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Mouse Events weird when using DisplayServer.window_set_window_event_callback #81830
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Note that the mrp doesn't even add any mouse_entered/exited events because this also breaks the base mouse over style switch from button. |
cc @Sauermann |
We are having a similar problem with our game after we updated to 4.2 dev 4. So I tried reverting #80334 but it didn't fix our "mouse_enter/exit not being triggered" problem. BUT it did fix your mrp! The buttons can be hovered and change their appearance correctly (which they didn't with the PR included). So #80334 surely has something to do with this issue! |
Can confirm this on Linux. As a workaround, instead of using @mrTag You seem to experience a different bug. If you can provide a minimal reproduction project for that bug, it would be good, if you could open another bug-report for it. |
Thanks I'll try to set that up. Looks like it's a much better way to do it anyway. |
That was also what I thought and I could easily reproduce it in a simple fresh project. Here is the issue, @Sauermann : #81909 |
Godot version
4.2 dev 4
System information
Godot v4.2.dev4 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3699) - 12th Gen Intel(R) Core(TM) i7-12700KF (20 Threads)
Issue description
I have an issue that starts from 4.2 dev 4 and up where the mouse_entered/exited events just not trigger and after a bit of initial confusion I understand it comes from using
DisplayServer.window_set_window_event_callback
.Now I might just be using that wrong but yeah basically it seems like you can't use your own callback anymore, I'm not sure.
It might be related to #80334 ?
Steps to reproduce
Check the script and toggle line 4.
Minimal reproduction project
mrp.zip
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