+2 votes

I have the following node tree where my spatial is a packed scene. node tree

I have static bodies in my scene with the following code.

func _input_event(camera, event, click_position, click_normal, shape_idx):
    if event is InputEventMouseButton and event.button_index == BUTTON_LEFT:
        print("clicked %s" % self)

In order for this to work the mouse input must be unhandled. By default the HSplitContainer will handle any mouse button inputs. I can set the mouse filter to ignore on the HSplitContainer but then I can no longer resize the HSplitContainer since I can't click on the grabber.

If there's a way to explicitly set an event as unhandled I can't find it.

How can I get unhandled mouse inputs inside of my spatial without ignoring mouse events for HSplitContainer?

Godot version 3.2.2
in Engine by (63 points)

Hi, did you found a solution?

I came up with something that worked at least for my use case. In the left pane of my split view I had a HBoxContainer, in the right I had the viewport.

I added some code to change mousefilter of the splitview to MOUSEFILTER_IGNORE when the mouse had a greater x value than the left pane of the splitview.

My splitview has the following script attached.

var _divider_offset = 10

func _input(event) -> void:
    if event.position.x < $HBoxContainer.rect_size.x + _divider_offset:
        mouse_filter = MOUSE_FILTER_PASS
        mouse_filter = MOUSE_FILTER_IGNORE

I was never very happy with this but it works.

1 Answer

+1 vote
Best answer

There is a SceneTree.set_input_as_handled() but no reverse function.

If you override _input(event), it should not matter whether or not the input is marked as handled, only for _unhandled_input(event) or _gui_input(event).

If you really need to, you could set up a "bridge". Detect the input in a script inside your Node named Node, then transfer the information down to your Spatial.

by (2,630 points)
selected by

Hi, can you show how to do that?

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