Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 with Max-Q Design (NVIDIA; 31.0.15.5123) - Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 Threads)
Issue description
_gui_input is only called on the focused control for keyboard and joypad inputs and is not propagated to parent even if accept_event is NOT called.
Note that is does not affect mouse events (when the mouse_filter of the child is set to Pass).
Steps to reproduce
Launch the MRP, the button on screen will be automatically focused
Press space, notice in the output that _gui_input is only called on the child.
Notice that if you move the mouse on the button or even click on it, _gui_input is called on both the child and the parent.
I found a PR that fixes this issue: #81499.
It seems it has been waived because there was no use case for this. I added a comment with a description of mine, which in my opinion is very valid (keyboard/gamepad compatible GUI).
Tested versions
System information
Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 with Max-Q Design (NVIDIA; 31.0.15.5123) - Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 Threads)
Issue description
_gui_input is only called on the focused control for keyboard and joypad inputs and is not propagated to parent even if accept_event is NOT called. Note that is does not affect mouse events (when the mouse_filter of the child is set to Pass).
Steps to reproduce
Minimal reproduction project (MRP)
bug-gui-input-propagation.zip