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authorJuan Linietsky <juan@godotengine.org>2019-03-04 10:26:48 -0300
committerJuan Linietsky <juan@godotengine.org>2019-03-04 10:26:48 -0300
commit03cafd489504f91cc9e36f954b00fc25fa17b1d5 (patch)
treed783ff0abf41527e3f602ea6cc106953e19c73af
parent9dd9737cb43dc871661945adcc1784756f28a118 (diff)
Update focus mask only if there is a focused control, fixes #26524
-rw-r--r--scene/main/viewport.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp
index 5bfdb5a9fd..d86c241ec6 100644
--- a/scene/main/viewport.cpp
+++ b/scene/main/viewport.cpp
@@ -1783,13 +1783,15 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
*/
gui.mouse_focus = _gui_find_control(pos);
- gui.mouse_focus_mask = 1 << (mb->get_button_index() - 1);
gui.last_mouse_focus = gui.mouse_focus;
if (!gui.mouse_focus) {
+ gui.mouse_focus_mask = 0;
return;
}
+ gui.mouse_focus_mask = 1 << (mb->get_button_index() - 1);
+
if (mb->get_button_index() == BUTTON_LEFT) {
gui.drag_accum = Vector2();
gui.drag_attempted = false;