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-rw-r--r--scene/main/scene_tree.cpp34
1 files changed, 30 insertions, 4 deletions
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index af481749d5..ceb5b76ff2 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -44,6 +44,7 @@
#include "node.h"
#include "scene/animation/tween.h"
#include "scene/debugger/scene_debugger.h"
+#include "scene/gui/control.h"
#include "scene/main/multiplayer_api.h"
#include "scene/main/viewport.h"
#include "scene/resources/environment.h"
@@ -484,7 +485,7 @@ bool SceneTree::process(double p_time) {
#ifndef _3D_DISABLED
if (Engine::get_singleton()->is_editor_hint()) {
//simple hack to reload fallback environment if it changed from editor
- String env_path = ProjectSettings::get_singleton()->get(SNAME("rendering/environment/defaults/default_environment"));
+ String env_path = GLOBAL_GET(SNAME("rendering/environment/defaults/default_environment"));
env_path = env_path.strip_edges(); //user may have added a space or two
String cpath;
Ref<Environment> fallback = get_root()->get_world_3d()->get_fallback_environment();
@@ -895,6 +896,8 @@ void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_cal
call_lock++;
+ Vector<ObjectID> no_context_node_ids; // Nodes may be deleted due to this shortcut input.
+
for (int i = gr_node_count - 1; i >= 0; i--) {
if (p_viewport->is_input_handled()) {
break;
@@ -913,9 +916,22 @@ void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_cal
case CALL_INPUT_TYPE_INPUT:
n->_call_input(p_input);
break;
- case CALL_INPUT_TYPE_SHORTCUT_INPUT:
+ case CALL_INPUT_TYPE_SHORTCUT_INPUT: {
+ const Control *c = Object::cast_to<Control>(n);
+ if (c) {
+ // If calling shortcut input on a control, ensure it respects the shortcut context.
+ // Shortcut context (based on focus) only makes sense for controls (UI), so don't need to worry about it for nodes
+ if (c->get_shortcut_context() == nullptr) {
+ no_context_node_ids.append(n->get_instance_id());
+ continue;
+ }
+ if (!c->is_focus_owner_in_shortcut_context()) {
+ continue;
+ }
+ }
n->_call_shortcut_input(p_input);
break;
+ }
case CALL_INPUT_TYPE_UNHANDLED_INPUT:
n->_call_unhandled_input(p_input);
break;
@@ -925,6 +941,13 @@ void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_cal
}
}
+ for (const ObjectID &id : no_context_node_ids) {
+ Node *n = Object::cast_to<Node>(ObjectDB::get_instance(id));
+ if (n) {
+ n->_call_shortcut_input(p_input);
+ }
+ }
+
call_lock--;
if (call_lock == 0) {
call_skip.clear();
@@ -1367,7 +1390,7 @@ SceneTree::SceneTree() {
root = memnew(Window);
root->set_process_mode(Node::PROCESS_MODE_PAUSABLE);
root->set_name("root");
- root->set_title(ProjectSettings::get_singleton()->get("application/config/name"));
+ root->set_title(GLOBAL_GET("application/config/name"));
#ifndef _3D_DISABLED
if (!root->get_world_3d().is_valid()) {
@@ -1390,6 +1413,9 @@ SceneTree::SceneTree() {
ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/quality/msaa_3d", PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/msaa_3d", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Average),4× (Slow),8× (Slowest)")));
root->set_msaa_3d(Viewport::MSAA(msaa_mode_3d));
+ const bool transparent_background = GLOBAL_DEF("rendering/transparent_background", false);
+ root->set_transparent_background(transparent_background);
+
const int ssaa_mode = GLOBAL_DEF_BASIC("rendering/anti_aliasing/quality/screen_space_aa", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/quality/screen_space_aa", PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/screen_space_aa", PROPERTY_HINT_ENUM, "Disabled (Fastest),FXAA (Fast)"));
root->set_screen_space_aa(Viewport::ScreenSpaceAA(ssaa_mode));
@@ -1421,7 +1447,7 @@ SceneTree::SceneTree() {
ProjectSettings::get_singleton()->set_custom_property_info("rendering/vrs/texture",
PropertyInfo(Variant::STRING,
"rendering/vrs/texture",
- PROPERTY_HINT_FILE, "*.png"));
+ PROPERTY_HINT_FILE, "*.bmp,*.png,*.tga,*.webp"));
if (vrs_mode == 1 && !vrs_texture_path.is_empty()) {
Ref<Image> vrs_image;
vrs_image.instantiate();