Node._unhandledInput

Called when an InputEvent hasn't been consumed by _input or any GUI. The input event propagates up through the node tree until a node consumes it. It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with setProcessUnhandledInput. To consume the input event and stop it propagating further to other nodes, SceneTree.setInputAsHandled can be called. For gameplay input, this and _unhandledKeyInput are usually a better fit than _input 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
_unhandledInput

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