Fix main menu focus
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@@ -41,7 +41,7 @@ func _unhandled_input(event:InputEvent) -> void:
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if event.is_action_pressed("menu"):
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if event.is_action_pressed("menu"):
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if visible:
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if visible:
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close()
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close()
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elif !UI.dialogueActive:
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elif !UI.dialogueActive and SCENE.currentScene == SceneSingleton.SceneType.OVERWORLD:
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open()
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open()
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get_viewport().set_input_as_handled()
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get_viewport().set_input_as_handled()
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return
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return
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@@ -12,7 +12,10 @@ func _ready() -> void:
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btnQuit.pressed.connect(_onQuitPressed)
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btnQuit.pressed.connect(_onQuitPressed)
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settingsMenu.opened.connect(_onSettingsOpened)
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settingsMenu.opened.connect(_onSettingsOpened)
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settingsMenu.closed.connect(_onSettingsClosed)
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settingsMenu.closed.connect(_onSettingsClosed)
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btnNewGame.grab_focus()
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func _notification(what:int) -> void:
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if what == NOTIFICATION_ENTER_TREE:
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btnNewGame.call_deferred("grab_focus")
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func _onSettingsOpened() -> void:
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func _onSettingsOpened() -> void:
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# Move focus into the settings panel so the controller can navigate it.
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# Move focus into the settings panel so the controller can navigate it.
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@@ -52,6 +52,8 @@ func onTabChanged(tabIndex:int) -> void:
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_focusFirstIn(tabControls[tabIndex])
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_focusFirstIn(tabControls[tabIndex])
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func _focusFirstIn(container:Control) -> void:
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func _focusFirstIn(container:Control) -> void:
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if !is_visible_in_tree():
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return
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for child in container.get_children():
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for child in container.get_children():
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if child is Control and child.focus_mode != Control.FOCUS_NONE:
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if child is Control and child.focus_mode != Control.FOCUS_NONE:
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child.grab_focus()
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child.grab_focus()
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