godotengine / godotengine/godot

_unhandled_key_input's 'event' argument does not have InputEventKey as its type

Open
#98,155 4 comments 1 reaction 0 assignees View on GitHub
discussion topic:core
Dominant language
C++
Stars
117k
Forks
26.8k
PR merge metrics
PR metrics pending

Description

### Tested versions

4.3

### System information

Window 11

### Issue description

_unhandled_key_input's event has a type of InputEvent, but shouldn't it use InputEventKey? To get the correct auto-complete, you have to use a workaround like var _event: InputEventKey = event. Unless I am mistaken, event in this method should always be InputEventKey, so there is no reason to use the parent InputEvent instead. event's type cannot otherwise be overridden.

### Steps to reproduce

Use _unhandled_key_input.

### Minimal reproduction project (MRP)

N/A

Contributor guide

Open the contributing guide

Research direction

Start by tracing the _unhandled_key_input entry point and how its event argument is typed in Godot's input API. Verify whether the callback always receives an InputEventKey, then update the exposed type if appropriate and add or run coverage for the callback's type and autocomplete behavior.

Written by the indexing model from the issue text.

Assessment

Tech stack
godot
Domain
game-dev
Issue type
Bug
Difficulty
3/5
Estimated time
1-2 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
42/100

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.