diff options
author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-10-14 13:31:11 +0200 |
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committer | GitHub <noreply@github.com> | 2022-10-14 13:31:11 +0200 |
commit | 39534a7aecc4ca4215af67244b23dda09ea339f8 (patch) | |
tree | 99958edcae5b888b9aecc0b4673b3b2188ad7f03 | |
parent | dfdca6300f7ce5163b438d7b133874b88ce2243c (diff) | |
parent | b1d6b346626c2e6199306d45c77231e383fe54a0 (diff) |
Merge pull request #67385 from Sauermann/fix-viewport-mouse-position-update-on-subwindows
-rw-r--r-- | doc/classes/CanvasLayer.xml | 1 | ||||
-rw-r--r-- | scene/main/viewport.cpp | 8 |
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; |