godot_dialogue_manager
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A way to capture input when the Balloon parent node is a SubViewportContainer
Is your feature request related to a problem? Please describe.
Yes, when you create a balloon that has a parent of a SubViewportContainer, then you use a SubViewport to ensure all the UI is scaled pixel perfect, menu input no longer works. Since you've wrapped it in a viewport, self.get_viewport().set_input_as_handled()
fails and it only will accept mouse input.
Describe the solution you'd like A guide on how to work around this, or an example that works around the issue.
Describe alternatives you've considered I've made my buttons look flat to ensure they look pixel perfect and I'm considering modifying the response creation script to use a patchnine behind the items.
I could also give up on having dynamic layers and just use int scale. But this gives mess less control. I want to be able to have a pixel world and a higher res layer (just not the textbox/choices)
Additional context
Can you provide a small project with this kind of setup and I'll have a look.
Sure, please give me until this Sunday.
Did some more work because I did not want to bother you with looking into this if I could work around it.
I can work around it, so this can be closed.
Thank you for responding.