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Fix bug where the child windows of floating windows appear behind them
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2 changed files with 7 additions and 1 deletions
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@ -24,7 +24,7 @@ Files extracted from source:
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## godot-dockable-container
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## godot-dockable-container
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- Upstream: https://github.com/gilzoide/godot-dockable-container
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- Upstream: https://github.com/gilzoide/godot-dockable-container
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- Version: Based on [e852cbeeb3f06f62c559898b4cf5756858367766](https://github.com/OverloadedOrama/godot-dockable-container/commit/e852cbeeb3f06f62c559898b4cf5756858367766), but with changes in layout.gd that add a `save_on_change` and `layout_reset_path` variables, and a `save()`, `copy_from()` and `reset()` methods, a fix in dockable_container.gd's line 44, and another on dockable_panel.gd's lines 86 and 87.
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- Version: Based on [3f10b9b6f24311090a6010da82d6eaf110e92836](https://github.com/OverloadedOrama/godot-dockable-container/commit/3f10b9b6f24311090a6010da82d6eaf110e92836), but with changes in layout.gd that add a `save_on_change` and `layout_reset_path` variables, and a `save()`, `copy_from()` and `reset()` methods, a fix in dockable_container.gd's line 44, and another on dockable_panel.gd's lines 86 and 87.
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- License: [CC0-1.0](https://github.com/gilzoide/godot-dockable-container/blob/main/LICENSE)
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- License: [CC0-1.0](https://github.com/gilzoide/godot-dockable-container/blob/main/LICENSE)
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## SmartSlicer
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## SmartSlicer
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@ -28,6 +28,12 @@ func _ready() -> void:
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position = DisplayServer.window_get_size() / 2 - size / 2
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position = DisplayServer.window_get_size() / 2 - size / 2
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else:
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else:
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position = DisplayServer.screen_get_usable_rect().size / 2 - size / 2
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position = DisplayServer.screen_get_usable_rect().size / 2 - size / 2
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# Enable always_on_top for all child windows.
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# TODO: Remove the loop when this bug gets fixed in Godot's side.
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# Probably when https://github.com/godotengine/godot/issues/92848 is closed.
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for dialog_child in find_children("", "Window", true, false):
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if dialog_child is Window:
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dialog_child.always_on_top = always_on_top
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func _input(event: InputEvent) -> void:
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func _input(event: InputEvent) -> void:
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