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Merge pull request #110895 from Giganzo/input-focus

Add setting for when to show the focus state for mouse input
This commit is contained in:
Thaddeus Crews
2025-10-21 19:09:25 -05:00
6 changed files with 12 additions and 8 deletions

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@@ -1183,12 +1183,15 @@
<member name="filesystem/import/fbx2gltf/enabled.web" type="bool" setter="" getter="" default="false">
Override for [member filesystem/import/fbx2gltf/enabled] on the Web where FBX2glTF can't easily be accessed from Godot.
</member>
<member name="gui/common/always_show_focus_state" type="bool" setter="" getter="" default="false">
If [code]true[/code], [Control]s will always show if they're focused, even if said focus was gained via mouse/touch input.
</member>
<member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0">
Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden.
</member>
<member name="gui/common/show_focus_state_on_pointer_event" type="int" setter="" getter="" default="1">
Determines whether a [Control] should visually indicate focus when said focus is gained using a mouse or touch input.
- [b]Never[/b] ([code]0[/code]) show the focused state for mouse/touch input.
- [b]Control Supports Keyboard Input[/b] ([code]1[/code]) shows the focused state even when gained via mouse/touch input (similar to how browsers handle focus).
- [b]Always[/b] ([code]2[/code]) show the focused state, even if said focus was gained via mouse/touch input.
</member>
<member name="gui/common/snap_controls_to_pixels" type="bool" setter="" getter="" default="true">
If [code]true[/code], snaps [Control] node vertices to the nearest pixel to ensure they remain crisp even when the camera moves or zooms.
</member>