Merge pull request #94288 from KoBeWi/cursed_code

Allow box selecting over CanvasItems when Shift is held
This commit is contained in:
Rémi Verschelde 2024-08-28 00:12:02 +02:00
commit 3e23f56c72
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@ -64,6 +64,7 @@
#include "scene/resources/style_box_texture.h"
#define RULER_WIDTH (15 * EDSCALE)
#define DRAG_THRESHOLD (8 * EDSCALE)
constexpr real_t SCALE_HANDLE_DISTANCE = 25;
constexpr real_t MOVE_HANDLE_DISTANCE = 25;
@ -2319,7 +2320,7 @@ bool CanvasItemEditor::_gui_input_select(const Ref<InputEvent> &p_event) {
Ref<InputEventMouseMotion> m = p_event;
Ref<InputEventKey> k = p_event;
if (drag_type == DRAG_NONE) {
if (drag_type == DRAG_NONE || (drag_type == DRAG_BOX_SELECTION && b.is_valid() && !b->is_pressed())) {
if (b.is_valid() && b->is_pressed() &&
((b->get_button_index() == MouseButton::RIGHT && b->is_alt_pressed() && tool == TOOL_SELECT) ||
(b->get_button_index() == MouseButton::LEFT && tool == TOOL_LIST_SELECT))) {
@ -2411,47 +2412,58 @@ bool CanvasItemEditor::_gui_input_select(const Ref<InputEvent> &p_event) {
return true;
}
if (b.is_valid() && b->get_button_index() == MouseButton::LEFT && b->is_pressed() && !panner->is_panning() && (tool == TOOL_SELECT || tool == TOOL_MOVE || tool == TOOL_SCALE || tool == TOOL_ROTATE)) {
// Single item selection
Point2 click = transform.affine_inverse().xform(b->get_position());
Point2 click;
bool can_select = b.is_valid() && b->get_button_index() == MouseButton::LEFT && !panner->is_panning() && (tool == TOOL_SELECT || tool == TOOL_MOVE || tool == TOOL_SCALE || tool == TOOL_ROTATE);
if (can_select) {
click = transform.affine_inverse().xform(b->get_position());
// Allow selecting on release when performed very small box selection (necessary when Shift is pressed, see below).
can_select = b->is_pressed() || (drag_type == DRAG_BOX_SELECTION && click.distance_to(drag_from) <= DRAG_THRESHOLD);
}
if (can_select) {
// Single item selection.
Node *scene = EditorNode::get_singleton()->get_edited_scene();
if (!scene) {
return true;
}
// Find the item to select
// Find the item to select.
CanvasItem *ci = nullptr;
Vector<_SelectResult> selection = Vector<_SelectResult>();
// Retrieve the canvas items
// Retrieve the canvas items.
_get_canvas_items_at_pos(click, selection);
if (!selection.is_empty()) {
ci = selection[0].item;
}
if (!ci) {
// Start a box selection
// Shift also allows forcing box selection when item was clicked.
if (!ci || (b->is_shift_pressed() && b->is_pressed())) {
// Start a box selection.
if (!b->is_shift_pressed()) {
// Clear the selection if not additive
// Clear the selection if not additive.
editor_selection->clear();
viewport->queue_redraw();
selected_from_canvas = true;
};
drag_from = click;
drag_type = DRAG_BOX_SELECTION;
box_selecting_to = drag_from;
return true;
if (b->is_pressed()) {
drag_from = click;
drag_type = DRAG_BOX_SELECTION;
box_selecting_to = drag_from;
return true;
}
} else {
bool still_selected = _select_click_on_item(ci, click, b->is_shift_pressed());
// Start dragging
if (still_selected && (tool == TOOL_SELECT || tool == TOOL_MOVE)) {
// Drag the node(s) if requested
// Start dragging.
if (still_selected && (tool == TOOL_SELECT || tool == TOOL_MOVE) && b->is_pressed()) {
// Drag the node(s) if requested.
drag_start_origin = click;
drag_type = DRAG_QUEUED;
} else if (!b->is_pressed()) {
_reset_drag();
}
// Select the item
// Select the item.
return true;
}
}