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authorJuan Linietsky <reduzio@gmail.com>2016-06-27 20:14:59 -0300
committerJuan Linietsky <reduzio@gmail.com>2016-06-27 20:14:59 -0300
commitba5bc57816999804e3c392e9d1f94b528baa8c18 (patch)
treea1ab244a844c14dae70c0e2c928f5ae3dff0f362 /scene/gui
parent972c2ad09f6a89e45e61987c9aa89cc3716d2b2b (diff)
downloadredot-engine-ba5bc57816999804e3c392e9d1f94b528baa8c18.tar.gz
Figured out a way to fix event propagation for shortcuts and some other cases so they properly stop shortcuts if a modal window is open, closes #4848
Diffstat (limited to 'scene/gui')
-rw-r--r--scene/gui/base_button.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/scene/gui/base_button.cpp b/scene/gui/base_button.cpp
index d7632b14b8..a2b7cd2e0a 100644
--- a/scene/gui/base_button.cpp
+++ b/scene/gui/base_button.cpp
@@ -31,6 +31,7 @@
#include "print_string.h"
#include "button_group.h"
#include "scene/scene_string_names.h"
+#include "scene/main/viewport.h"
void BaseButton::_input_event(InputEvent p_event) {
@@ -416,6 +417,10 @@ Ref<ShortCut> BaseButton:: get_shortcut() const {
void BaseButton::_unhandled_input(InputEvent p_event) {
if (!is_disabled() && is_visible() && shortcut.is_valid() && shortcut->is_shortcut(p_event)) {
+
+ if (get_viewport()->get_modal_stack_top() && !get_viewport()->get_modal_stack_top()->is_a_parent_of(this))
+ return; //ignore because of modal window
+
if (is_toggle_mode()) {
set_pressed(!is_pressed());
emit_signal("toggled",is_pressed());