Merge pull request #63059 from Rindbee/fix-getting-wrong-focus-neighbor-in-ScrollContainer

Fix getting wrong focus neighbor when the control is in ScrollContainer
This commit is contained in:
Thaddeus Crews 2025-01-20 16:25:42 -06:00
commit 47077529a8
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GPG key ID: 62181B86FE9E5D84
2 changed files with 140 additions and 75 deletions

View file

@ -32,9 +32,9 @@
#include "container.h"
#include "core/config/project_settings.h"
#include "core/math/geometry_2d.h"
#include "core/os/os.h"
#include "core/string/translation_server.h"
#include "scene/gui/scroll_container.h"
#include "scene/main/canvas_layer.h"
#include "scene/main/window.h"
#include "scene/theme/theme_db.h"
@ -2281,18 +2281,9 @@ Control *Control::_get_focus_neighbor(Side p_side, int p_count) {
return c;
}
real_t dist = 1e7;
real_t square_of_dist = 1e14;
Control *result = nullptr;
Point2 points[4];
Transform2D xform = get_global_transform();
points[0] = xform.xform(Point2());
points[1] = xform.xform(Point2(get_size().x, 0));
points[2] = xform.xform(get_size());
points[3] = xform.xform(Point2(0, get_size().y));
const Vector2 dir[4] = {
Vector2(-1, 0),
Vector2(0, -1),
@ -2302,18 +2293,73 @@ Control *Control::_get_focus_neighbor(Side p_side, int p_count) {
Vector2 vdir = dir[p_side];
real_t maxd = -1e7;
Rect2 r = get_global_rect();
real_t begin_d = vdir.dot(r.get_position());
real_t end_d = vdir.dot(r.get_end());
real_t maxd = MAX(begin_d, end_d);
for (int i = 0; i < 4; i++) {
real_t d = vdir.dot(points[i]);
if (d > maxd) {
maxd = d;
}
}
Rect2 clamp = Rect2(-1e7, -1e7, 2e7, 2e7);
Rect2 result_rect;
Node *base = this;
while (base) {
ScrollContainer *sc = Object::cast_to<ScrollContainer>(base);
if (sc) {
Rect2 sc_r = sc->get_global_rect();
bool follow_focus = sc->is_following_focus();
if (result && !follow_focus && !sc_r.intersects(result_rect)) {
result = nullptr; // Skip invisible control.
}
if (result == nullptr) {
real_t sc_begin_d = vdir.dot(sc_r.get_position());
real_t sc_end_d = vdir.dot(sc_r.get_end());
real_t sc_maxd = sc_begin_d;
real_t sc_mind = sc_end_d;
if (sc_begin_d < sc_end_d) {
sc_maxd = sc_end_d;
sc_mind = sc_begin_d;
}
if (!follow_focus && maxd < sc_mind) {
// Reposition to find visible control.
maxd = sc_mind;
r.set_position(r.get_position() + (sc_mind - maxd) * vdir);
}
if (follow_focus || sc_maxd > maxd) {
_window_find_focus_neighbor(vdir, base, r, clamp, maxd, square_of_dist, &result);
}
if (result == nullptr) {
// Reposition to search upwards.
maxd = sc_maxd;
r.set_position(r.get_position() + (sc_maxd - maxd) * vdir);
} else {
result_rect = result->get_global_rect();
if (follow_focus) {
real_t r_begin_d = vdir.dot(result_rect.get_position());
real_t r_end_d = vdir.dot(result_rect.get_end());
real_t r_maxd = r_begin_d;
real_t r_mind = r_end_d;
if (r_begin_d < r_end_d) {
r_maxd = r_end_d;
r_mind = r_begin_d;
}
if (r_maxd > sc_maxd) {
result_rect.set_position(result_rect.get_position() + (sc_maxd - r_maxd) * vdir);
} else if (r_mind < sc_mind) {
result_rect.set_position(result_rect.get_position() + (sc_mind - r_mind) * vdir);
}
}
}
}
}
Control *c = Object::cast_to<Control>(base);
if (c) {
if (c->data.RI) {
@ -2323,11 +2369,15 @@ Control *Control::_get_focus_neighbor(Side p_side, int p_count) {
base = base->get_parent();
}
if (result) {
return result;
}
if (!base) {
return nullptr;
}
_window_find_focus_neighbor(vdir, base, points, maxd, dist, &result);
_window_find_focus_neighbor(vdir, base, r, clamp, maxd, square_of_dist, &result);
return result;
}
@ -2336,72 +2386,79 @@ Control *Control::find_valid_focus_neighbor(Side p_side) const {
return const_cast<Control *>(this)->_get_focus_neighbor(p_side);
}
void Control::_window_find_focus_neighbor(const Vector2 &p_dir, Node *p_at, const Point2 *p_points, real_t p_min, real_t &r_closest_dist, Control **r_closest) {
void Control::_window_find_focus_neighbor(const Vector2 &p_dir, Node *p_at, const Rect2 &p_rect, const Rect2 &p_clamp, real_t p_min, real_t &r_closest_dist_squared, Control **r_closest) {
if (Object::cast_to<Viewport>(p_at)) {
return; //bye
return; // Bye.
}
Control *c = Object::cast_to<Control>(p_at);
Container *container = Object::cast_to<Container>(p_at);
bool in_container = container ? container->is_ancestor_of(this) : false;
if (c && c != this && c->get_focus_mode() == FOCUS_ALL && c->is_visible_in_tree()) {
Point2 points[4];
if (c && c != this && c->get_focus_mode() == FOCUS_ALL && !in_container && p_clamp.intersects(c->get_global_rect())) {
Rect2 r_c = c->get_global_rect();
r_c = r_c.intersection(p_clamp);
real_t begin_d = p_dir.dot(r_c.get_position());
real_t end_d = p_dir.dot(r_c.get_end());
real_t max = MAX(begin_d, end_d);
Transform2D xform = c->get_global_transform();
// Use max to allow navigation to overlapping controls (for ScrollContainer case).
if (max > (p_min + CMP_EPSILON)) {
// Calculate the shortest distance. (No shear transform)
// Flip along axis(es) so that C falls in the first quadrant of c (as origin) for easy calculation.
// The same transformation would put the direction vector in the positive direction (+x or +y).
// | -------------
// | | | |
// | |-----C-----|
// ----|---a | | |
// | | | b------------
// -|---c---|----------------------->
// | | |
// ----|----
// cC = ca + ab + bC
// The shortest distance is the vector ab's length or its positive projection length.
points[0] = xform.xform(Point2());
points[1] = xform.xform(Point2(c->get_size().x, 0));
points[2] = xform.xform(c->get_size());
points[3] = xform.xform(Point2(0, c->get_size().y));
Vector2 cC_origin = r_c.get_center() - p_rect.get_center();
Vector2 cC = cC_origin.abs(); // Converted to fall in the first quadrant of c.
// 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.
Vector2 ab = cC - 0.5 * r_c.get_size() - 0.5 * p_rect.get_size();
// 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_d_squared = 0.0;
if (ab.x > 0.0) {
min_d_squared += ab.x * ab.x;
}
if (ab.y > 0.0) {
min_d_squared += ab.y * ab.y;
}
real_t min = 1e7;
if (min_d_squared < r_closest_dist_squared || *r_closest == nullptr) {
r_closest_dist_squared = min_d_squared;
*r_closest = c;
} else if (min_d_squared == r_closest_dist_squared) {
// 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.
for (int i = 0; i < 4; i++) {
real_t d = p_dir.dot(points[i]);
if (d < min) {
min = d;
Point2 p_center = p_rect.get_center();
Control *closest = *r_closest;
Point2 closest_center = closest->get_global_rect().get_center();
// Tie-break in favor of the control most aligned with p_dir.
if (Math::abs(p_dir.cross(cC_origin)) < Math::abs(p_dir.cross(closest_center - p_center))) {
*r_closest = c;
}
}
}
}
if (min > (p_min - CMP_EPSILON)) {
for (int i = 0; i < 4; i++) {
Vector2 la = p_points[i];
Vector2 lb = p_points[(i + 1) % 4];
for (int j = 0; j < 4; j++) {
Vector2 fa = points[j];
Vector2 fb = points[(j + 1) % 4];
Vector2 pa, pb;
real_t d = Geometry2D::get_closest_points_between_segments(la, lb, fa, fb, pa, pb);
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;
}
}
}
ScrollContainer *sc = Object::cast_to<ScrollContainer>(c);
Rect2 intersection = p_clamp;
if (sc) {
if (!sc->is_following_focus() || !in_container) {
intersection = p_clamp.intersection(sc->get_global_rect());
if (!intersection.has_area()) {
return;
}
}
}
@ -2409,10 +2466,18 @@ void Control::_window_find_focus_neighbor(const Vector2 &p_dir, Node *p_at, cons
for (int i = 0; i < p_at->get_child_count(); i++) {
Node *child = p_at->get_child(i);
Control *childc = Object::cast_to<Control>(child);
if (childc && childc->data.RI) {
continue; //subwindow, ignore
if (childc) {
if (childc->data.RI) {
continue; // Subwindow, ignore.
}
if (!childc->is_visible_in_tree()) {
continue; // Skip invisible node trees.
}
if (Object::cast_to<ScrollContainer>(childc) && childc->is_ancestor_of(this)) {
continue; // Already searched in it, skip it.
}
}
_window_find_focus_neighbor(p_dir, p_at->get_child(i), p_points, p_min, r_closest_dist, r_closest);
_window_find_focus_neighbor(p_dir, child, p_rect, intersection, p_min, r_closest_dist_squared, r_closest);
}
}

View file

@ -314,7 +314,7 @@ private:
// Focus.
void _window_find_focus_neighbor(const Vector2 &p_dir, Node *p_at, const Point2 *p_points, real_t p_min, real_t &r_closest_dist, Control **r_closest);
void _window_find_focus_neighbor(const Vector2 &p_dir, Node *p_at, const Rect2 &p_rect, const Rect2 &p_clamp, real_t p_min, real_t &r_closest_dist_squared, Control **r_closest);
Control *_get_focus_neighbor(Side p_side, int p_count = 0);
// Theming.