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Support other input methods on Popup/Dialogs' _input_from_window #80594

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merged 1 commit into from
Aug 14, 2023

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rsubtil
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@rsubtil rsubtil commented Aug 13, 2023

The Popup/Dialog's _input_from_window callback was only listening for keyboard events. Therefore, other input methods (like game controllers) couldn't be used, notably for closing windows.

Fixes #80425

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If there isn't any conceptual reason for requiring a keyboard for the "ui_cancel"-action, then I find this implementation fitting.

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rsubtil commented Aug 13, 2023

If there isn't any conceptual reason for requiring a keyboard for the "ui_cancel"-action, then I find this implementation fitting.

This looks like a remnant of old code, ever since the Window refactoring:

void Popup::_input_from_window(const Ref<InputEvent> &p_event) {
Ref<InputEventKey> key = p_event;
if (key.is_valid() && key->is_pressed() && key->get_keycode() == KEY_ESCAPE) {
_close_pressed();
}
}

This used to be hardcoded to the Escape key, and then recently changed to use the ui_cancel with #77297

@akien-mga akien-mga merged commit 0308422 into godotengine:master Aug 14, 2023
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Thanks!

@rsubtil rsubtil deleted the fix_window_input_event branch August 14, 2023 07:56
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OptionButton menu not closable with joypad
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