Implemented Mouse Passthrough

Implemented Mouse Passthrough code to handle allowing/dis-allowing mouse
passthrough, and adding exceptions for specific Control nodes.
This commit is contained in:
Mario Steele 2026-02-24 03:15:31 -06:00
parent cf3ee97bbb
commit 74a22f0792

View file

@ -3,6 +3,9 @@ extends Node
var twitcher: TwitcherExtended
var context: OverlayContext
var settings: OverlaySettings
var _pt_except: Array[Control] = []
var _pt_mouse: bool = false
var _current_pt_mask: PackedVector2Array = []
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@ -21,3 +24,49 @@ func _exit_tree() -> void:
func save_settings() -> void:
ResourceSaver.save(settings, "user://settings.tres")
func clear_mouse_passthrough() -> void:
DisplayServer.window_set_mouse_passthrough([])
func _update_mouse_passthrough() -> void:
var _pt_mask: PackedVector2Array = []
for node in _pt_except:
var rect := node.get_global_rect()
_pt_mask.append_array([
rect.position,
Vector2(rect.position.x + rect.size.x, rect.position.y),
rect.position + rect.size,
Vector2(rect.position.x, rect.position.y + rect.size.y)
])
if _pt_mask == _current_pt_mask:
print("No Changed made, returning.")
return
_current_pt_mask = _pt_mask
DisplayServer.window_set_mouse_passthrough(_current_pt_mask)
func add_to_passthrough_exception(control: Control) -> void:
if not _pt_except.has(control):
_pt_except.append(control)
control.item_rect_changed.connect(_update_mouse_passthrough)
func remove_from_passthrough_exceptioon(control: Control) -> void:
if _pt_except.has(control):
_pt_except.erase(control)
control.item_rect_changed.disconnect(_update_mouse_passthrough)
func enable_mouse_passthrough() -> void:
if _pt_mouse:
return
_pt_mouse = true
_update_mouse_passthrough()
func disable_mouse_passthrough() -> void:
if not _pt_mouse:
return
_pt_mouse = false
clear_mouse_passthrough()