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dialogic_default_action is ignored if triggered by parse_input_event() #1976

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MindFlayeR57 opened this issue Dec 29, 2023 · 2 comments · Fixed by #2310
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dialogic_default_action is ignored if triggered by parse_input_event() #1976

MindFlayeR57 opened this issue Dec 29, 2023 · 2 comments · Fixed by #2310
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Bug 🐞 Something isn't working

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@MindFlayeR57
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The problem

Describe the bug
when using parse_input_event() to trigger dialogic_default_action the action gets triggered but Dialogic ignores it

To Reproduce

  1. write code that uses parse_input_event() to trigger dialogic_default_action.
  2. nothing happens.

Expected behavior
the textbox advances to the next piece of dialog.

System (please complete the following information):

  • OS: Windows
  • Godot Version: 4.2.1
  • Dialogic Version: 2.0 alpha 12
@Jowan-Spooner
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@MindFlayeR57 Thanks for the report.

Dialogic input handeling is a bit complex because mouse inputs are collected by a control node and other inputs are only checked for in _unhandled_input(). I'm not sure if this is something we are doing wrong or to be expected in this situation.

However the correct way to make dialogic react to "fake" input is to call Dialogic.Input.handle_input().

@MindFlayeR57
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However the correct way to make dialogic react to "fake" input is to call Dialogic.Input.handle_input().

This is going to complicate things with how I've implemented Steam Input but thank you nonetheless!

@Jowan-Spooner Jowan-Spooner added the Bug 🐞 Something isn't working label Dec 30, 2023
Jowan-Spooner added a commit to Jowan-Spooner/dialogic that referenced this issue Jun 25, 2024
Jowan-Spooner added a commit that referenced this issue Jun 25, 2024
- fixes #1976
- fixes #2163
- fixes #2273
- fixes #2303
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2 participants