mirror of
https://github.com/godotengine/godot.git
synced 2025-01-22 10:32:54 -05:00
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:
commit
47077529a8
2 changed files with 140 additions and 75 deletions
|
@ -32,9 +32,9 @@
|
||||||
|
|
||||||
#include "container.h"
|
#include "container.h"
|
||||||
#include "core/config/project_settings.h"
|
#include "core/config/project_settings.h"
|
||||||
#include "core/math/geometry_2d.h"
|
|
||||||
#include "core/os/os.h"
|
#include "core/os/os.h"
|
||||||
#include "core/string/translation_server.h"
|
#include "core/string/translation_server.h"
|
||||||
|
#include "scene/gui/scroll_container.h"
|
||||||
#include "scene/main/canvas_layer.h"
|
#include "scene/main/canvas_layer.h"
|
||||||
#include "scene/main/window.h"
|
#include "scene/main/window.h"
|
||||||
#include "scene/theme/theme_db.h"
|
#include "scene/theme/theme_db.h"
|
||||||
|
@ -2281,18 +2281,9 @@ Control *Control::_get_focus_neighbor(Side p_side, int p_count) {
|
||||||
return c;
|
return c;
|
||||||
}
|
}
|
||||||
|
|
||||||
real_t dist = 1e7;
|
real_t square_of_dist = 1e14;
|
||||||
Control *result = nullptr;
|
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] = {
|
const Vector2 dir[4] = {
|
||||||
Vector2(-1, 0),
|
Vector2(-1, 0),
|
||||||
Vector2(0, -1),
|
Vector2(0, -1),
|
||||||
|
@ -2302,18 +2293,73 @@ Control *Control::_get_focus_neighbor(Side p_side, int p_count) {
|
||||||
|
|
||||||
Vector2 vdir = dir[p_side];
|
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++) {
|
Rect2 clamp = Rect2(-1e7, -1e7, 2e7, 2e7);
|
||||||
real_t d = vdir.dot(points[i]);
|
Rect2 result_rect;
|
||||||
if (d > maxd) {
|
|
||||||
maxd = d;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Node *base = this;
|
Node *base = this;
|
||||||
|
|
||||||
while (base) {
|
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);
|
Control *c = Object::cast_to<Control>(base);
|
||||||
if (c) {
|
if (c) {
|
||||||
if (c->data.RI) {
|
if (c->data.RI) {
|
||||||
|
@ -2323,11 +2369,15 @@ Control *Control::_get_focus_neighbor(Side p_side, int p_count) {
|
||||||
base = base->get_parent();
|
base = base->get_parent();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (result) {
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
if (!base) {
|
if (!base) {
|
||||||
return nullptr;
|
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;
|
return result;
|
||||||
}
|
}
|
||||||
|
@ -2336,83 +2386,98 @@ Control *Control::find_valid_focus_neighbor(Side p_side) const {
|
||||||
return const_cast<Control *>(this)->_get_focus_neighbor(p_side);
|
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)) {
|
if (Object::cast_to<Viewport>(p_at)) {
|
||||||
return; //bye
|
return; // Bye.
|
||||||
}
|
}
|
||||||
|
|
||||||
Control *c = Object::cast_to<Control>(p_at);
|
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()) {
|
if (c && c != this && c->get_focus_mode() == FOCUS_ALL && !in_container && p_clamp.intersects(c->get_global_rect())) {
|
||||||
Point2 points[4];
|
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());
|
Vector2 cC_origin = r_c.get_center() - p_rect.get_center();
|
||||||
points[1] = xform.xform(Point2(c->get_size().x, 0));
|
Vector2 cC = cC_origin.abs(); // Converted to fall in the first quadrant of c.
|
||||||
points[2] = xform.xform(c->get_size());
|
|
||||||
points[3] = xform.xform(Point2(0, c->get_size().y));
|
|
||||||
|
|
||||||
|
Vector2 ab = cC - 0.5 * r_c.get_size() - 0.5 * p_rect.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;
|
||||||
|
}
|
||||||
|
|
||||||
|
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
|
// 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
|
// 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
|
// separation overridden to 0). This needs specific handling so that the correct
|
||||||
// focus neighbor is selected.
|
// focus neighbor is selected.
|
||||||
|
|
||||||
// Calculate centers of the potential neighbor, currently focused, and closest controls.
|
Point2 p_center = p_rect.get_center();
|
||||||
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;
|
Control *closest = *r_closest;
|
||||||
Transform2D closest_xform = closest->get_global_transform();
|
Point2 closest_center = closest->get_global_rect().get_center();
|
||||||
closest_center = closest_xform.xform(0.5 * closest->get_size());
|
|
||||||
}
|
|
||||||
|
|
||||||
real_t min = 1e7;
|
|
||||||
|
|
||||||
for (int i = 0; i < 4; i++) {
|
|
||||||
real_t d = p_dir.dot(points[i]);
|
|
||||||
if (d < min) {
|
|
||||||
min = d;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
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.
|
// 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())) {
|
if (Math::abs(p_dir.cross(cC_origin)) < Math::abs(p_dir.cross(closest_center - p_center))) {
|
||||||
r_closest_dist = d;
|
|
||||||
*r_closest = c;
|
*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;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int i = 0; i < p_at->get_child_count(); i++) {
|
for (int i = 0; i < p_at->get_child_count(); i++) {
|
||||||
Node *child = p_at->get_child(i);
|
Node *child = p_at->get_child(i);
|
||||||
Control *childc = Object::cast_to<Control>(child);
|
Control *childc = Object::cast_to<Control>(child);
|
||||||
if (childc && childc->data.RI) {
|
if (childc) {
|
||||||
continue; //subwindow, ignore
|
if (childc->data.RI) {
|
||||||
|
continue; // Subwindow, ignore.
|
||||||
}
|
}
|
||||||
_window_find_focus_neighbor(p_dir, p_at->get_child(i), p_points, p_min, r_closest_dist, r_closest);
|
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, child, p_rect, intersection, p_min, r_closest_dist_squared, r_closest);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -314,7 +314,7 @@ private:
|
||||||
|
|
||||||
// Focus.
|
// 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);
|
Control *_get_focus_neighbor(Side p_side, int p_count = 0);
|
||||||
|
|
||||||
// Theming.
|
// Theming.
|
||||||
|
|
Loading…
Reference in a new issue