Closed karroffel closed 7 years ago
Ah right, I forgot to test InputEvent. For now you can pass yolo_copy=yes
when running scons to just use type casting.
If I compile with yolo_copy=yes
then I get tons of errors like
modules/mono/bindings_generator.cpp:1220:21: error: 'Vector2' does not refer to
a value
INSERT_STRUCT_TYPE(Vector2, "real_t*")
^
core/math/math_2d.h:65:8: note: declared here
struct Vector2 {
^
So yolo_copy doesn't do it for me. ^^
Fixing both then :laughing:
I introduced some fixes in 7ff3a68. I tested InputEventKey
which is working fine now. Could you test the other types?
So it should work without yolo_copy
now? I'll try the other InputEvent types too. (Or do you have other types in mind?)
I'll do my godot jam game with this module, so I'll test it in production to maybe find other unexpected things.
Just InputEvent types. The marshalling of the other types is simple. What needs to be tested for other types (like Vector2, Matrix3, etc) are methods which were manually converted to C# (example). Also some of these methods may need to be replaced with an internal call to C++ if they are too slow.
When creating many MOUSE_MOTION
events the .type
of these events is 32514
95% of the time.
I forgot out marshalling. Also there was something wrong with fields offsets, but now they are manually specified. You can try again with b934031.
Closing as it's working fine now. Feel free to let me know if there is something else wrong.
When using
void _input(InputEvent ev)
the InputEvent contains no useful information. The.type
is counting up (ID ?) and sometimes contains huuuge numbers.I think there might be problems with the marshalling.
InputTest.zip