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I'm trying to make a "passthrough" Control Node where the it can handle the input such as mouse_entered for tooltip display, but still allows the Control Node under it to also receive mouse_entered for button hovered.
I am using the built in Control tooltip and Button hover theme to display the button is_hovered.
I have tried many things and read through the docs, but have not found a solution.
I have tried to set the Draw Mode manually , this is read only.
I tried to set the buttons is_hovered property but that is also read only.
I have tried passing the mouse_entered signal but that doesn't seem to change the Draw Mode either.
Right now without the passthrough Mouse Filter and without being able to manually set the buttons Draw Mode I have not been able to get this to work without completely writing a new _draw function but that seems like overkill for something so simple.
Describe the problem or limitation you are having in your project
The existing Mouse Filter Pass only allows input to pass in unhandled.
I need it to handle the input and allow input to pass.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
There is a few options to fix this issue that i can think of...
1: Either change the existing Mouse Filter Pass to allow for the input to be passed regardless if handled, or add a new Mouse Filter that does this.
2: Allow the button Draw Mode to be set not just get.
3: Make it so the mouse_entered and mouse_exited signals change the buttons draw mode.
I feel the the first option allows for more flexible use cases.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
A new Mouse Filter would be the easiest and most flexible for users, making it simple to set in the existing properties.
The second option would work for my case but may not work for others but it would simply be adding a setter to the Draw Mode property.
This would allow the user to set the Draw Mode for buttons manually.
The final option in my opinion should exist regardless and I am not sure why it doesn't already.
This would make it so when the mouse_entered and mouse_exited signals are emitted it changes the buttons Draw Mode.
This could also be applied to the button_up, button_down, pressed, and toggled signals.
That way if the button receives a signal that should change the visual state, it will change the Draw Mode to display correctly.
If this enhancement will not be used often, can it be worked around with a few lines of script?
Not that I have found, I'm open to suggestions.
Is there a reason why this should be core and not an add-on in the asset library?
It seems like basic handling of Control Nodes and should be core.
The text was updated successfully, but these errors were encountered:
Describe the project you are working on
I'm trying to make a "passthrough" Control Node where the it can handle the input such as mouse_entered for tooltip display, but still allows the Control Node under it to also receive mouse_entered for button hovered.
I am using the built in Control tooltip and Button hover theme to display the button is_hovered.
I have tried many things and read through the docs, but have not found a solution.
I have tried to set the Draw Mode manually , this is read only.
I tried to set the buttons is_hovered property but that is also read only.
I have tried passing the mouse_entered signal but that doesn't seem to change the Draw Mode either.
Right now without the passthrough Mouse Filter and without being able to manually set the buttons Draw Mode I have not been able to get this to work without completely writing a new _draw function but that seems like overkill for something so simple.
Describe the problem or limitation you are having in your project
The existing Mouse Filter Pass only allows input to pass in unhandled.
I need it to handle the input and allow input to pass.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
There is a few options to fix this issue that i can think of...
1: Either change the existing Mouse Filter Pass to allow for the input to be passed regardless if handled, or add a new Mouse Filter that does this.
2: Allow the button Draw Mode to be set not just get.
3: Make it so the mouse_entered and mouse_exited signals change the buttons draw mode.
I feel the the first option allows for more flexible use cases.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
A new Mouse Filter would be the easiest and most flexible for users, making it simple to set in the existing properties.
The second option would work for my case but may not work for others but it would simply be adding a setter to the Draw Mode property.
This would allow the user to set the Draw Mode for buttons manually.
The final option in my opinion should exist regardless and I am not sure why it doesn't already.
This would make it so when the mouse_entered and mouse_exited signals are emitted it changes the buttons Draw Mode.
This could also be applied to the button_up, button_down, pressed, and toggled signals.
That way if the button receives a signal that should change the visual state, it will change the Draw Mode to display correctly.
If this enhancement will not be used often, can it be worked around with a few lines of script?
Not that I have found, I'm open to suggestions.
Is there a reason why this should be core and not an add-on in the asset library?
It seems like basic handling of Control Nodes and should be core.
The text was updated successfully, but these errors were encountered: