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https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-22 20:06:49 +01:00
Revert "Fix mouse_over not dropped when mouse leaves window"
This reverts commit 33a2d5e20b
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parent
59f4eb55d9
commit
1b503ad711
@ -188,7 +188,6 @@ public:
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Viewport::GUI::GUI() {
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dragging = false;
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drag_successful = false;
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mouse_in_window = true;
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mouse_focus = nullptr;
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mouse_click_grabber = nullptr;
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mouse_focus_mask = 0;
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@ -403,26 +402,21 @@ void Viewport::_notification(int p_what) {
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_process_picking(false);
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}
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} break;
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case NOTIFICATION_WM_MOUSE_ENTER: {
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gui.mouse_in_window = true;
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} break;
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case NOTIFICATION_WM_MOUSE_EXIT: {
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gui.mouse_in_window = false;
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case SceneTree::NOTIFICATION_WM_MOUSE_EXIT: {
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_drop_physics_mouseover();
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_drop_mouse_over();
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// When the mouse exits the window, we want to end mouse_over, but
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// not mouse_focus, because, for example, we want to continue
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// dragging a scrollbar even if the mouse has left the window.
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// Unlike on loss of focus (NOTIFICATION_WM_WINDOW_FOCUS_OUT), do not
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// drop the gui mouseover here, as a scrollbar may be dragged while the
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// mouse is outside the window (without the window having lost focus).
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// See bug #39634
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} break;
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case NOTIFICATION_WM_FOCUS_OUT: {
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case SceneTree::NOTIFICATION_WM_FOCUS_OUT: {
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_drop_physics_mouseover();
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if (gui.mouse_focus) {
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//if mouse is being pressed, send a release event
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_drop_mouse_focus();
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}
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// When the window focus changes, we want to end mouse_focus, but
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// not the mouse_over. Note: The OS will trigger a separate mouse
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// exit event if the change in focus results in the mouse exiting
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// the window.
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} break;
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}
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}
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@ -1870,6 +1864,9 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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if (mb.is_valid()) {
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gui.key_event_accepted = false;
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Control *over = nullptr;
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Point2 mpos = mb->get_position();
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if (mb->is_pressed()) {
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Size2 pos = mpos;
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@ -2064,8 +2061,6 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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// it is different, rather than wait for it to be updated the next time the
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// mouse is moved, notify the control so that it can e.g. drop the highlight.
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// This code is duplicated from the mm.is_valid()-case further below.
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Control *over = nullptr;
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if (gui.mouse_focus) {
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over = gui.mouse_focus;
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} else {
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@ -2098,6 +2093,8 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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gui.last_mouse_pos = mpos;
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Control *over = nullptr;
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// D&D
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if (!gui.drag_attempted && gui.mouse_focus && mm->get_button_mask() & BUTTON_MASK_LEFT) {
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gui.drag_accum += mm->get_relative();
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@ -2144,10 +2141,12 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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}
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}
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Control *over = nullptr;
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// These sections of code are reused in the mb.is_valid() case further up
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// for the purpose of notifying controls about potential changes in focus
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// when the mousebutton is released.
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if (gui.mouse_focus) {
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over = gui.mouse_focus;
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} else if (gui.mouse_in_window) {
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} else {
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over = _gui_find_control(mpos);
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}
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@ -2196,10 +2195,11 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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if (over) {
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_gui_call_notification(over, Control::NOTIFICATION_MOUSE_ENTER);
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gui.mouse_over = over;
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}
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}
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gui.mouse_over = over;
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Control *drag_preview = _gui_get_drag_preview();
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if (drag_preview) {
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drag_preview->set_position(mpos);
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@ -296,7 +296,6 @@ private:
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// info used when this is a window
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bool key_event_accepted;
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bool mouse_in_window;
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Control *mouse_focus;
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Control *last_mouse_focus;
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Control *mouse_click_grabber;
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