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Implement new shortcuts system.
unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
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@@ -1210,9 +1210,11 @@ void AnimationPlayerEditor::_unhandled_key_input(const Ref<InputEvent> &p_ev) {
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} else {
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_play_bw_pressed();
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}
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accept_event();
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} break;
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case KEY_S: {
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_stop_pressed();
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accept_event();
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} break;
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case KEY_D: {
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if (!k->get_shift()) {
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@@ -1220,6 +1222,7 @@ void AnimationPlayerEditor::_unhandled_key_input(const Ref<InputEvent> &p_ev) {
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} else {
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_play_pressed();
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}
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accept_event();
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} break;
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}
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}
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@@ -1545,6 +1548,7 @@ AnimationPlayerEditor::AnimationPlayerEditor(EditorNode *p_editor, AnimationPlay
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delete_dialog->connect("confirmed", callable_mp(this, &AnimationPlayerEditor::_animation_remove_confirmed));
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tool_anim = memnew(MenuButton);
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tool_anim->set_shortcut_context(this);
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tool_anim->set_flat(false);
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tool_anim->set_tooltip(TTR("Animation Tools"));
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tool_anim->set_text(TTR("Animation"));
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