diff options
Diffstat (limited to 'scene/main/scene_tree.cpp')
-rw-r--r-- | scene/main/scene_tree.cpp | 25 |
1 files changed, 24 insertions, 1 deletions
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp index af481749d5..270e5b7025 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" @@ -895,6 +896,8 @@ void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_cal call_lock++; + Vector<Node *> no_context_nodes; + 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_nodes.append(n); + 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 +941,10 @@ void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_cal } } + for (Node *n : no_context_nodes) { + n->_call_shortcut_input(p_input); + } + call_lock--; if (call_lock == 0) { call_skip.clear(); @@ -1390,6 +1410,9 @@ 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)); |