #include "servers/xr/xr_interface.h" #include "servers/xr_server.h" @@ -206,7 +206,7 @@ void XRController3D::_notification(int p_what) { // check button states for (int i = 0; i < 16; i++) { bool was_pressed = (button_states & mask) == mask; - bool is_pressed = InputFilter::get_singleton()->is_joy_button_pressed(joy_id, i); + bool is_pressed = Input::get_singleton()->is_joy_button_pressed(joy_id, i); if (!was_pressed && is_pressed) { emit_signal("button_pressed", i); @@ -306,7 +306,7 @@ bool XRController3D::is_button_pressed(int p_button) const { return false; }; - return InputFilter::get_singleton()->is_joy_button_pressed(joy_id, p_button); + return Input::get_singleton()->is_joy_button_pressed(joy_id, p_button); }; float XRController3D::get_joystick_axis(int p_axis) const { @@ -315,7 +315,7 @@ float XRController3D::get_joystick_axis(int p_axis) const { return 0.0; }; - return InputFilter::get_singleton()->get_joy_axis(joy_id, p_axis); + return Input::get_singleton()->get_joy_axis(joy_id, p_axis); }; real_t XRController3D::get_rumble() const { |