Add tie-breaking to find focus neighbor in Control
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@ -2358,6 +2358,24 @@ void Control::_window_find_focus_neighbor(const Vector2 &p_dir, Node *p_at, cons
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points[2] = xform.xform(c->get_size());
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points[3] = xform.xform(Point2(0, c->get_size().y));
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// Tie-breaking aims to address situations where a potential focus neighbor's bounding rect
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// is right next to the currently focused control (e.g. in BoxContainer with
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// separation overridden to 0). This needs specific handling so that the correct
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// focus neighbor is selected.
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// Calculate centers of the potential neighbor, currently focused, and closest controls.
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Point2 center = xform.xform(0.5 * c->get_size());
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// We only have the points, not an actual reference.
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Point2 p_center = 0.25 * (p_points[0] + p_points[1] + p_points[2] + p_points[3]);
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Point2 closest_center;
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bool should_tiebreak = false;
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if (*r_closest != nullptr) {
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should_tiebreak = true;
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Control *closest = *r_closest;
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Transform2D closest_xform = closest->get_global_transform();
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closest_center = closest_xform.xform(0.5 * closest->get_size());
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}
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real_t min = 1e7;
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for (int i = 0; i < 4; i++) {
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@ -2378,10 +2396,15 @@ void Control::_window_find_focus_neighbor(const Vector2 &p_dir, Node *p_at, cons
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Vector2 pa, pb;
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real_t d = Geometry2D::get_closest_points_between_segments(la, lb, fa, fb, pa, pb);
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//real_t d = Geometry2D::get_closest_distance_between_segments(Vector3(la.x,la.y,0),Vector3(lb.x,lb.y,0),Vector3(fa.x,fa.y,0),Vector3(fb.x,fb.y,0));
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if (d < r_closest_dist) {
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r_closest_dist = d;
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*r_closest = c;
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} else if (should_tiebreak && d == r_closest_dist) {
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// Tie-break in favor of the control most aligned with p_dir.
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if (p_dir.dot((center - p_center).normalized()) > p_dir.dot((closest_center - p_center).normalized())) {
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r_closest_dist = d;
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*r_closest = c;
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}
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}
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}
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}
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