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Implement pause-aware picking

This changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
Pedro J. Estébanez 4 anos atrás
pai
commit
a63996ac95
3 arquivos alterados com 264 adições e 236 exclusões
  1. 1 0
      scene/main/scene_tree.cpp
  2. 261 235
      scene/main/viewport.cpp
  3. 2 1
      scene/main/viewport.h

+ 1 - 0
scene/main/scene_tree.cpp

@@ -409,6 +409,7 @@ bool SceneTree::physics_process(float p_time) {
 	emit_signal("physics_frame");
 
 	_notify_group_pause("physics_process_internal", Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
+	call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_process_picking");
 	_notify_group_pause("physics_process", Node::NOTIFICATION_PHYSICS_PROCESS);
 	_flush_ugc();
 	MessageQueue::get_singleton()->flush(); //small little hack

+ 261 - 235
scene/main/viewport.cpp

@@ -568,279 +568,290 @@ void Viewport::_notification(int p_what) {
 
 				RS::get_singleton()->multimesh_set_visible_instances(contact_3d_debug_multimesh, point_count);
 			}
+		} break;
+		case NOTIFICATION_WM_MOUSE_EXIT: {
+			_drop_physics_mouseover();
+
+			// Unlike on loss of focus (NOTIFICATION_WM_WINDOW_FOCUS_OUT), do not
+			// drop the gui mouseover here, as a scrollbar may be dragged while the
+			// mouse is outside the window (without the window having lost focus).
+			// See bug #39634
+		} break;
+		case NOTIFICATION_WM_WINDOW_FOCUS_OUT: {
+			_drop_physics_mouseover();
+
+			if (gui.mouse_focus && !gui.forced_mouse_focus) {
+				_drop_mouse_focus();
+			}
+		} break;
+	}
+}
+
+void Viewport::_process_picking() {
+	if (!is_inside_tree()) {
+		return;
+	}
+	if (!physics_object_picking) {
+		return;
+	}
+	if (to_screen_rect != Rect2i() && Input::get_singleton()->get_mouse_mode() == Input::MOUSE_MODE_CAPTURED) {
+		return;
+	}
+
+	_drop_physics_mouseover(true);
 
-			if (physics_object_picking && (to_screen_rect == Rect2i() || Input::get_singleton()->get_mouse_mode() != Input::MOUSE_MODE_CAPTURED)) {
 #ifndef _3D_DISABLED
-				Vector2 last_pos(1e20, 1e20);
-				CollisionObject3D *last_object = nullptr;
-				ObjectID last_id;
+	Vector2 last_pos(1e20, 1e20);
+	CollisionObject3D *last_object = nullptr;
+	ObjectID last_id;
 #endif
-				PhysicsDirectSpaceState3D::RayResult result;
-				PhysicsDirectSpaceState2D *ss2d = PhysicsServer2D::get_singleton()->space_get_direct_state(find_world_2d()->get_space());
-
-				if (physics_has_last_mousepos) {
-					// if no mouse event exists, create a motion one. This is necessary because objects or camera may have moved.
-					// while this extra event is sent, it is checked if both camera and last object and last ID did not move. If nothing changed, the event is discarded to avoid flooding with unnecessary motion events every frame
-					bool has_mouse_event = false;
-					for (List<Ref<InputEvent>>::Element *E = physics_picking_events.front(); E; E = E->next()) {
-						Ref<InputEventMouse> m = E->get();
-						if (m.is_valid()) {
-							has_mouse_event = true;
-							break;
-						}
-					}
+	PhysicsDirectSpaceState3D::RayResult result;
+	PhysicsDirectSpaceState2D *ss2d = PhysicsServer2D::get_singleton()->space_get_direct_state(find_world_2d()->get_space());
+
+	if (physics_has_last_mousepos) {
+		// if no mouse event exists, create a motion one. This is necessary because objects or camera may have moved.
+		// while this extra event is sent, it is checked if both camera and last object and last ID did not move. If nothing changed, the event is discarded to avoid flooding with unnecessary motion events every frame
+		bool has_mouse_event = false;
+		for (List<Ref<InputEvent>>::Element *E = physics_picking_events.front(); E; E = E->next()) {
+			Ref<InputEventMouse> m = E->get();
+			if (m.is_valid()) {
+				has_mouse_event = true;
+				break;
+			}
+		}
 
-					if (!has_mouse_event) {
-						Ref<InputEventMouseMotion> mm;
-						mm.instance();
-
-						mm->set_device(InputEvent::DEVICE_ID_INTERNAL);
-						mm->set_global_position(physics_last_mousepos);
-						mm->set_position(physics_last_mousepos);
-						mm->set_alt(physics_last_mouse_state.alt);
-						mm->set_shift(physics_last_mouse_state.shift);
-						mm->set_control(physics_last_mouse_state.control);
-						mm->set_metakey(physics_last_mouse_state.meta);
-						mm->set_button_mask(physics_last_mouse_state.mouse_mask);
-						physics_picking_events.push_back(mm);
-					}
-				}
+		if (!has_mouse_event) {
+			Ref<InputEventMouseMotion> mm;
+			mm.instance();
 
-				while (physics_picking_events.size()) {
-					Ref<InputEvent> ev = physics_picking_events.front()->get();
-					physics_picking_events.pop_front();
+			mm->set_device(InputEvent::DEVICE_ID_INTERNAL);
+			mm->set_global_position(physics_last_mousepos);
+			mm->set_position(physics_last_mousepos);
+			mm->set_alt(physics_last_mouse_state.alt);
+			mm->set_shift(physics_last_mouse_state.shift);
+			mm->set_control(physics_last_mouse_state.control);
+			mm->set_metakey(physics_last_mouse_state.meta);
+			mm->set_button_mask(physics_last_mouse_state.mouse_mask);
+			physics_picking_events.push_back(mm);
+		}
+	}
 
-					Vector2 pos;
-					bool is_mouse = false;
+	while (physics_picking_events.size()) {
+		Ref<InputEvent> ev = physics_picking_events.front()->get();
+		physics_picking_events.pop_front();
 
-					Ref<InputEventMouseMotion> mm = ev;
+		Vector2 pos;
+		bool is_mouse = false;
 
-					if (mm.is_valid()) {
-						pos = mm->get_position();
-						is_mouse = true;
+		Ref<InputEventMouseMotion> mm = ev;
 
-						physics_has_last_mousepos = true;
-						physics_last_mousepos = pos;
-						physics_last_mouse_state.alt = mm->get_alt();
-						physics_last_mouse_state.shift = mm->get_shift();
-						physics_last_mouse_state.control = mm->get_control();
-						physics_last_mouse_state.meta = mm->get_metakey();
-						physics_last_mouse_state.mouse_mask = mm->get_button_mask();
-					}
+		if (mm.is_valid()) {
+			pos = mm->get_position();
+			is_mouse = true;
 
-					Ref<InputEventMouseButton> mb = ev;
+			physics_has_last_mousepos = true;
+			physics_last_mousepos = pos;
+			physics_last_mouse_state.alt = mm->get_alt();
+			physics_last_mouse_state.shift = mm->get_shift();
+			physics_last_mouse_state.control = mm->get_control();
+			physics_last_mouse_state.meta = mm->get_metakey();
+			physics_last_mouse_state.mouse_mask = mm->get_button_mask();
+		}
 
-					if (mb.is_valid()) {
-						pos = mb->get_position();
-						is_mouse = true;
+		Ref<InputEventMouseButton> mb = ev;
 
-						physics_has_last_mousepos = true;
-						physics_last_mousepos = pos;
-						physics_last_mouse_state.alt = mb->get_alt();
-						physics_last_mouse_state.shift = mb->get_shift();
-						physics_last_mouse_state.control = mb->get_control();
-						physics_last_mouse_state.meta = mb->get_metakey();
+		if (mb.is_valid()) {
+			pos = mb->get_position();
+			is_mouse = true;
 
-						if (mb->is_pressed()) {
-							physics_last_mouse_state.mouse_mask |= (1 << (mb->get_button_index() - 1));
-						} else {
-							physics_last_mouse_state.mouse_mask &= ~(1 << (mb->get_button_index() - 1));
+			physics_has_last_mousepos = true;
+			physics_last_mousepos = pos;
+			physics_last_mouse_state.alt = mb->get_alt();
+			physics_last_mouse_state.shift = mb->get_shift();
+			physics_last_mouse_state.control = mb->get_control();
+			physics_last_mouse_state.meta = mb->get_metakey();
 
-							// If touch mouse raised, assume we don't know last mouse pos until new events come
-							if (mb->get_device() == InputEvent::DEVICE_ID_TOUCH_MOUSE) {
-								physics_has_last_mousepos = false;
-							}
-						}
-					}
+			if (mb->is_pressed()) {
+				physics_last_mouse_state.mouse_mask |= (1 << (mb->get_button_index() - 1));
+			} else {
+				physics_last_mouse_state.mouse_mask &= ~(1 << (mb->get_button_index() - 1));
 
-					Ref<InputEventKey> k = ev;
-					if (k.is_valid()) {
-						//only for mask
-						physics_last_mouse_state.alt = k->get_alt();
-						physics_last_mouse_state.shift = k->get_shift();
-						physics_last_mouse_state.control = k->get_control();
-						physics_last_mouse_state.meta = k->get_metakey();
-						continue;
-					}
+				// If touch mouse raised, assume we don't know last mouse pos until new events come
+				if (mb->get_device() == InputEvent::DEVICE_ID_TOUCH_MOUSE) {
+					physics_has_last_mousepos = false;
+				}
+			}
+		}
 
-					Ref<InputEventScreenDrag> sd = ev;
+		Ref<InputEventKey> k = ev;
+		if (k.is_valid()) {
+			//only for mask
+			physics_last_mouse_state.alt = k->get_alt();
+			physics_last_mouse_state.shift = k->get_shift();
+			physics_last_mouse_state.control = k->get_control();
+			physics_last_mouse_state.meta = k->get_metakey();
+			continue;
+		}
 
-					if (sd.is_valid()) {
-						pos = sd->get_position();
-					}
+		Ref<InputEventScreenDrag> sd = ev;
 
-					Ref<InputEventScreenTouch> st = ev;
+		if (sd.is_valid()) {
+			pos = sd->get_position();
+		}
 
-					if (st.is_valid()) {
-						pos = st->get_position();
-					}
+		Ref<InputEventScreenTouch> st = ev;
 
-					if (ss2d) {
-						//send to 2D
+		if (st.is_valid()) {
+			pos = st->get_position();
+		}
 
-						uint64_t frame = get_tree()->get_frame();
+		if (ss2d) {
+			//send to 2D
 
-						PhysicsDirectSpaceState2D::ShapeResult res[64];
-						for (Set<CanvasLayer *>::Element *E = canvas_layers.front(); E; E = E->next()) {
-							Transform2D canvas_transform;
-							ObjectID canvas_layer_id;
-							if (E->get()) {
-								// A descendant CanvasLayer
-								canvas_transform = E->get()->get_transform();
-								canvas_layer_id = E->get()->get_instance_id();
-							} else {
-								// This Viewport's builtin canvas
-								canvas_transform = get_canvas_transform();
-								canvas_layer_id = ObjectID();
-							}
+			uint64_t frame = get_tree()->get_frame();
 
-							Vector2 point = canvas_transform.affine_inverse().xform(pos);
-
-							int rc = ss2d->intersect_point_on_canvas(point, canvas_layer_id, res, 64, Set<RID>(), 0xFFFFFFFF, true, true, true);
-							for (int i = 0; i < rc; i++) {
-								if (res[i].collider_id.is_valid() && res[i].collider) {
-									CollisionObject2D *co = Object::cast_to<CollisionObject2D>(res[i].collider);
-									if (co) {
-										bool send_event = true;
-										if (is_mouse) {
-											Map<ObjectID, uint64_t>::Element *F = physics_2d_mouseover.find(res[i].collider_id);
-
-											if (!F) {
-												physics_2d_mouseover.insert(res[i].collider_id, frame);
-												co->_mouse_enter();
-											} else {
-												F->get() = frame;
-												// It was already hovered, so don't send the event if it's faked
-												if (mm.is_valid() && mm->get_device() == InputEvent::DEVICE_ID_INTERNAL) {
-													send_event = false;
-												}
-											}
-										}
-
-										if (send_event) {
-											co->_input_event(this, ev, res[i].shape);
-										}
+			PhysicsDirectSpaceState2D::ShapeResult res[64];
+			for (Set<CanvasLayer *>::Element *E = canvas_layers.front(); E; E = E->next()) {
+				Transform2D canvas_transform;
+				ObjectID canvas_layer_id;
+				if (E->get()) {
+					// A descendant CanvasLayer
+					canvas_transform = E->get()->get_transform();
+					canvas_layer_id = E->get()->get_instance_id();
+				} else {
+					// This Viewport's builtin canvas
+					canvas_transform = get_canvas_transform();
+					canvas_layer_id = ObjectID();
+				}
+
+				Vector2 point = canvas_transform.affine_inverse().xform(pos);
+
+				int rc = ss2d->intersect_point_on_canvas(point, canvas_layer_id, res, 64, Set<RID>(), 0xFFFFFFFF, true, true, true);
+				for (int i = 0; i < rc; i++) {
+					if (res[i].collider_id.is_valid() && res[i].collider) {
+						CollisionObject2D *co = Object::cast_to<CollisionObject2D>(res[i].collider);
+						if (co && co->can_process()) {
+							bool send_event = true;
+							if (is_mouse) {
+								Map<ObjectID, uint64_t>::Element *F = physics_2d_mouseover.find(res[i].collider_id);
+
+								if (!F) {
+									physics_2d_mouseover.insert(res[i].collider_id, frame);
+									co->_mouse_enter();
+								} else {
+									F->get() = frame;
+									// It was already hovered, so don't send the event if it's faked
+									if (mm.is_valid() && mm->get_device() == InputEvent::DEVICE_ID_INTERNAL) {
+										send_event = false;
 									}
 								}
 							}
-						}
 
-						if (is_mouse) {
-							List<Map<ObjectID, uint64_t>::Element *> to_erase;
-
-							for (Map<ObjectID, uint64_t>::Element *E = physics_2d_mouseover.front(); E; E = E->next()) {
-								if (E->get() != frame) {
-									Object *o = ObjectDB::get_instance(E->key());
-									if (o) {
-										CollisionObject2D *co = Object::cast_to<CollisionObject2D>(o);
-										if (co) {
-											co->_mouse_exit();
-										}
-									}
-									to_erase.push_back(E);
-								}
+							if (send_event) {
+								co->_input_event(this, ev, res[i].shape);
 							}
+						}
+					}
+				}
+			}
 
-							while (to_erase.size()) {
-								physics_2d_mouseover.erase(to_erase.front()->get());
-								to_erase.pop_front();
+			if (is_mouse) {
+				List<Map<ObjectID, uint64_t>::Element *> to_erase;
+
+				for (Map<ObjectID, uint64_t>::Element *E = physics_2d_mouseover.front(); E; E = E->next()) {
+					if (E->get() != frame) {
+						Object *o = ObjectDB::get_instance(E->key());
+						if (o) {
+							CollisionObject2D *co = Object::cast_to<CollisionObject2D>(o);
+							if (co) {
+								co->_mouse_exit();
 							}
 						}
+						to_erase.push_back(E);
 					}
+				}
+
+				while (to_erase.size()) {
+					physics_2d_mouseover.erase(to_erase.front()->get());
+					to_erase.pop_front();
+				}
+			}
+		}
 
 #ifndef _3D_DISABLED
-					bool captured = false;
-
-					if (physics_object_capture.is_valid()) {
-						CollisionObject3D *co = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_capture));
-						if (co && camera) {
-							_collision_object_input_event(co, camera, ev, Vector3(), Vector3(), 0);
-							captured = true;
-							if (mb.is_valid() && mb->get_button_index() == 1 && !mb->is_pressed()) {
-								physics_object_capture = ObjectID();
-							}
+		bool captured = false;
+
+		if (physics_object_capture.is_valid()) {
+			CollisionObject3D *co = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_capture));
+			if (co && camera) {
+				_collision_object_input_event(co, camera, ev, Vector3(), Vector3(), 0);
+				captured = true;
+				if (mb.is_valid() && mb->get_button_index() == 1 && !mb->is_pressed()) {
+					physics_object_capture = ObjectID();
+				}
 
-						} else {
-							physics_object_capture = ObjectID();
+			} else {
+				physics_object_capture = ObjectID();
+			}
+		}
+
+		if (captured) {
+			//none
+		} else if (pos == last_pos) {
+			if (last_id.is_valid()) {
+				if (ObjectDB::get_instance(last_id) && last_object) {
+					//good, exists
+					_collision_object_input_event(last_object, camera, ev, result.position, result.normal, result.shape);
+					if (last_object->get_capture_input_on_drag() && mb.is_valid() && mb->get_button_index() == 1 && mb->is_pressed()) {
+						physics_object_capture = last_id;
+					}
+				}
+			}
+		} else {
+			if (camera) {
+				Vector3 from = camera->project_ray_origin(pos);
+				Vector3 dir = camera->project_ray_normal(pos);
+
+				PhysicsDirectSpaceState3D *space = PhysicsServer3D::get_singleton()->space_get_direct_state(find_world_3d()->get_space());
+				if (space) {
+					bool col = space->intersect_ray(from, from + dir * 10000, result, Set<RID>(), 0xFFFFFFFF, true, true, true);
+					ObjectID new_collider;
+					if (col) {
+						CollisionObject3D *co = Object::cast_to<CollisionObject3D>(result.collider);
+						if (co && co->can_process()) {
+							_collision_object_input_event(co, camera, ev, result.position, result.normal, result.shape);
+							last_object = co;
+							last_id = result.collider_id;
+							new_collider = last_id;
+							if (co->get_capture_input_on_drag() && mb.is_valid() && mb->get_button_index() == 1 && mb->is_pressed()) {
+								physics_object_capture = last_id;
+							}
 						}
 					}
 
-					if (captured) {
-						//none
-					} else if (pos == last_pos) {
-						if (last_id.is_valid()) {
-							if (ObjectDB::get_instance(last_id) && last_object) {
-								//good, exists
-								_collision_object_input_event(last_object, camera, ev, result.position, result.normal, result.shape);
-								if (last_object->get_capture_input_on_drag() && mb.is_valid() && mb->get_button_index() == 1 && mb->is_pressed()) {
-									physics_object_capture = last_id;
-								}
+					if (is_mouse && new_collider != physics_object_over) {
+						if (physics_object_over.is_valid()) {
+							CollisionObject3D *co = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_over));
+							if (co) {
+								co->_mouse_exit();
 							}
 						}
-					} else {
-						if (camera) {
-							Vector3 from = camera->project_ray_origin(pos);
-							Vector3 dir = camera->project_ray_normal(pos);
-
-							PhysicsDirectSpaceState3D *space = PhysicsServer3D::get_singleton()->space_get_direct_state(find_world_3d()->get_space());
-							if (space) {
-								bool col = space->intersect_ray(from, from + dir * 10000, result, Set<RID>(), 0xFFFFFFFF, true, true, true);
-								ObjectID new_collider;
-								if (col) {
-									CollisionObject3D *co = Object::cast_to<CollisionObject3D>(result.collider);
-									if (co) {
-										_collision_object_input_event(co, camera, ev, result.position, result.normal, result.shape);
-										last_object = co;
-										last_id = result.collider_id;
-										new_collider = last_id;
-										if (co->get_capture_input_on_drag() && mb.is_valid() && mb->get_button_index() == 1 && mb->is_pressed()) {
-											physics_object_capture = last_id;
-										}
-									}
-								}
-
-								if (is_mouse && new_collider != physics_object_over) {
-									if (physics_object_over.is_valid()) {
-										CollisionObject3D *co = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_over));
-										if (co) {
-											co->_mouse_exit();
-										}
-									}
-
-									if (new_collider.is_valid()) {
-										CollisionObject3D *co = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(new_collider));
-										if (co) {
-											co->_mouse_enter();
-										}
-									}
 
-									physics_object_over = new_collider;
-								}
+						if (new_collider.is_valid()) {
+							CollisionObject3D *co = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(new_collider));
+							if (co) {
+								co->_mouse_enter();
 							}
-
-							last_pos = pos;
 						}
+
+						physics_object_over = new_collider;
 					}
-#endif
 				}
-			}
-
-		} break;
-		case NOTIFICATION_WM_MOUSE_EXIT: {
-			_drop_physics_mouseover();
 
-			// Unlike on loss of focus (NOTIFICATION_WM_WINDOW_FOCUS_OUT), do not
-			// drop the gui mouseover here, as a scrollbar may be dragged while the
-			// mouse is outside the window (without the window having lost focus).
-			// See bug #39634
-		} break;
-		case NOTIFICATION_WM_WINDOW_FOCUS_OUT: {
-			_drop_physics_mouseover();
-
-			if (gui.mouse_focus && !gui.forced_mouse_focus) {
-				_drop_mouse_focus();
+				last_pos = pos;
 			}
-		} break;
+		}
+#endif
 	}
 }
 
@@ -2582,28 +2593,41 @@ void Viewport::_drop_mouse_focus() {
 	}
 }
 
-void Viewport::_drop_physics_mouseover() {
+void Viewport::_drop_physics_mouseover(bool p_paused_only) {
 	physics_has_last_mousepos = false;
 
-	while (physics_2d_mouseover.size()) {
-		Object *o = ObjectDB::get_instance(physics_2d_mouseover.front()->key());
+	List<Map<ObjectID, uint64_t>::Element *> to_erase;
+
+	for (Map<ObjectID, uint64_t>::Element *E = physics_2d_mouseover.front(); E; E = E->next()) {
+		Object *o = ObjectDB::get_instance(E->key());
 		if (o) {
 			CollisionObject2D *co = Object::cast_to<CollisionObject2D>(o);
-			co->_mouse_exit();
+			if (co) {
+				if (p_paused_only && co->can_process()) {
+					continue;
+				}
+				co->_mouse_exit();
+				to_erase.push_back(E);
+			}
 		}
-		physics_2d_mouseover.erase(physics_2d_mouseover.front());
+	}
+
+	while (to_erase.size()) {
+		physics_2d_mouseover.erase(to_erase.front()->get());
+		to_erase.pop_front();
 	}
 
 #ifndef _3D_DISABLED
 	if (physics_object_over.is_valid()) {
 		CollisionObject3D *co = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_over));
 		if (co) {
-			co->_mouse_exit();
+			if (!(p_paused_only && co->can_process())) {
+				co->_mouse_exit();
+				physics_object_over = ObjectID();
+				physics_object_capture = ObjectID();
+			}
 		}
 	}
-
-	physics_object_over = ObjectID();
-	physics_object_capture = ObjectID();
 #endif
 }
 
@@ -3529,6 +3553,8 @@ void Viewport::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_lod_threshold", "pixels"), &Viewport::set_lod_threshold);
 	ClassDB::bind_method(D_METHOD("get_lod_threshold"), &Viewport::get_lod_threshold);
 
+	ClassDB::bind_method(D_METHOD("_process_picking"), &Viewport::_process_picking);
+
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "own_world_3d"), "set_use_own_world_3d", "is_using_own_world_3d");
 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "world_3d", PROPERTY_HINT_RESOURCE_TYPE, "World3D"), "set_world_3d", "get_world_3d");
 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "world_2d", PROPERTY_HINT_RESOURCE_TYPE, "World2D", 0), "set_world_2d", "get_world_2d");

+ 2 - 1
scene/main/viewport.h

@@ -450,7 +450,7 @@ private:
 	void _canvas_layer_remove(CanvasLayer *p_canvas_layer);
 
 	void _drop_mouse_focus();
-	void _drop_physics_mouseover();
+	void _drop_physics_mouseover(bool p_paused_only = false);
 
 	void _update_canvas_items(Node *p_node);
 
@@ -479,6 +479,7 @@ protected:
 	bool _is_size_allocated() const;
 
 	void _notification(int p_what);
+	void _process_picking();
 	static void _bind_methods();
 	virtual void _validate_property(PropertyInfo &property) const override;