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
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5 changed files with 18 additions and 1 deletions
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@ -168,6 +168,10 @@ void EditorNode::_update_title() {
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void EditorNode::_unhandled_input(const InputEvent& p_event) {
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if (Node::get_viewport()->get_modal_stack_top())
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return; //ignore because of modal window
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if (p_event.type==InputEvent::KEY && p_event.key.pressed && !p_event.key.echo && !gui_base->get_viewport()->gui_has_modal_stack()) {
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@ -39,16 +39,20 @@
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#include "multi_node_edit.h"
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#include "tools/editor/plugins/animation_player_editor_plugin.h"
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#include "animation_editor.h"
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#include "scene/main/viewport.h"
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void SceneTreeDock::_unhandled_key_input(InputEvent p_event) {
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if (get_viewport()->get_modal_stack_top())
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return; //ignore because of modal window
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uint32_t sc = p_event.key.get_scancode_with_modifiers();
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if (!p_event.key.pressed || p_event.key.echo)
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return;
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if (ED_IS_SHORTCUT("scene_tree/add_child_node", p_event)) {
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_tool_selected(TOOL_NEW);
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}
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