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authortetrapod00 <145553014+tetrapod00@users.noreply.github.com>2024-08-13 13:20:51 -0700
committertetrapod00 <145553014+tetrapod00@users.noreply.github.com>2024-09-06 18:07:48 -0700
commitc5ef2e211281fa20a289f5e07b09007780b30419 (patch)
treed741e0513e8b01ea79432a832c0234e7cbb6185e /scene/gui
parent33c30b9e63a58b860cb2f36957c5e25cee34a627 (diff)
downloadredot-engine-c5ef2e211281fa20a289f5e07b09007780b30419.tar.gz
Add tie-breaking to find focus neighbor in Control
Diffstat (limited to 'scene/gui')
-rw-r--r--scene/gui/control.cpp25
1 files changed, 24 insertions, 1 deletions
diff --git a/scene/gui/control.cpp b/scene/gui/control.cpp
index d169e82e5d..6233f44ab9 100644
--- a/scene/gui/control.cpp
+++ b/scene/gui/control.cpp
@@ -2358,6 +2358,24 @@ void Control::_window_find_focus_neighbor(const Vector2 &p_dir, Node *p_at, cons
points[2] = xform.xform(c->get_size());
points[3] = xform.xform(Point2(0, c->get_size().y));
+ // Tie-breaking aims to address situations where a potential focus neighbor's bounding rect
+ // is right next to the currently focused control (e.g. in BoxContainer with
+ // separation overridden to 0). This needs specific handling so that the correct
+ // focus neighbor is selected.
+
+ // Calculate centers of the potential neighbor, currently focused, and closest controls.
+ Point2 center = xform.xform(0.5 * c->get_size());
+ // We only have the points, not an actual reference.
+ Point2 p_center = 0.25 * (p_points[0] + p_points[1] + p_points[2] + p_points[3]);
+ Point2 closest_center;
+ bool should_tiebreak = false;
+ if (*r_closest != nullptr) {
+ should_tiebreak = true;
+ Control *closest = *r_closest;
+ Transform2D closest_xform = closest->get_global_transform();
+ closest_center = closest_xform.xform(0.5 * closest->get_size());
+ }
+
real_t min = 1e7;
for (int i = 0; i < 4; i++) {
@@ -2378,10 +2396,15 @@ void Control::_window_find_focus_neighbor(const Vector2 &p_dir, Node *p_at, cons
Vector2 pa, pb;
real_t d = Geometry2D::get_closest_points_between_segments(la, lb, fa, fb, pa, pb);
- //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));
if (d < r_closest_dist) {
r_closest_dist = d;
*r_closest = c;
+ } else if (should_tiebreak && d == r_closest_dist) {
+ // Tie-break in favor of the control most aligned with p_dir.
+ if (p_dir.dot((center - p_center).normalized()) > p_dir.dot((closest_center - p_center).normalized())) {
+ r_closest_dist = d;
+ *r_closest = c;
+ }
}
}
}