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Embedded window doesn't emit Window.mouse_exited or Window.mouse_entered when the player move the mouse into or out of the window's area. (Embedded window meaning its parent viewport has gui_embed_subwindows = false.)
Non-embedded windows will correctly emit both signals.
Also, both the embedded window and its parent will emit Window.window_input(event), as if they're a same window - which is technically right on the OS level. So it might not be a bug.
If it's not a bug, how do we check if the mouse exited an embedded window?
From what I can tell, this is a missing feature. Currently embedding Viewports do not keep track, over which embedded Window the mouse is. Adjustments would need to be made to Viewport::_sub_windows_forward_input in order to implement this.
You could try in your MRP as a workaround something like this in the meantime (warning: contains inaccuracies, not for production):
Also, both the embedded window and its parent will emit Window.window_input(event), as if they're a same window - which is technically right on the OS level. So it might not be a bug.
If you look closely, you will see that for a single Mouse event output shows different coordinates for the embedding window and the embedded window.
Godot version
4.0.beta1
System information
Windows 10
Issue description
Embedded window doesn't emit
Window.mouse_exited
orWindow.mouse_entered
when the player move the mouse into or out of the window's area. (Embedded window meaning its parent viewport hasgui_embed_subwindows
= false.)Non-embedded windows will correctly emit both signals.
Also, both the embedded window and its parent will emit
Window.window_input(event)
, as if they're a same window - which is technically right on the OS level. So it might not be a bug.If it's not a bug, how do we check if the mouse exited an embedded window?
Steps to reproduce
See reproduction project.
Minimal reproduction project
mouse_exited.zip
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