Move Shortcut Context to Control and ensure that shortcut_input adheres to contexts. Also ensure that controls with no context are only triggered AFTER nodes which do have a context.

This commit is contained in:
Eric M
2022-09-25 00:32:53 +10:00
parent fd4572cc45
commit a3ed9e6f2c
11 changed files with 64 additions and 92 deletions

View File

@@ -349,10 +349,6 @@ Ref<Shortcut> BaseButton::get_shortcut() const {
void BaseButton::shortcut_input(const Ref<InputEvent> &p_event) {
ERR_FAIL_COND(p_event.is_null());
if (!_is_focus_owner_in_shortcut_context()) {
return;
}
if (!is_disabled() && is_visible_in_tree() && !p_event->is_echo() && shortcut.is_valid() && shortcut->matches_event(p_event)) {
on_action_event(p_event);
accept_event();
@@ -389,34 +385,6 @@ Ref<ButtonGroup> BaseButton::get_button_group() const {
return button_group;
}
void BaseButton::set_shortcut_context(Node *p_node) {
if (p_node != nullptr) {
shortcut_context = p_node->get_instance_id();
} else {
shortcut_context = ObjectID();
}
}
Node *BaseButton::get_shortcut_context() const {
Object *ctx_obj = ObjectDB::get_instance(shortcut_context);
Node *ctx_node = Object::cast_to<Node>(ctx_obj);
return ctx_node;
}
bool BaseButton::_is_focus_owner_in_shortcut_context() const {
if (shortcut_context == ObjectID()) {
// No context, therefore global - always "in" context.
return true;
}
Node *ctx_node = get_shortcut_context();
Control *vp_focus = get_viewport() ? get_viewport()->gui_get_focus_owner() : nullptr;
// If the context is valid and the viewport focus is valid, check if the context is the focus or is a parent of it.
return ctx_node && vp_focus && (ctx_node == vp_focus || ctx_node->is_ancestor_of(vp_focus));
}
bool BaseButton::_was_pressed_by_mouse() const {
return was_mouse_pressed;
}
@@ -446,9 +414,6 @@ void BaseButton::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_button_group", "button_group"), &BaseButton::set_button_group);
ClassDB::bind_method(D_METHOD("get_button_group"), &BaseButton::get_button_group);
ClassDB::bind_method(D_METHOD("set_shortcut_context", "node"), &BaseButton::set_shortcut_context);
ClassDB::bind_method(D_METHOD("get_shortcut_context"), &BaseButton::get_shortcut_context);
GDVIRTUAL_BIND(_pressed);
GDVIRTUAL_BIND(_toggled, "button_pressed");
@@ -466,7 +431,6 @@ void BaseButton::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_pressed_outside"), "set_keep_pressed_outside", "is_keep_pressed_outside");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shortcut", PROPERTY_HINT_RESOURCE_TYPE, "Shortcut"), "set_shortcut", "get_shortcut");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "button_group", PROPERTY_HINT_RESOURCE_TYPE, "ButtonGroup"), "set_button_group", "get_button_group");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shortcut_context", PROPERTY_HINT_NODE_TYPE, "Node"), "set_shortcut_context", "get_shortcut_context");
BIND_ENUM_CONSTANT(DRAW_NORMAL);
BIND_ENUM_CONSTANT(DRAW_PRESSED);