Disable logic that triggers automatic focus gain as the Godot Editor is loaded

For the Godot Android Editor, this is an inconvenience as it causes the soft keyboard to show and block half of the view
This commit is contained in:
Fredia Huya-Kouadio 2022-09-05 22:13:03 -07:00 committed by Relintai
parent e133069bda
commit 58e935b746
2 changed files with 6 additions and 0 deletions

View File

@ -501,7 +501,9 @@ void ScriptTextEditor::set_edit_state(const Variant &p_state) {
}
if (editor_enabled) {
#ifndef ANDROID_ENABLED
ensure_focus();
#endif
}
}

View File

@ -1792,6 +1792,7 @@ void ProjectManager::_notification(int p_what) {
}
} break;
case NOTIFICATION_READY: {
#ifndef ANDROID_ENABLED
if (_project_list->get_project_count() == 0 && StreamPeerSSL::is_available()) {
open_templates->popup_centered_minsize();
}
@ -1801,6 +1802,7 @@ void ProjectManager::_notification(int p_what) {
// to search without having to reach for their mouse
project_filter->search_box->grab_focus();
}
#endif
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
set_process_unhandled_input(is_visible_in_tree());
@ -2336,6 +2338,7 @@ void ProjectManager::_on_filter_option_changed() {
}
void ProjectManager::_on_tab_changed(int p_tab) {
#ifndef ANDROID_ENABLED
if (p_tab == 0) { // Projects
// Automatically grab focus when the user moves from the Templates tab
// back to the Projects tab.
@ -2347,6 +2350,7 @@ void ProjectManager::_on_tab_changed(int p_tab) {
// The Templates tab's search field is focused on display in the asset
// library editor plugin code.
#endif
}
void ProjectManager::_bind_methods() {