man I’m loving Godot but it took me an entire evening just to figure out the way it handles and/or/if/how/maybe consumes inputs

game engines need tooltips goddammit.

@mrmandolino There is some documentation about how input handling works, though it's a decently sized wall of text which makes my eyes glaze over a little bit.

https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html#how-does-it-work

@manchmalscott don’t get me wrong it’s great that it explains details under the hood in ddepth, but that whole page doesn’t contain a single example that answers the question “where and how am I supposed to write the line that stops an input from propagating up the node hierarchy”

@mrmandolino
It does say "If any function consumes the event, it can call Viewport.set_input_as_handled(), and the event will not spread any more", which I think is what you're asking, but the page definitely needs an actual code example of that in action in my opinion.

I'd open a PR to add one but I've had a PR open to fix one of the doc pages since actually January that's ready to merge but just...hasn't, so I'm not really inspired to try :/

Maybe you'd have better luck?