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Fix Modal Dialog with Embedded Game
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3 changed files with 68 additions and 29 deletions
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@ -67,20 +67,10 @@ void EmbeddedProcess::_notification(int p_what) {
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} break;
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case NOTIFICATION_APPLICATION_FOCUS_IN: {
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application_has_focus = true;
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if (embedded_process_was_focused) {
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embedded_process_was_focused = false;
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// Refocus the embedded process if it was focused when the application lost focus,
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// but do not refocus if the embedded process is currently focused (indicating it just lost focus)
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// or if the current window is a different popup or secondary window.
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if (embedding_completed && current_process_id != focused_process_id && window && window->has_focus()) {
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grab_focus();
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queue_update_embedded_process();
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}
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}
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last_application_focus_time = OS::get_singleton()->get_ticks_msec();
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} break;
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case NOTIFICATION_APPLICATION_FOCUS_OUT: {
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application_has_focus = false;
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embedded_process_was_focused = embedding_completed && current_process_id == focused_process_id;
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} break;
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}
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}
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@ -286,14 +276,27 @@ void EmbeddedProcess::_check_mouse_over() {
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// This method checks if the mouse is over the embedded process while the current application is focused.
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// The goal is to give focus to the embedded process as soon as the mouse hovers over it,
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// allowing the user to interact with it immediately without needing to click first.
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if (!is_visible_in_tree() || !embedding_completed || !application_has_focus || !window || !window->has_focus() || Input::get_singleton()->is_mouse_button_pressed(MouseButton::LEFT) || Input::get_singleton()->is_mouse_button_pressed(MouseButton::RIGHT)) {
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if (!embedding_completed || !application_has_focus || !window || has_focus() || !is_visible_in_tree() || !window->has_focus() || Input::get_singleton()->is_mouse_button_pressed(MouseButton::LEFT) || Input::get_singleton()->is_mouse_button_pressed(MouseButton::RIGHT)) {
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return;
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}
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bool focused = has_focus();
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// Before checking whether the mouse is truly inside the embedded process, ensure
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// the editor has enough time to re-render. When a breakpoint is hit in the script editor,
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// `_check_mouse_over` may be triggered before the editor hides the game workspace.
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// This prevents the embedded process from regaining focus immediately after the editor has taken it.
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if (OS::get_singleton()->get_ticks_msec() - last_application_focus_time < 500) {
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return;
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}
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// Input::is_mouse_button_pressed is not sufficient to detect the mouse button state
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// while the floating game window is being resized.
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BitField<MouseButtonMask> mouse_button_mask = DisplayServer::get_singleton()->mouse_get_button_state();
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if (!mouse_button_mask.is_empty()) {
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return;
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}
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// Not stealing focus from a textfield.
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if (!focused && get_viewport()->gui_get_focus_owner() && get_viewport()->gui_get_focus_owner()->is_text_field()) {
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if (get_viewport()->gui_get_focus_owner() && get_viewport()->gui_get_focus_owner()->is_text_field()) {
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return;
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}
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@ -309,14 +312,17 @@ void EmbeddedProcess::_check_mouse_over() {
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return;
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}
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// When we already have the focus and the user moves the mouse over the embedded process,
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// we just need to refocus the process.
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if (focused) {
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queue_update_embedded_process();
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} else {
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grab_focus();
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queue_redraw();
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// When there's a modal window, we don't want to grab the focus to prevent
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// the game window to go in front of the modal window.
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if (_get_current_modal_window()) {
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return;
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}
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// Force "regrabbing" the game window focus.
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last_updated_embedded_process_focused = false;
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grab_focus();
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queue_redraw();
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}
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void EmbeddedProcess::_check_focused_process_id() {
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@ -325,17 +331,48 @@ void EmbeddedProcess::_check_focused_process_id() {
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focused_process_id = process_id;
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if (focused_process_id == current_process_id) {
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// The embedded process got the focus.
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emit_signal(SNAME("embedded_process_focused"));
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if (has_focus()) {
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// Redraw to updated the focus style.
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queue_redraw();
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} else {
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grab_focus();
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// Refocus the current model when focusing the embedded process.
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Window *modal_window = _get_current_modal_window();
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if (!modal_window) {
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emit_signal(SNAME("embedded_process_focused"));
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if (has_focus()) {
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// Redraw to updated the focus style.
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queue_redraw();
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} else {
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grab_focus();
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}
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}
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} else if (has_focus()) {
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release_focus();
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}
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}
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// Ensure that the opened modal dialog is refocused when the focused process is the embedded process.
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if (!application_has_focus && focused_process_id == current_process_id) {
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Window *modal_window = _get_current_modal_window();
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if (modal_window) {
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if (modal_window->get_mode() == Window::MODE_MINIMIZED) {
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modal_window->set_mode(Window::MODE_WINDOWED);
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}
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callable_mp(modal_window, &Window::grab_focus).call_deferred();
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}
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}
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}
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Window *EmbeddedProcess::_get_current_modal_window() {
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Vector<DisplayServer::WindowID> wl = DisplayServer::get_singleton()->get_window_list();
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for (const DisplayServer::WindowID &window_id : wl) {
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Window *w = Window::get_from_id(window_id);
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if (!w) {
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continue;
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}
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if (w->is_exclusive()) {
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return w;
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}
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}
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return nullptr;
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}
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void EmbeddedProcess::_bind_methods() {
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