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Use InputMap actions consistently across all LineEdit's that filter an underlying Tree or ItemList.
- Instead of checking for Key::UP, Key::DOWN, Key::PAGEUP, Key::PAGEDOWN etc., we rather check for the action like 'ui_up' or 'ui_down'. - Also use AcceptDialog's 'register_text_enter' functionality to consistently close a dialog when ENTER is pressed while the LineEdit has focus (instead of redirecting ENTER keys to e.g. the underlying Tree). - Unify the LineEdit filter behavior for the SceneTreeDialog and corresponding usages - Improve OK Button disablement (something should be selected)
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@@ -230,7 +230,7 @@ class VisualShaderEditor : public ShaderEditor {
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bool pending_update_preview = false;
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bool shader_error = false;
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Window *code_preview_window = nullptr;
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AcceptDialog *code_preview_window = nullptr;
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VBoxContainer *code_preview_vbox = nullptr;
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CodeEdit *preview_text = nullptr;
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Ref<CodeHighlighter> syntax_highlighter = nullptr;
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@@ -576,9 +576,8 @@ class VisualShaderEditor : public ShaderEditor {
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void _graph_gui_input(const Ref<InputEvent> &p_event);
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void _member_filter_changed(const String &p_text);
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void _sbox_input(const Ref<InputEvent> &p_ie);
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void _sbox_input(const Ref<InputEvent> &p_event);
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void _member_selected();
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void _member_unselected();
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void _member_create();
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void _member_cancel();
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