The mouse filters are driving me crazy
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kzeta You should use _gui_input() instead of _input()
. Unlike the latter, the former obeys control's event filters.
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xyz You should use _gui_input() instead of _input()
I assume that's only relevant when you're handling the mouse input at a low level. If you're using signals such as Button.button_pressed, then the mouse filter behaves as expected.
DaveTheCoder Yeah, my guess from OPs vague description was that they're using _input()
. If that's not the case, best to provide exact node setup and event handling code.
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Being the parent alone isn't enough, a control has to cover another, spatially, to stop mouse events from propagating down to controls beneath it.
He's saying that because a Control is a child of a Parent with Stop... that he thinks the Stop property would propagate to the children... but that's not how it works. It's just what-covers-what in layered 2D space
Sometimes I just put a large invisible Control with Stop over top of all the controls I want 'disabled'
Maybe it's not self-evident to the OP, since he mentioned "parent" several times.
DaveTheCoder Probably.
Post your exact scene setup and code if you want this resolved @kzeta, so people don't have to guess.
xyz something-something assuming things makes an ass of u 'n me, which is why I go around presuming instead...
Megalomaniak This thread is becoming psychoactive. @OP, better provide details or else...