Hi
Is there a way to filter mouse events?
I have a simple scene which has a Node2d (Root), with a sprite (Background) and camera2d (Camera) as children. The sprite is an image which is bigger than the viewport. I have a attached a script to the Node2d which is overriding _input(event)
When I drag around the scene (by handling InputEventScreenDrag) i move the camera so you can "look" around the entire background sprite. This works fine.
The issue I'm trying to resolve is that a whole lot of other input events fire (mousebutton, screentouch, etc) as well (obviously), but since they all come into the _input function separately how do i filter them?
For instance if a drag has happened, I don't want this also to be seen as a tap (screentouch) as eventually i want this to do something else.
Also if I have add other child sprites to the root Node2d and "screentouch" one of those, how do I stop the events from firing on its siblings or parent as well?
I've just started playing with godot and gone through a lot of tutorials, but these mostly focus on keyboard entry. If I need to change the hierachy or the tree, or use different objects, or if its a code solution, any pointers, references, etc would be great.
Thanks.