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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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@@ -581,6 +581,7 @@ ShaderEditor::ShaderEditor(EditorNode *p_node) {
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HBoxContainer *hbc = memnew(HBoxContainer);
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edit_menu = memnew(MenuButton);
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edit_menu->set_shortcut_context(this);
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edit_menu->set_text(TTR("Edit"));
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edit_menu->set_switch_on_hover(true);
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@@ -605,6 +606,7 @@ ShaderEditor::ShaderEditor(EditorNode *p_node) {
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edit_menu->get_popup()->connect("id_pressed", callable_mp(this, &ShaderEditor::_menu_option));
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search_menu = memnew(MenuButton);
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search_menu->set_shortcut_context(this);
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search_menu->set_text(TTR("Search"));
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search_menu->set_switch_on_hover(true);
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@@ -615,6 +617,7 @@ ShaderEditor::ShaderEditor(EditorNode *p_node) {
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search_menu->get_popup()->connect("id_pressed", callable_mp(this, &ShaderEditor::_menu_option));
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MenuButton *goto_menu = memnew(MenuButton);
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goto_menu->set_shortcut_context(this);
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goto_menu->set_text(TTR("Go To"));
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goto_menu->set_switch_on_hover(true);
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goto_menu->get_popup()->connect("id_pressed", callable_mp(this, &ShaderEditor::_menu_option));
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