Node._input

Called when there is an input event. The input event propagates up through the node tree until a node consumes it. It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with setProcessInput. To consume the input event and stop it propagating further to other nodes, SceneTree.setInputAsHandled can be called. For gameplay input, _unhandledInput and _unhandledKeyInput are usually a better fit as they allow the GUI to intercept the events first. Note: This method is only called if the node is present in the scene tree (i.e. if it's not orphan).

struct Node
@nogc nothrow
void
_input

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