-Send mouse motion events again to CollisionObjects (Area/Body) if they move, even if mouse does not. Fixes #16536 (likely many others should check)
-Add ability for viewports to set input events as handled locally
This commit is contained in:
parent
89a8f930d4
commit
80a90ca824
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@ -121,6 +121,8 @@ void ViewportContainer::_notification(int p_what) {
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c->set_update_mode(Viewport::UPDATE_ALWAYS);
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else
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c->set_update_mode(Viewport::UPDATE_DISABLED);
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c->set_handle_input_locally(false); //do not handle input locally here
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}
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}
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@ -1973,6 +1973,7 @@ SceneTree::SceneTree() {
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root = memnew(Viewport);
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root->set_name("root");
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root->set_handle_input_locally(false);
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if (!root->get_world().is_valid())
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root->set_world(Ref<World>(memnew(World)));
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@ -232,6 +232,25 @@ void Viewport::update_worlds() {
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find_world()->_update(get_tree()->get_frame());
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}
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void Viewport::_collision_object_input_event(CollisionObject *p_object, Camera *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape, bool p_discard_empty_motion) {
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Transform object_transform = p_object->get_global_transform();
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Transform camera_transform = p_camera->get_global_transform();
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ObjectID id = p_object->get_instance_id();
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if (p_discard_empty_motion) {
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//avoid sending the event unnecesarily if nothing really changed in the context
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Ref<InputEventMouseMotion> mm = p_input_event;
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if (mm.is_valid() && object_transform == physics_last_object_transform && camera_transform == physics_last_camera_transform && physics_last_id == id) {
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return; //discarded
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}
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}
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p_object->_input_event(camera, p_input_event, p_pos, p_normal, p_shape);
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physics_last_object_transform = object_transform;
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physics_last_camera_transform = camera_transform;
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physics_last_id = id;
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}
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void Viewport::_test_new_mouseover(ObjectID new_collider) {
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#ifndef _3D_DISABLED
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if (new_collider != physics_object_over) {
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@ -403,6 +422,34 @@ void Viewport::_notification(int p_what) {
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PhysicsDirectSpaceState::RayResult result;
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Physics2DDirectSpaceState *ss2d = Physics2DServer::get_singleton()->space_get_direct_state(find_world_2d()->get_space());
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bool discard_empty_motion = false;
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{ // if no motion event exists, create a new one. This is necessary because objects or camera may have moved.
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// while this extra event is sent, it is checked if both camera and last object and last ID did not move. If nothing changed, the event is discarded to avoid flooding with unnecesary motion events every frame
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bool has_mouse_motion = false;
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for (List<Ref<InputEvent> >::Element *E = physics_picking_events.front(); E; E = E->next()) {
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Ref<InputEventMouseMotion> mm = E->get();
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if (mm.is_valid()) {
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has_mouse_motion = true;
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break;
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}
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}
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if (!has_mouse_motion) {
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Ref<InputEventMouseMotion> mm;
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mm.instance();
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mm->set_global_position(physics_last_mousepos);
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mm->set_position(physics_last_mousepos);
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mm->set_alt(physics_last_mouse_state.alt);
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mm->set_shift(physics_last_mouse_state.shift);
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mm->set_control(physics_last_mouse_state.control);
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mm->set_metakey(physics_last_mouse_state.meta);
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mm->set_button_mask(physics_last_mouse_state.mouse_mask);
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physics_picking_events.push_back(mm);
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discard_empty_motion = true;
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}
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}
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bool motion_tested = false;
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while (physics_picking_events.size()) {
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@ -419,12 +466,37 @@ void Viewport::_notification(int p_what) {
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pos = mm->get_position();
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motion_tested = true;
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physics_last_mousepos = pos;
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physics_last_mouse_state.alt = mm->get_alt();
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physics_last_mouse_state.shift = mm->get_shift();
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physics_last_mouse_state.control = mm->get_control();
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physics_last_mouse_state.meta = mm->get_metakey();
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physics_last_mouse_state.mouse_mask = mm->get_button_mask();
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}
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Ref<InputEventMouseButton> mb = ev;
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if (mb.is_valid()) {
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pos = mb->get_position();
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physics_last_mouse_state.alt = mb->get_alt();
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physics_last_mouse_state.shift = mb->get_shift();
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physics_last_mouse_state.control = mb->get_control();
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physics_last_mouse_state.meta = mb->get_metakey();
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if (mb->is_pressed()) {
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physics_last_mouse_state.mouse_mask |= (1 << (mb->get_button_index() - 1));
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} else {
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physics_last_mouse_state.mouse_mask &= ~(1 << (mb->get_button_index() - 1));
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}
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}
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Ref<InputEventKey> k = ev;
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if (k.is_valid()) {
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//only for mask
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physics_last_mouse_state.alt = k->get_alt();
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physics_last_mouse_state.shift = k->get_shift();
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physics_last_mouse_state.control = k->get_control();
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physics_last_mouse_state.meta = k->get_metakey();
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continue;
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}
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Ref<InputEventScreenDrag> sd = ev;
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@ -510,7 +582,7 @@ void Viewport::_notification(int p_what) {
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CollisionObject *co = Object::cast_to<CollisionObject>(ObjectDB::get_instance(physics_object_capture));
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if (co) {
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co->_input_event(camera, ev, Vector3(), Vector3(), 0);
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_collision_object_input_event(co, camera, ev, Vector3(), Vector3(), 0, discard_empty_motion);
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captured = true;
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if (mb.is_valid() && mb->get_button_index() == 1 && !mb->is_pressed()) {
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physics_object_capture = 0;
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@ -528,7 +600,7 @@ void Viewport::_notification(int p_what) {
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if (last_id) {
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if (ObjectDB::get_instance(last_id) && last_object) {
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//good, exists
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last_object->_input_event(camera, ev, result.position, result.normal, result.shape);
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_collision_object_input_event(last_object, camera, ev, result.position, result.normal, result.shape, discard_empty_motion);
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if (last_object->get_capture_input_on_drag() && mb.is_valid() && mb->get_button_index() == 1 && mb->is_pressed()) {
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physics_object_capture = last_id;
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}
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@ -551,7 +623,7 @@ void Viewport::_notification(int p_what) {
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CollisionObject *co = Object::cast_to<CollisionObject>(result.collider);
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if (co) {
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co->_input_event(camera, ev, result.position, result.normal, result.shape);
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_collision_object_input_event(co, camera, ev, result.position, result.normal, result.shape, discard_empty_motion);
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last_object = co;
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last_id = result.collider_id;
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new_collider = last_id;
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@ -1627,7 +1699,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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if (top->data.modal_exclusive || top->data.modal_frame == Engine::get_singleton()->get_frames_drawn()) {
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//cancel event, sorry, modal exclusive EATS UP ALL
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//alternative, you can't pop out a window the same frame it was made modal (fixes many issues)
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get_tree()->set_input_as_handled();
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set_input_as_handled();
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return; // no one gets the event if exclusive NO ONE
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}
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@ -1645,7 +1717,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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}
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if (is_handled) {
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get_tree()->set_input_as_handled();
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set_input_as_handled();
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return;
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}
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@ -1715,7 +1787,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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_gui_call_input(gui.mouse_focus, mb);
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}
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get_tree()->set_input_as_handled();
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set_input_as_handled();
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if (gui.drag_data.get_type() != Variant::NIL && mb->get_button_index() == BUTTON_LEFT) {
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@ -1789,7 +1861,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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gui.drag_data=Variant(); //always clear
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}*/
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get_tree()->set_input_as_handled();
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set_input_as_handled();
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}
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}
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@ -1992,7 +2064,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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_gui_call_input(over, mm);
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}
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get_tree()->set_input_as_handled();
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set_input_as_handled();
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if (gui.drag_data.get_type() != Variant::NIL && mm->get_button_mask() & BUTTON_MASK_LEFT) {
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@ -2035,7 +2107,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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touch_event->set_position(pos);
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_gui_call_input(over, touch_event);
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}
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get_tree()->set_input_as_handled();
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set_input_as_handled();
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return;
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}
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} else if (gui.mouse_focus) {
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@ -2047,7 +2119,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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_gui_call_input(gui.mouse_focus, touch_event);
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}
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get_tree()->set_input_as_handled();
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set_input_as_handled();
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return;
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}
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}
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@ -2075,7 +2147,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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gesture_event->set_position(pos);
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_gui_call_input(over, gesture_event);
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}
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get_tree()->set_input_as_handled();
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set_input_as_handled();
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return;
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}
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}
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@ -2113,7 +2185,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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_gui_call_input(over, drag_event);
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}
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get_tree()->set_input_as_handled();
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set_input_as_handled();
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return;
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}
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}
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@ -2135,7 +2207,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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if (gui.key_event_accepted) {
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get_tree()->set_input_as_handled();
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set_input_as_handled();
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return;
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}
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}
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@ -2150,7 +2222,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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top->_modal_stack_remove();
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top->hide();
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// Close modal, set input as handled
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get_tree()->set_input_as_handled();
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set_input_as_handled();
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return;
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}
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}
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@ -2199,7 +2271,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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if (next) {
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next->grab_focus();
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get_tree()->set_input_as_handled();
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set_input_as_handled();
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}
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}
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}
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@ -2403,7 +2475,7 @@ void Viewport::_gui_accept_event() {
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gui.key_event_accepted = true;
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if (is_inside_tree())
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get_tree()->set_input_as_handled();
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set_input_as_handled();
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}
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List<Control *>::Element *Viewport::_gui_show_modal(Control *p_control) {
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@ -2480,11 +2552,13 @@ void Viewport::input(const Ref<InputEvent> &p_event) {
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ERR_FAIL_COND(!is_inside_tree());
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if (!get_tree()->is_input_handled()) {
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local_input_handled = false;
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if (!is_input_handled()) {
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get_tree()->_call_input_pause(input_group, "_input", p_event); //not a bug, must happen before GUI, order is _input -> gui input -> _unhandled input
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}
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if (!get_tree()->is_input_handled()) {
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if (!is_input_handled()) {
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_gui_input_event(p_event);
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}
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//get_tree()->call_group(SceneTree::GROUP_CALL_REVERSE|SceneTree::GROUP_CALL_REALTIME|SceneTree::GROUP_CALL_MULIILEVEL,gui_input_group,"_gui_input",p_event); //special one for GUI, as controls use their own process check
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@ -2507,7 +2581,10 @@ void Viewport::unhandled_input(const Ref<InputEvent> &p_event) {
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(Object::cast_to<InputEventMouseButton>(*p_event) ||
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Object::cast_to<InputEventMouseMotion>(*p_event) ||
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Object::cast_to<InputEventScreenDrag>(*p_event) ||
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Object::cast_to<InputEventScreenTouch>(*p_event))) {
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Object::cast_to<InputEventScreenTouch>(*p_event) ||
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Object::cast_to<InputEventKey>(*p_event) //to remember state
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)) {
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physics_picking_events.push_back(p_event);
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}
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}
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@ -2715,6 +2792,33 @@ bool Viewport::is_snap_controls_to_pixels_enabled() const {
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bool Viewport::gui_is_dragging() const {
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return gui.dragging;
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}
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void Viewport::set_input_as_handled() {
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if (handle_input_locally) {
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local_input_handled = true;
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} else {
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ERR_FAIL_COND(!is_inside_tree());
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get_tree()->set_input_as_handled();
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}
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}
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bool Viewport::is_input_handled() const {
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if (handle_input_locally) {
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return local_input_handled;
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} else {
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ERR_FAIL_COND_V(!is_inside_tree(), false);
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return get_tree()->is_input_handled();
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}
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}
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void Viewport::set_handle_input_locally(bool p_enable) {
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handle_input_locally = p_enable;
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}
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bool Viewport::is_handling_input_locally() const {
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return handle_input_locally;
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}
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void Viewport::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_use_arvr", "use"), &Viewport::set_use_arvr);
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@ -2827,6 +2931,12 @@ void Viewport::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_shadow_atlas_quadrant_subdiv", "quadrant", "subdiv"), &Viewport::set_shadow_atlas_quadrant_subdiv);
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ClassDB::bind_method(D_METHOD("get_shadow_atlas_quadrant_subdiv", "quadrant"), &Viewport::get_shadow_atlas_quadrant_subdiv);
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ClassDB::bind_method(D_METHOD("set_input_as_handled"), &Viewport::set_input_as_handled);
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ClassDB::bind_method(D_METHOD("is_input_handled"), &Viewport::is_input_handled);
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ClassDB::bind_method(D_METHOD("set_handle_input_locally", "enable"), &Viewport::set_handle_input_locally);
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ClassDB::bind_method(D_METHOD("is_handling_input_locally"), &Viewport::is_handling_input_locally);
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ClassDB::bind_method(D_METHOD("_subwindow_visibility_changed"), &Viewport::_subwindow_visibility_changed);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "arvr"), "set_use_arvr", "use_arvr");
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@ -2836,6 +2946,7 @@ void Viewport::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "world", PROPERTY_HINT_RESOURCE_TYPE, "World"), "set_world", "get_world");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "world_2d", PROPERTY_HINT_RESOURCE_TYPE, "World2D", 0), "set_world_2d", "get_world_2d");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "transparent_bg"), "set_transparent_background", "has_transparent_background");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "handle_input_locally"), "set_handle_input_locally", "is_handling_input_locally");
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ADD_GROUP("Rendering", "");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x"), "set_msaa", "get_msaa");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hdr"), "set_hdr", "get_hdr");
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@ -2995,6 +3106,14 @@ Viewport::Viewport() {
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clear_mode = CLEAR_MODE_ALWAYS;
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snap_controls_to_pixels = true;
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physics_last_mouse_state.alt = false;
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physics_last_mouse_state.control = false;
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physics_last_mouse_state.shift = false;
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physics_last_mouse_state.meta = false;
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physics_last_mouse_state.mouse_mask = 0;
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local_input_handled = false;
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handle_input_locally = true;
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physics_last_id = 0; //ensures first time there will be a check
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}
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Viewport::~Viewport() {
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@ -50,6 +50,7 @@ class Panel;
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class Label;
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class Timer;
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class Viewport;
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class CollisionObject;
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class ViewportTexture : public Texture {
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@ -205,7 +206,25 @@ private:
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List<Ref<InputEvent> > physics_picking_events;
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ObjectID physics_object_capture;
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ObjectID physics_object_over;
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Transform physics_last_object_transform;
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Transform physics_last_camera_transform;
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ObjectID physics_last_id;
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Vector2 physics_last_mousepos;
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struct {
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bool alt;
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bool control;
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bool shift;
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bool meta;
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int mouse_mask;
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} physics_last_mouse_state;
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void _collision_object_input_event(CollisionObject *p_object, Camera *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape, bool p_discard_empty_motion);
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bool handle_input_locally;
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bool local_input_handled;
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void _test_new_mouseover(ObjectID new_collider);
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Map<ObjectID, uint64_t> physics_2d_mouseover;
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@ -481,6 +500,12 @@ public:
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void _subwindow_visibility_changed();
|
||||
|
||||
void set_input_as_handled();
|
||||
bool is_input_handled() const;
|
||||
|
||||
void set_handle_input_locally(bool p_enable);
|
||||
bool is_handling_input_locally() const;
|
||||
|
||||
bool gui_is_dragging() const;
|
||||
|
||||
Viewport();
|
||||
|
|
Loading…
Reference in New Issue