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

This commit is contained in:
Juan Linietsky 2016-06-27 20:14:59 -03:00
parent 972c2ad09f
commit ba5bc57816
5 changed files with 18 additions and 1 deletions

View file

@ -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()) {

View file

@ -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);
}