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Prevent node rename shortcut from stealing focus from controls

This commit is contained in:
passivestar
2024-06-14 18:44:06 +04:00
parent 71699e08c9
commit 09f967bc00
3 changed files with 13 additions and 2 deletions

View File

@@ -148,7 +148,8 @@ void SceneTreeDock::input(const Ref<InputEvent> &p_event) {
void SceneTreeDock::shortcut_input(const Ref<InputEvent> &p_event) {
ERR_FAIL_COND(p_event.is_null());
if (get_viewport()->gui_get_focus_owner() && get_viewport()->gui_get_focus_owner()->is_text_field()) {
Control *focus_owner = get_viewport()->gui_get_focus_owner();
if (focus_owner && focus_owner->is_text_field()) {
return;
}
@@ -157,7 +158,11 @@ void SceneTreeDock::shortcut_input(const Ref<InputEvent> &p_event) {
}
if (ED_IS_SHORTCUT("scene_tree/rename", p_event)) {
_tool_selected(TOOL_RENAME);
// Prevent renaming if a button is focused
// to avoid conflict with Enter shortcut on macOS
if (!focus_owner || !Object::cast_to<BaseButton>(focus_owner)) {
_tool_selected(TOOL_RENAME);
}
#ifdef MODULE_REGEX_ENABLED
} else if (ED_IS_SHORTCUT("scene_tree/batch_rename", p_event)) {
_tool_selected(TOOL_BATCH_RENAME);