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OptionButton popup doesn't take SubViewportContainer transformation into consideration #69171

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simon-peregrine opened this issue Nov 25, 2022 · 7 comments

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@simon-peregrine
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simon-peregrine commented Nov 25, 2022


Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.


Godot version

4.0.beta6.mono

System information

Windows 11

Issue description

When embedded in a SubViewportContainer whose scale is not 1, the popup menu of OptionButton is scaled and positioned as if the scale were 1.

Using the following scene structure:
NodeLayout

The SubViewportContainer with scale = 1:
OptionButtonCorrect

The SubViewportContainer with scale = 2:
OptionButtonIncorrect

Steps to reproduce

Put an OptionButton inside a SubViewportContainer hierarchy and set the scale of the SubViewportContainer to 2.

Minimal reproduction project

OptionButtonIssue.zip

@simon-peregrine
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It seems the issue is with any transformation to the SubViewportContainer, not just scale. Even if scale is left at 1 but the container is translated, the popup remains in the original position.

@simon-peregrine simon-peregrine changed the title OptionButton popup doesn't take SubViewportContainer scale into consideration OptionButton popup doesn't take SubViewportContainer transformation into consideration Nov 25, 2022
@Sauermann
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I believe that #68627 will fix the position problem. Will test this later.

@Sauermann
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Sauermann commented Nov 25, 2022

The combination of #66688, #68627 and #69185 will fix the wrong position. (Didn't expect it to be this complex)

The wrong popup-menu-scale is a different bug.

@clayjohn
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Will be fixed by #69185

@Sauermann
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#69185 will fix only one part of this issue. The problem of scaling was more complex and I don't have yet a complete solution available.

@KoB-Kirito
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Tooltip popups are also affected.

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