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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-10-14 13:31:11 +0200
committerGitHub <noreply@github.com>2022-10-14 13:31:11 +0200
commit39534a7aecc4ca4215af67244b23dda09ea339f8 (patch)
tree99958edcae5b888b9aecc0b4673b3b2188ad7f03
parentdfdca6300f7ce5163b438d7b133874b88ce2243c (diff)
parentb1d6b346626c2e6199306d45c77231e383fe54a0 (diff)
Merge pull request #67385 from Sauermann/fix-viewport-mouse-position-update-on-subwindows
-rw-r--r--doc/classes/CanvasLayer.xml1
-rw-r--r--scene/main/viewport.cpp8
2 files changed, 6 insertions, 3 deletions
diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml
index 50c0860d1f..7c1b19b961 100644
--- a/doc/classes/CanvasLayer.xml
+++ b/doc/classes/CanvasLayer.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below).
+ Embedded [Window]s are placed in layer 1024. CanvasItems in layer 1025 or above appear in front of embedded windows, CanvasItems in layer 1023 or below appear behind embedded windows.
</description>
<tutorials>
<link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.html</link>
diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp
index f7a515dc1d..f66337a2f9 100644
--- a/scene/main/viewport.cpp
+++ b/scene/main/viewport.cpp
@@ -1490,7 +1490,6 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
gui.key_event_accepted = false;
Point2 mpos = mb->get_position();
- gui.last_mouse_pos = mpos;
if (mb->is_pressed()) {
Size2 pos = mpos;
if (gui.mouse_focus_mask != MouseButton::NONE) {
@@ -1644,8 +1643,6 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
gui.key_event_accepted = false;
Point2 mpos = mm->get_position();
- gui.last_mouse_pos = mpos;
-
// Drag & drop.
if (!gui.drag_attempted && gui.mouse_focus && (mm->get_button_mask() & MouseButton::MASK_LEFT) != MouseButton::NONE) {
gui.drag_accum += mm->get_relative();
@@ -2759,6 +2756,11 @@ void Viewport::push_input(const Ref<InputEvent> &p_event, bool p_local_coords) {
ev = p_event;
}
+ Ref<InputEventMouse> me = ev;
+ if (me.is_valid()) {
+ gui.last_mouse_pos = me->get_position();
+ }
+
if (is_embedding_subwindows() && _sub_windows_forward_input(ev)) {
set_input_as_handled();
return;