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Fix fullscreen on X11.
Attempts to set a Godot window to fullscreen prior to the window being mapped would silently fail. This commit uses _window_fullscreen_check to test if a window had been set to fullscreen while unmapped, and if so, resets it to fullscreen once the window has been successfully mapped. Fixes #54065
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@@ -1869,6 +1869,14 @@ bool DisplayServerX11::_window_fullscreen_check(WindowID p_window) const {
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return retval;
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}
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void DisplayServerX11::_validate_fullscreen_on_map(WindowID p_window) {
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const WindowData &wd = windows[p_window];
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if (wd.fullscreen && !_window_fullscreen_check(p_window)) {
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// Unmapped fullscreen attempt didn't take effect, redo...
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_set_wm_fullscreen(p_window, true);
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}
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}
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bool DisplayServerX11::window_is_maximize_allowed(WindowID p_window) const {
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_THREAD_SAFE_METHOD_
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return _window_maximize_check(p_window, "_NET_WM_ALLOWED_ACTIONS");
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@@ -3650,6 +3658,9 @@ void DisplayServerX11::process_events() {
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const WindowData &wd = windows[window_id];
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// Have we failed to set fullscreen while the window was unmapped?
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_validate_fullscreen_on_map(window_id);
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XWindowAttributes xwa;
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XSync(x11_display, False);
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XGetWindowAttributes(x11_display, wd.x11_window, &xwa);
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@@ -4990,6 +5001,9 @@ DisplayServerX11::DisplayServerX11(const String &p_rendering_driver, WindowMode
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XNextEvent(x11_display, &xevent);
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if (xevent.type == ConfigureNotify) {
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_window_changed(&xevent);
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} else if (xevent.type == MapNotify) {
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// Have we failed to set fullscreen while the window was unmapped?
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_validate_fullscreen_on_map(main_window);
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}
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}
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