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Rename "Control" key to "Ctrl" and add "_pressed" suffix to all InputEventWithModifiers properties/methods
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@@ -124,7 +124,7 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv
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}
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// select node or push a field inside
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if (mb.is_valid() && !mb->get_shift() && mb->is_pressed() && tool_select->is_pressed() && mb->get_button_index() == MOUSE_BUTTON_LEFT) {
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if (mb.is_valid() && !mb->is_shift_pressed() && mb->is_pressed() && tool_select->is_pressed() && mb->get_button_index() == MOUSE_BUTTON_LEFT) {
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selected_transition_from = StringName();
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selected_transition_to = StringName();
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selected_node = StringName();
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@@ -237,7 +237,7 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv
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}
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//connect nodes
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if (mb.is_valid() && ((tool_select->is_pressed() && mb->get_shift()) || tool_connect->is_pressed()) && mb->get_button_index() == MOUSE_BUTTON_LEFT && mb->is_pressed()) {
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if (mb.is_valid() && ((tool_select->is_pressed() && mb->is_shift_pressed()) || tool_connect->is_pressed()) && mb->get_button_index() == MOUSE_BUTTON_LEFT && mb->is_pressed()) {
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for (int i = node_rects.size() - 1; i >= 0; i--) { //inverse to draw order
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if (node_rects[i].node.has_point(mb->get_position())) { //select node since nothing else was selected
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connecting = true;
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