mirror of
https://github.com/Relintai/pandemonium_engine.git
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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
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parent
e133069bda
commit
58e935b746
@ -501,7 +501,9 @@ void ScriptTextEditor::set_edit_state(const Variant &p_state) {
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}
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}
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if (editor_enabled) {
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if (editor_enabled) {
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#ifndef ANDROID_ENABLED
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ensure_focus();
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ensure_focus();
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#endif
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}
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}
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}
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}
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@ -1792,6 +1792,7 @@ void ProjectManager::_notification(int p_what) {
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}
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}
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} break;
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} break;
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case NOTIFICATION_READY: {
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case NOTIFICATION_READY: {
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#ifndef ANDROID_ENABLED
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if (_project_list->get_project_count() == 0 && StreamPeerSSL::is_available()) {
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if (_project_list->get_project_count() == 0 && StreamPeerSSL::is_available()) {
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open_templates->popup_centered_minsize();
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open_templates->popup_centered_minsize();
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}
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}
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@ -1801,6 +1802,7 @@ void ProjectManager::_notification(int p_what) {
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// to search without having to reach for their mouse
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// to search without having to reach for their mouse
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project_filter->search_box->grab_focus();
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project_filter->search_box->grab_focus();
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}
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}
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#endif
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} break;
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} break;
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case NOTIFICATION_VISIBILITY_CHANGED: {
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case NOTIFICATION_VISIBILITY_CHANGED: {
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set_process_unhandled_input(is_visible_in_tree());
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set_process_unhandled_input(is_visible_in_tree());
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@ -2336,6 +2338,7 @@ void ProjectManager::_on_filter_option_changed() {
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}
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}
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void ProjectManager::_on_tab_changed(int p_tab) {
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void ProjectManager::_on_tab_changed(int p_tab) {
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#ifndef ANDROID_ENABLED
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if (p_tab == 0) { // Projects
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if (p_tab == 0) { // Projects
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// Automatically grab focus when the user moves from the Templates tab
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// Automatically grab focus when the user moves from the Templates tab
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// back to the Projects tab.
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// back to the Projects tab.
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@ -2347,6 +2350,7 @@ void ProjectManager::_on_tab_changed(int p_tab) {
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// The Templates tab's search field is focused on display in the asset
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// The Templates tab's search field is focused on display in the asset
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// library editor plugin code.
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// library editor plugin code.
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#endif
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}
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}
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void ProjectManager::_bind_methods() {
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void ProjectManager::_bind_methods() {
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