Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Editor plugin receives mouse events even if the Spatial gizmo is being manipulated #17499

Open
Zylann opened this issue Mar 14, 2018 · 5 comments

Comments

@Zylann
Copy link
Contributor

Zylann commented Mar 14, 2018

Godot 3.0.2

I made a plugin which lets the user paint on a terrain. However, I noticed that if I select the terrain node and try to drag the usual Spatial gizmo to move it, if my click lines up with the terrain, I end up painting and the gizmo doesn't reacts (because my plugin got the event and captured it).

If I don't capture the event, I end up both moving the gizmo, making a square selection and painting all at the same time, which get messy really quickly.

The gizmos should receive input first and capture it, before the event gets forwarded to the plugin. Or is there any other way to avoid this?

@omicron321
Copy link
Contributor

@Zylann
Copy link
Contributor Author

Zylann commented Mar 14, 2018

@Omicron666 but is this even applying to editor plugins? The input IS going to be handled if for example I put an object under the terrain and will get selected, so my plugin won't receive anything.

@KoBeWi
Copy link
Member

KoBeWi commented Jun 15, 2020

Can anyone still reproduce this bug in Godot 3.2.1 or any later release (e.g. 3.2.2-beta4)?

If yes, please ensure that an up-to-date Minimal Reproduction Project (MRP) is included in this report (a MRP is a zipped Godot project with the minimal elements necessary to reliably trigger the bug). You can upload ZIP files in an issue comment with a drag and drop.

@Zylann
Copy link
Contributor Author

Zylann commented Jun 15, 2020

It still happens in my plugin. Assuming my plugin and GridMap are implemented similarly, then it's the same as #19860 (comment)

But I can try making a GDScript EditorPlugin project to show it if you want.

@KoBeWi
Copy link
Member

KoBeWi commented Jun 15, 2020

Maybe let's just wait until the other issue is fixed (it's easier to test) and then check this one.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

4 participants