Hello guys!
I use control nodes as UI, and use Node2D as scenes.
The problem is that if control nodes cover control nodes, and they all are set as stop, then the one being covered won't receive any mouse signals including the mouse_enter.
If control nodes cover Node2Ds, and the control nodes are set as stop, then Node2Ds won't receive most mouse signals but it will receive the mouse_enter and mouse_exit signals.
I use some area2Ds and sprites as buttons in my scene, because it's not convenient to mix control nodes and node2ds.
How to stop the signal passing from the control node to my sprite?
I just wanna achieve that when I call my menu out, the menu will stop mouse input signals passing to nodes covered by the menu, including the mouse_enter and mouse_exit.
#Control node doesn't stop all mouse signals.
5 messages · Page 1 of 1 (latest)
Can you show us what the scene tree and the scene itself looks like?
Yeah! This is an example. I use a panel as the base of my menu, and when I call the menu, it will cover my scene including some buttons fabricated by area2D. The problem is even when I have called the menu out, the panel can't stop mouse_enter and mouse_exit signal passing to the arrow.
You know, I just wanna achieve that when I put the cursor above the arrow, it will darken, and when leave the cursor, it will light again. But when I have called the menu, I hope this transition of signals can be blocked by the panel node. Although I have set the panel's mouse mode as stop, it still can't stop mouse_enter and mouse_exit signals passing to the area2D.
I also tried to attain resolution from the inputmap. However, the inputmap doesn't contain input_event similar with mouse_enter and mouse_exit, inputmap only has events about mouse buttons and keys.