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Fix freelook in 3D when multiple viewports are open

Robert Yevdokimov 3 ヶ月 前
コミット
7e5ccada9c

+ 40 - 1
editor/plugins/node_3d_editor_plugin.cpp

@@ -1671,6 +1671,33 @@ void Node3DEditorViewport::_list_select(Ref<InputEventMouseButton> b) {
 	}
 }
 
+// Helper function to redirect mouse events to the active freelook viewport
+static bool _redirect_freelook_input(const Ref<InputEvent> &p_event, Node3DEditorViewport *p_exclude_viewport = nullptr) {
+	if (Input::get_singleton()->get_mouse_mode() != Input::MOUSE_MODE_CAPTURED) {
+		return false;
+	}
+
+	Node3DEditor *editor = Node3DEditor::get_singleton();
+	if (!editor->get_freelook_viewport()) {
+		return false;
+	}
+
+	Node3DEditorViewport *freelook_vp = editor->get_freelook_viewport();
+	if (freelook_vp == p_exclude_viewport) {
+		return false;
+	}
+
+	Ref<InputEventMouse> mouse_event = p_event;
+	if (!mouse_event.is_valid()) {
+		return false;
+	}
+
+	Control *target_surface = freelook_vp->get_surface();
+
+	target_surface->emit_signal(SceneStringName(gui_input), p_event);
+	return true;
+}
+
 // This is only active during instant transforms,
 // to capture and wrap mouse events outside the control.
 void Node3DEditorViewport::input(const Ref<InputEvent> &p_event) {
@@ -1688,6 +1715,10 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
 		return; //do NONE
 	}
 
+	if (_redirect_freelook_input(p_event, this)) {
+		return;
+	}
+
 	EditorPlugin::AfterGUIInput after = EditorPlugin::AFTER_GUI_INPUT_PASS;
 	{
 		EditorNode *en = EditorNode::get_singleton();
@@ -2702,6 +2733,8 @@ void Node3DEditorViewport::set_freelook_active(bool active_now) {
 
 		previous_mouse_position = get_local_mouse_position();
 
+		spatial_editor->set_freelook_viewport(this);
+
 		// Hide mouse like in an FPS (warping doesn't work)
 		Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
 
@@ -2709,6 +2742,8 @@ void Node3DEditorViewport::set_freelook_active(bool active_now) {
 		// Sync camera cursor to cursor to "cut" interpolation jumps due to changing referential
 		cursor = camera_cursor;
 
+		spatial_editor->set_freelook_viewport(nullptr);
+
 		// Restore mouse
 		Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_VISIBLE);
 
@@ -5990,6 +6025,10 @@ Node3DEditorViewport::~Node3DEditorViewport() {
 void Node3DEditorViewportContainer::gui_input(const Ref<InputEvent> &p_event) {
 	ERR_FAIL_COND(p_event.is_null());
 
+	if (_redirect_freelook_input(p_event)) {
+		return;
+	}
+
 	Ref<InputEventMouseButton> mb = p_event;
 
 	if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT) {
@@ -6084,7 +6123,7 @@ void Node3DEditorViewportContainer::_notification(int p_what) {
 		} break;
 
 		case NOTIFICATION_DRAW: {
-			if (mouseover) {
+			if (mouseover && Input::get_singleton()->get_mouse_mode() != Input::MOUSE_MODE_CAPTURED) {
 				Ref<Texture2D> h_grabber = get_theme_icon(SNAME("grabber"), SNAME("HSplitContainer"));
 				Ref<Texture2D> v_grabber = get_theme_icon(SNAME("grabber"), SNAME("VSplitContainer"));
 

+ 6 - 0
editor/plugins/node_3d_editor_plugin.h

@@ -560,6 +560,7 @@ public:
 
 	SubViewport *get_viewport_node() { return viewport; }
 	Camera3D *get_camera_3d() { return camera; } // return the default camera object.
+	Control *get_surface() { return surface; }
 
 	Node3DEditorViewport(Node3DEditor *p_spatial_editor, int p_index);
 	~Node3DEditorViewport();
@@ -825,6 +826,8 @@ private:
 
 	Node3D *selected = nullptr;
 
+	Node3DEditorViewport *freelook_viewport = nullptr;
+
 	void _request_gizmo(Object *p_obj);
 	void _request_gizmo_for_id(ObjectID p_id);
 	void _set_subgizmo_selection(Object *p_obj, Ref<Node3DGizmo> p_gizmo, int p_id, Transform3D p_transform = Transform3D());
@@ -1025,6 +1028,9 @@ public:
 	}
 	Node3DEditorViewport *get_last_used_viewport();
 
+	void set_freelook_viewport(Node3DEditorViewport *p_viewport) { freelook_viewport = p_viewport; }
+	Node3DEditorViewport *get_freelook_viewport() const { return freelook_viewport; }
+
 	void add_gizmo_plugin(Ref<EditorNode3DGizmoPlugin> p_plugin);
 	void remove_gizmo_plugin(Ref<EditorNode3DGizmoPlugin> p_plugin);