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I'm working on a game that allows for grid based selection where I want the user to be able to click and drag the mouse around a grid to select various squares and not just as a box selection.
Currently, from what I've been able to research, once a node is clicked and the event registered, no other events or signals can be sent until the mouse is released. The means that if I click inside one square and drag across to another, no mouse_exited() or mouse_entered() signal is sent until i release the mouse. This limitation is very frustrating, as there isn't even an option to switch this on or off as an option, and means that currently any dragging around a UI using simple signals has to be turned into something else needlessly complex.
I would very much appreciate the option for MouseButton events not to stop other signals from occurring.
this could be made possible with something like set_mouse_capture( ) [default: true] which retains the original way things are currently, but set to 'false' allows for the mouse to continue sending signals to other nodes as it moves over them while pressed.
The text was updated successfully, but these errors were encountered:
MrJoshBowman
changed the title
Allow mouse events to continue across nodes when mouse is pressed
Allow Signals to continue being sent when mouse is pressed
Apr 12, 2021
I'm working on a game that allows for grid based selection where I want the user to be able to click and drag the mouse around a grid to select various squares and not just as a box selection.
Currently, from what I've been able to research, once a node is clicked and the
event
registered, no other events or signals can be sent until the mouse is released. The means that if I click inside one square and drag across to another, nomouse_exited()
ormouse_entered()
signal is sent until i release the mouse. This limitation is very frustrating, as there isn't even an option to switch this on or off as an option, and means that currently any dragging around a UI using simple signals has to be turned into something else needlessly complex.I would very much appreciate the option for MouseButton events not to stop other signals from occurring.
this could be made possible with something like
set_mouse_capture( )
[default: true] which retains the original way things are currently, but set to 'false' allows for the mouse to continue sending signals to other nodes as it moves over them while pressed.The text was updated successfully, but these errors were encountered: