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After Closing Bug Dialog. It will still opened by ESC Key #260

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33 changes: 23 additions & 10 deletions scenes/player/gamemenu/GameMenu.gd
Original file line number Diff line number Diff line change
Expand Up @@ -41,16 +41,29 @@ func _input(event):
if self.visible:
#If the input happens outside the menu while it is open, hide it
if (event is InputEventMouseButton) and event.pressed:
var is_inside_menu: bool = (
Rect2(Vector2(position.x, position.y), Vector2(size.x, size.y))
. has_point(event.position)
)

if not is_inside_menu:
self.hide()
JUI.above_ui = false

get_viewport().set_input_as_handled()
var is_inside_menu: bool
if not is_instance_valid(sub_menu_reference):
#if is_instance_valid(sub_menu_reference):
#is_inside_menu = (
#Rect2(Vector2(sub_menu_reference.position.x,
#sub_menu_reference.position.y),
#Vector2(sub_menu_reference.size.x,
#sub_menu_reference.size.y))
#. has_point(event.position)
#)
#sub_menu_reference.queue_free()
#printt([sub_menu_reference.position, sub_menu_reference.size])
#else:
is_inside_menu = (
Rect2(Vector2(position.x, position.y), Vector2(size.x, size.y))
. has_point(event.position)
)

if not is_inside_menu:
self.hide()
JUI.above_ui = false

get_viewport().set_input_as_handled()


#Also saves changes to disk.
Expand Down
3 changes: 2 additions & 1 deletion scenes/player/gamemenu/reportbugmenu/ReportBugMenu.gd
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,8 @@ signal quit_pressed


func _ready() -> void:
_quit_button.pressed.connect(emit_signal.bind("quit_pressed"))
#_quit_button.pressed.connect(emit_signal.bind("quit_pressed"))
_quit_button.pressed.connect(func(): quit_pressed.emit())
_link_button.pressed.connect(_on_link_button_pressed)


Expand Down
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