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| author | tetrapod00 <145553014+tetrapod00@users.noreply.github.com> | 2024-08-13 13:20:51 -0700 |
|---|---|---|
| committer | tetrapod00 <145553014+tetrapod00@users.noreply.github.com> | 2024-09-06 18:07:48 -0700 |
| commit | c5ef2e211281fa20a289f5e07b09007780b30419 (patch) | |
| tree | d741e0513e8b01ea79432a832c0234e7cbb6185e /scene/gui | |
| parent | 33c30b9e63a58b860cb2f36957c5e25cee34a627 (diff) | |
| download | redot-engine-c5ef2e211281fa20a289f5e07b09007780b30419.tar.gz | |
Add tie-breaking to find focus neighbor in Control
Diffstat (limited to 'scene/gui')
| -rw-r--r-- | scene/gui/control.cpp | 25 |
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; + } } } } |
