`AcceptDialog`, `Popup` and `PopupMenu` no longer subscribe to
"window_input" signal, because that is only sent if it is not an
internal signal.
Instead they receive events in `_input_from_window`. They ensure that
the event is also propagated to their super-function, just like
previously the signals would be treated.
This adds binds for GraphEdit/GraphElement/GraphNode, which were
skipped before due to a rework. This also adds binds for Window,
which was skipped before due to a complicated code organization.
Also adds theme cache entries/direct cache access to a few places
that previously missed it. Some theme properties are now exposed
to other classes via friendships or public getters for convenience.
This removes all string-based theme access from scene/ classes.
This commit adds the default theme context, which replaces
the need to manually check the project and the default theme
all the time; simplifies related code.
It also adds framework for custom theme contexts, to be used
by the editor. Custom contexts can be attached to any node,
and not necessarily a GUI/Window node. Contexts do no break
theme inheritance and only define which global themes a node
uses as a fallback.
Contexts propagate NOTIFICATION_THEME_CHANGED when one of their
global themes changes. This ensures that global themes act just
like themes assigned to individual nodes and can be previewed
live in the editor.
Integer scaling is achieved (after aspect expansion) by "lying" to the
stretching code about the window's size, telling it that it's always an
integer multiple of the viewport so that it only gets stretched to an
integer factor.
This approach works with all stretch and aspect modes and doesn't
require handling for each, only requiring to "loosen up" some
self-excluding conditions (in other words, replacing some `else if`s
with just `if`s) regarding viewport offset and margin calculation (black
bars).
Includes a tiny usability change that adds a range hint for the content
scale factor between 0.5 to 8.0.
Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro>
Previously for InputEvents there was no distinction between
Window-area and Viewport-area.
This was problematic in cases where stretching was used and the Window
contained black bars at the sides of the Viewport.
This PR separates the area of Window and Viewport regarding InputEvents.
The previous implementation for signals mouse_entered and mouse_exited
had shortcomings that relate to focused windows and pressed mouse buttons.
For example a Control can be hovered by mouse, even if it is occluded by
an embedded window.
This patch changes the behavior, so that Control and Viewport send
their mouse-enter/exit-notifications based solely on mouse position,
visible area, and input restrictions and not on which window has
focus or which mouse buttons are pressed. This implicitly also
changes when the mouse_entered and mouse_exited signals are sent.
This functionality can not be implemented as a part of
Viewport::_gui_input_event, because of its interplay with Windows and
because Viewport::_gui_input_event is based on input and not on
visibility.
Currently the window receives a focus-out notification, directly after
it popup, because currently the signal is sent deferred.
The original intention was that the previously focused window must
receive a focus-out notification.
This change makes the notification more precise by only sending the
focus-out to the previously focused window.
When a Viewport is not directly attached to the screen, the
function `Viewport::get_mouse_position` can't rely on
`get_screen_transform`, because that function is ambiguous in
these situations.
In these cases it is necessary to use the mouse position from
the most recent mouse IputEvent.
* Make placeholder in editor layout dialog translatable.
* Make messages in scene import settings dialog translatable.
* Mark theme override property categories for translation.
Fixes#75084.
The clamp_to_embedder setting was added in 8be16e0704,
but was not set on any of the in-editor dialogs.
This patch sets `clamp_to_embedder` on editor dialogs so they cannot be dragged out of the frame.
This also modifies `clamp_to_embedder` so a window is clamped to the bounds of an embedder when
it pops up and when the parent is resized.
This solves the problem, that mouse events get sent to SubViewports
even if they are outside of the visible area of the SubViewport.
This changes makes SubViewportContainer::unhandled_input redundand.
Shortcut Events now need to be distributed via push_input, in order for
them to be able to reach SubViewports.
After a scene reload a mouse cursor updates is performed via a
InputEventMouseMotion, that is exposed to the user.
The state of Input is however not adjusted to this InputEventMouseMotion
which can lead to inconsistencies.
This PR makes sure, that it is not exposed to the user.
It utilizes the method of Viewport::_process_picking for marking
events that are not sent to the user, so that this function doesn't
need to be changed.
With the 4.x-introduction of Windows the previous method for
color picking was no longer working.
This PR uses the following approach to reintroduce color-picking.
When the Color-Picking-Button is pressed, a quasi-screenshot of the
Window-content is created and displayed in a new Popup-Window.
This new Window allows selecting colors by Mouse-Click.
A Preview of the targeted Color is also displayed.
Some internally created emulated/instantiated events didn't have a
device id. This PR sets for these cases a device id.
Also rename `DEVICE_ID_TOUCH_MOUSE` to the more generic
`DEVICE_ID_EMULATION`.
`Viewport.to_screen_rect` is used only in a single location to compare it
to `Rect2i()`.
When called from `SubViewport`, `to_screen_rect` is always equal to `Rect2i()`.
When called from `Window`, `to_screen_rect` is always different from `Rect2i()`.
So the comparison `to_screen_rect != Rect2i()` can be replaced by
`Object::cast_to<Window>(this)`.
This allows the removal of `Viewport.to_screen_rect` and the simplification of
`Viewport::_set_size`.
CanvasItem::get_screen_transform returns a transform from the CanvasItem
to the coordinate system, where a Popup - created as a child of the
CanvasItem - should be opened.
get_screen_transform makes some simplifications, that work well, when used
in the editor, but not in general cases.
Since Popups like Tooltips are now used more commonly in projects,
it becomes necessary to correct these simplifications.
This solution introduces Viewport::get_popup_base_transform, which makes
the necessary calculations.
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".