Comments (2)
I was able to get this to work by adding this line to a script on the top level node:
func _input(event):
$DockableContainer/MarginContainer/ViewportContainer/Viewport.unhandled_input(event)
Maybe I missed this documented somewhere, but it would be helpful for others.
Perhaps there could be a checkbox in the dockable container that can handle this, so that it is more user friendly.
from godot-dockable-container.
Unfortunately, this is a known unintuitive behaviour of Viewports + ViewportContainers in Godot, in a quick search I found two open issues about it (godotengine/godot#17326, godotengine/godot#26181) =(
You can also move this workaround to your ViewportContainer and handle this in _gui_input like in this answer if you want, it may be a little better than making your top level node have this responsibility.
Perhaps there could be a checkbox in the dockable container that can handle this, so that it is more user friendly.
Apart from ViewportContainers, that are explicitly made to handle Viewports, it doesn't make sense trying to track Viewports as an edge case on general purpose Containers like DockableContainer.
from godot-dockable-container.
Related Issues (9)
- Support for Docking into Separate Containers HOT 1
- Error occurs when exiting the scene HOT 3
- Container resizing Issues HOT 1
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- "Dockable Container Layout" resource type is available in all "new resource" dropdown menus HOT 1
- Dragging item in a Tree control that is nested in a dockable container tab causes dockable container to initaite it's own drag and drop. HOT 3
- Move to new Window HOT 21
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