Closed Rubonnek closed 4 years ago
This is likely in the FileDialog class (which is what project manager uses, not EditorFileDialog) https://github.com/godotengine/godot/blob/master/scene/gui/file_dialog.cpp
I'll take a stab at this soon
If there's someone out there who wants to tackle this, feel free.
A lot of work suddenly stacked on me and I haven't been able to work on this. I don't think I will be able to for a while either.
I think I understand what's happening here. When you open the Import dialog it gives focus to the "Import & Edit" button, the path is not correct so the button starts disabled. When you press Enter the button is disabled so it can't handle de input so it executes here: https://github.com/godotengine/godot/blob/006021236a97bdc300f842864579899ee7fc8497/editor/project_manager.cpp#L998
Should we modify how this popup dialog handles the input, or control that input case in the project_manager itself?
I'll be handling this issue soon!
Shouldn't the issue be renamed to identify that not only the enter key event is not consumed, but also other events such as the arrow keys? I verified, and the keys have the same kind of behaviour as the enter key since they interact with the main window when possible, not the dialog one only.
Ideally, I think that all keypresses should be captured and sent to the dialog box when a dialog box is open, like @pedroalopes says. You shouldn't be able to touch the rest of the window while one is open.
Somewhat related to #17580
Godot version:
master
branch commit 883afd1b4d6886676ceb2017caafae0c24df6c24OS/device including version: Arch Linux
Issue description: Typing the path of a project to import it, and then pressing enter does not always yield the same behavior.
Steps to reproduce:
Godot now runs the project that was first selected.
If the same steps as above are repeated, but step 2 gets omitted, pressing
Enter
after typing the path does nothing.I expected Godot to import the project, or at least to have the same behavior on both cases.