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authorJuan Linietsky <reduzio@gmail.com>2016-06-27 20:14:59 -0300
committerJuan Linietsky <reduzio@gmail.com>2016-06-27 20:14:59 -0300
commitba5bc57816999804e3c392e9d1f94b528baa8c18 (patch)
treea1ab244a844c14dae70c0e2c928f5ae3dff0f362
parent972c2ad09f6a89e45e61987c9aa89cc3716d2b2b (diff)
Figured out a way to fix event propagation for shortcuts and some other cases so they properly stop shortcuts if a modal window is open, closes #4848
-rw-r--r--scene/gui/base_button.cpp5
-rw-r--r--scene/main/viewport.cpp3
-rw-r--r--scene/main/viewport.h1
-rw-r--r--tools/editor/editor_node.cpp4
-rw-r--r--tools/editor/scene_tree_dock.cpp6
5 files changed, 18 insertions, 1 deletions
diff --git a/scene/gui/base_button.cpp b/scene/gui/base_button.cpp
index d7632b14b8..a2b7cd2e0a 100644
--- a/scene/gui/base_button.cpp
+++ b/scene/gui/base_button.cpp
@@ -31,6 +31,7 @@
#include "print_string.h"
#include "button_group.h"
#include "scene/scene_string_names.h"
+#include "scene/main/viewport.h"
void BaseButton::_input_event(InputEvent p_event) {
@@ -416,6 +417,10 @@ Ref<ShortCut> BaseButton:: get_shortcut() const {
void BaseButton::_unhandled_input(InputEvent p_event) {
if (!is_disabled() && is_visible() && shortcut.is_valid() && shortcut->is_shortcut(p_event)) {
+
+ if (get_viewport()->get_modal_stack_top() && !get_viewport()->get_modal_stack_top()->is_a_parent_of(this))
+ return; //ignore because of modal window
+
if (is_toggle_mode()) {
set_pressed(!is_pressed());
emit_signal("toggled",is_pressed());
diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp
index f09fac6c71..ff8f0d05f1 100644
--- a/scene/main/viewport.cpp
+++ b/scene/main/viewport.cpp
@@ -2502,6 +2502,9 @@ Variant Viewport::gui_get_drag_data() const {
return gui.drag_data;
}
+Control *Viewport::get_modal_stack_top() const {
+ return gui.modal_stack.size()?gui.modal_stack.back()->get():NULL;
+}
String Viewport::get_configuration_warning() const {
diff --git a/scene/main/viewport.h b/scene/main/viewport.h
index 545020dfc7..aaa640e0e6 100644
--- a/scene/main/viewport.h
+++ b/scene/main/viewport.h
@@ -374,6 +374,7 @@ public:
bool gui_has_modal_stack() const;
Variant gui_get_drag_data() const;
+ Control *get_modal_stack_top() const;
virtual String get_configuration_warning() const;
diff --git a/tools/editor/editor_node.cpp b/tools/editor/editor_node.cpp
index 991444966d..962993a5d0 100644
--- a/tools/editor/editor_node.cpp
+++ b/tools/editor/editor_node.cpp
@@ -168,6 +168,10 @@ void EditorNode::_update_title() {
void EditorNode::_unhandled_input(const InputEvent& p_event) {
+ if (Node::get_viewport()->get_modal_stack_top())
+ return; //ignore because of modal window
+
+
if (p_event.type==InputEvent::KEY && p_event.key.pressed && !p_event.key.echo && !gui_base->get_viewport()->gui_has_modal_stack()) {
diff --git a/tools/editor/scene_tree_dock.cpp b/tools/editor/scene_tree_dock.cpp
index 30ffdf6664..ab5c6e5044 100644
--- a/tools/editor/scene_tree_dock.cpp
+++ b/tools/editor/scene_tree_dock.cpp
@@ -39,16 +39,20 @@
#include "multi_node_edit.h"
#include "tools/editor/plugins/animation_player_editor_plugin.h"
#include "animation_editor.h"
-
+#include "scene/main/viewport.h"
void SceneTreeDock::_unhandled_key_input(InputEvent p_event) {
+ if (get_viewport()->get_modal_stack_top())
+ return; //ignore because of modal window
+
uint32_t sc = p_event.key.get_scancode_with_modifiers();
if (!p_event.key.pressed || p_event.key.echo)
return;
+
if (ED_IS_SHORTCUT("scene_tree/add_child_node", p_event)) {
_tool_selected(TOOL_NEW);
}