#prevent text inputs from receiving keys used in actions
7 messages · Page 1 of 1 (latest)
i've tried a workaround:
func _unhandled_input(event: InputEvent) -> void:
if !(event is InputEventKey): return
if !(event.pressed): return
if !(Input.is_key_pressed(KEY_CTRL)): return
code.editable = false```however, this means shortcuts used to interact WITH the text, are no longer working (i.e. CTRL C, CTRL X, CTRL BACKSPACE)
and i can't seem to find any other solution 
i can detect when a keystroke is done with this:ts func _unhandled_input(event: InputEvent) -> void: if (event.is_action_pressed("open")): code.editable = falsebut this runs after the character was written in the text input, so it's useless
it seems that native shortcuts in CodeEdit aren't being recognised as text, so i wonder, is there a way to "append" new shortcuts there?
seems they are all done in here
tried recompiling godot with that, didn't work at all (same thing happens)