[Won't change] Game gets analog sticks input when InputProcess returns true

Bugs that have been investigated and resolved somehow.

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Game gets analog sticks input when InputProcess returns true

Postby Proydoha » Tue Mar 02, 2021 11:49 am

Not sure if bug or not but it feels like a bug.

This code should disable almost all default inputs from player but it can still walk and look around using analog sticks on controller.
Code: Select allExpand view
class InputProcessTestHandler : EventHandler
{
   override bool inputProcess(InputEvent event)
   {
      return true;
   }
}
Proydoha
 
Joined: 21 Jan 2016

Re: Game gets analog sticks input when InputProcess returns

Postby Graf Zahl » Tue Mar 02, 2021 11:55 am

Not all input gets routed through the responder chain.

Let's make one thing clear. This is not intended use of the event handlers. Their purpose is that you can add custom actions to certain events, not for blanket blocking of everything that comes through. That will never work because the system was not designed for such a use case.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: Game gets analog sticks input when InputProcess returns

Postby Proydoha » Tue Mar 02, 2021 4:13 pm

Graf Zahl wrote:Let's make one thing clear. This is not intended use of the event handlers. Their purpose is that you can add custom actions to certain events, not for blanket blocking of everything that comes through.

I understand that, it was just a way to provide minimal example.
Proydoha
 
Joined: 21 Jan 2016


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