Added selectable container that can be focused with keyboard shortcut.
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@@ -0,0 +1,152 @@
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@tool
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class_name SelectableContainer
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extends MarginContainer
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signal activated
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signal deactivated
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@export var title: String = "Panel":
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set(value):
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title = value
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_refresh_header()
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@export var focus_key: Key = KEY_F1:
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set(value):
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focus_key = value
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_refresh_header()
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@export_node_path("Control") var initial_focus: NodePath
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var is_active: bool = false
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var _last_focus: Control
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var _shortcut_available: bool = true
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var _initial_focus_control: Control
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@onready var content: VBoxContainer = $MarginContainer/VBoxContainer/Content
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@onready var _panel: PanelContainer = $PanelContainer
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@onready var _shortcut: Button = $MarginContainer/VBoxContainer/HBoxContainer/Button
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func _ready() -> void:
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_refresh_header()
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if Engine.is_editor_hint():
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return
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# Resolve authored paths before reparenting changes the runtime hierarchy.
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_initial_focus_control = get_node_or_null(initial_focus) as Control
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for child in get_children():
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_route_content_child(child)
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child_entered_tree.connect(_on_child_entered_tree)
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add_to_group("keyboard_focus_containers")
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focus_mode = Control.FOCUS_NONE
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_shortcut.focus_mode = Control.FOCUS_NONE
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_shortcut.pressed.connect(activate)
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for other in get_tree().get_nodes_in_group("keyboard_focus_containers"):
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if other != self and other.get_viewport() == get_viewport() and other.focus_key == focus_key and other._shortcut_available:
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_shortcut_available = false
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_shortcut.disabled = true
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_shortcut.tooltip_text = "Shortcut already assigned to " + other.title
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push_warning("Duplicate panel shortcut: " + OS.get_keycode_string(focus_key))
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break
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get_viewport().gui_focus_changed.connect(_on_focus_changed)
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visibility_changed.connect(_on_visibility_changed)
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_update_style()
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content.focus_behavior_recursive = Control.FOCUS_BEHAVIOR_DISABLED
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func _refresh_header() -> void:
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var label := get_node_or_null("MarginContainer/VBoxContainer/HBoxContainer/Label") as Label
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var badge := get_node_or_null("MarginContainer/VBoxContainer/HBoxContainer/Button") as Button
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if label != null:
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label.text = title
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if badge != null:
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badge.text = OS.get_keycode_string(focus_key) + (" · ACTIVE" if is_active else "")
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func _on_child_entered_tree(child: Node) -> void:
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# SceneTree may still be adding the node when this signal fires.
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_route_content_child.call_deferred(child)
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func _route_content_child(child: Node) -> void:
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if not is_instance_valid(child) or child.get_parent() != self:
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return
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if child == _panel or child == $MarginContainer:
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return
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child.reparent(content, false)
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func activate() -> void:
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if Engine.is_editor_hint() or not is_visible_in_tree() or not _shortcut_available:
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return
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for other in get_tree().get_nodes_in_group("keyboard_focus_containers"):
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if other != self and other.get_viewport() == get_viewport():
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other.deactivate()
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var was_active := is_active
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is_active = true
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focus_mode = Control.FOCUS_ALL
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content.focus_behavior_recursive = Control.FOCUS_BEHAVIOR_ENABLED
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_update_style()
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var target: Control = _initial_focus_control if is_instance_valid(_initial_focus_control) else null
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if is_instance_valid(_last_focus) and _last_focus.is_visible_in_tree():
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target = _last_focus
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if target != null and target.is_visible_in_tree() and target.get_focus_mode_with_override() != Control.FOCUS_NONE:
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target.grab_focus()
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else:
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var controls := _focusable_controls(content)
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if controls.is_empty():
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grab_focus()
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else:
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controls[0].grab_focus()
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if not was_active:
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activated.emit()
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func deactivate() -> void:
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if not is_active:
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return
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is_active = false
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focus_mode = Control.FOCUS_NONE
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var focus_owner := get_viewport().gui_get_focus_owner()
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if focus_owner == self or (focus_owner != null and is_ancestor_of(focus_owner)):
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focus_owner.release_focus()
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content.focus_behavior_recursive = Control.FOCUS_BEHAVIOR_DISABLED
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_update_style()
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deactivated.emit()
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func _input(event: InputEvent) -> void:
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if Engine.is_editor_hint() or not event is InputEventKey or not is_visible_in_tree():
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return
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var key := event as InputEventKey
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if key.keycode == focus_key and not key.alt_pressed and not key.ctrl_pressed and not key.meta_pressed and not key.shift_pressed and _shortcut_available:
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# Consume releases and repeats as well, so shortcuts never become input.
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get_viewport().set_input_as_handled()
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if key.pressed and not key.echo:
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activate()
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return
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if not is_active or not key.pressed:
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return
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if key.keycode == KEY_ESCAPE:
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deactivate()
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get_viewport().set_input_as_handled()
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elif key.keycode == KEY_TAB and not key.ctrl_pressed and not key.alt_pressed and not key.meta_pressed:
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var controls := _focusable_controls(content)
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if not controls.is_empty():
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var index := controls.find(get_viewport().gui_get_focus_owner())
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var step := -1 if key.shift_pressed else 1
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controls[posmod(index + step, controls.size())].grab_focus()
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get_viewport().set_input_as_handled()
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func _focusable_controls(node: Node) -> Array[Control]:
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var result: Array[Control] = []
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for child in node.get_children():
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if child is Control and child.is_visible_in_tree() and child.get_focus_mode_with_override() == Control.FOCUS_ALL:
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if not (child is BaseButton and child.disabled):
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result.append(child)
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result.append_array(_focusable_controls(child))
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return result
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func _on_focus_changed(control: Control) -> void:
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if is_active and control != null and is_ancestor_of(control):
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_last_focus = control
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elif is_active and control != self:
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deactivate()
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func _on_visibility_changed() -> void:
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if not is_visible_in_tree():
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deactivate()
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func _update_style() -> void:
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var style_name := "panel_active" if is_active else "panel_inactive"
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_panel.add_theme_stylebox_override("panel", get_theme_stylebox(style_name, "SurfaceSide"))
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_refresh_header()
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