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mirror of https://github.com/godotengine/godot.git synced 2025-12-04 17:04:49 +00:00

Fix NOTIFICATION_WM_CLOSE_REQUEST in Embedded Floating Window

This commit is contained in:
Hilderin
2025-01-21 19:12:27 -05:00
parent a7146ef807
commit 9eed43d429
6 changed files with 53 additions and 15 deletions

View File

@@ -652,16 +652,22 @@ void GameView::_update_arguments_for_instance(int p_idx, List<String> &r_argumen
r_arguments.insert_after(N, itos(rect.size.x) + "x" + itos(rect.size.y));
}
void GameView::_window_before_closing() {
void GameView::_window_close_request() {
// Before the parent window closed, we close the embedded game. That prevents
// the embedded game to be seen without a parent window for a fraction of second.
if (EditorRunBar::get_singleton()->is_playing() && (embedded_process->is_embedding_completed() || embedded_process->is_embedding_in_progress())) {
// Try to gracefully close the window. That way, the NOTIFICATION_WM_CLOSE_REQUEST
// notification should be propagated in the game process.
embedded_process->reset();
// When the embedding is not complete, we need to kill the process.
if (embedded_process->is_embedding_in_progress()) {
// Call deferred to prevent the _stop_pressed callback to be executed before the wrapper window
// actually closes.
callable_mp(EditorRunBar::get_singleton(), &EditorRunBar::stop_playing).call_deferred();
}
}
}
GameView::GameView(Ref<GameViewDebugger> p_debugger, WindowWrapper *p_wrapper) {
singleton = this;
@@ -829,7 +835,8 @@ GameView::GameView(Ref<GameViewDebugger> p_debugger, WindowWrapper *p_wrapper) {
p_debugger->connect("session_started", callable_mp(this, &GameView::_sessions_changed));
p_debugger->connect("session_stopped", callable_mp(this, &GameView::_sessions_changed));
p_wrapper->connect("window_before_closing", callable_mp(this, &GameView::_window_before_closing));
p_wrapper->set_override_close_request(true);
p_wrapper->connect("window_close_requested", callable_mp(this, &GameView::_window_close_request));
p_wrapper->connect("window_size_changed", callable_mp(this, &GameView::_update_floating_window_settings));
}

View File

@@ -162,7 +162,7 @@ class GameView : public VBoxContainer {
void _camera_override_button_toggled(bool p_pressed);
void _camera_override_menu_id_pressed(int p_id);
void _window_before_closing();
void _window_close_request();
void _update_floating_window_settings();
void _attach_script_debugger();
void _detach_script_debugger();

View File

@@ -101,12 +101,6 @@ void WindowWrapper::_set_window_enabled_with_rect(bool p_visible, const Rect2 p_
Node *parent = _get_wrapped_control_parent();
// In the GameView plugin, we need to the the signal before the window is actually closed
// to prevent the embedded game to be seen the parent window for a fraction of a second.
if (!p_visible) {
emit_signal("window_before_closing");
}
if (wrapped_control->get_parent() != parent) {
// Move the control to the window.
wrapped_control->reparent(parent, false);
@@ -120,7 +114,7 @@ void WindowWrapper::_set_window_enabled_with_rect(bool p_visible, const Rect2 p_
}
window->set_visible(p_visible);
if (!p_visible) {
if (!p_visible && !override_close_request) {
emit_signal("window_close_requested");
}
emit_signal("window_visibility_changed", p_visible);
@@ -141,10 +135,17 @@ void WindowWrapper::_window_size_changed() {
emit_signal(SNAME("window_size_changed"));
}
void WindowWrapper::_window_close_request() {
if (override_close_request) {
emit_signal("window_close_requested");
} else {
set_window_enabled(false);
}
}
void WindowWrapper::_bind_methods() {
ADD_SIGNAL(MethodInfo("window_visibility_changed", PropertyInfo(Variant::BOOL, "visible")));
ADD_SIGNAL(MethodInfo("window_close_requested"));
ADD_SIGNAL(MethodInfo("window_before_closing"));
ADD_SIGNAL(MethodInfo("window_size_changed"));
}
@@ -330,6 +331,10 @@ void WindowWrapper::grab_window_focus() {
}
}
void WindowWrapper::set_override_close_request(bool p_enabled) {
override_close_request = p_enabled;
}
WindowWrapper::WindowWrapper() {
if (!EditorNode::get_singleton()->is_multi_window_enabled()) {
return;
@@ -342,7 +347,7 @@ WindowWrapper::WindowWrapper() {
add_child(window);
window->hide();
window->connect("close_requested", callable_mp(this, &WindowWrapper::set_window_enabled).bind(false));
window->connect("close_requested", callable_mp(this, &WindowWrapper::_window_close_request));
window->connect("size_changed", callable_mp(this, &WindowWrapper::_window_size_changed));
ShortcutBin *capturer = memnew(ShortcutBin);

View File

@@ -50,12 +50,15 @@ class WindowWrapper : public MarginContainer {
Ref<Shortcut> enable_shortcut;
bool override_close_request = false;
Rect2 _get_default_window_rect() const;
Node *_get_wrapped_control_parent() const;
void _set_window_enabled_with_rect(bool p_visible, const Rect2 p_rect);
void _set_window_rect(const Rect2 p_rect);
void _window_size_changed();
void _window_close_request();
protected:
static void _bind_methods();
@@ -84,6 +87,8 @@ public:
void set_margins_enabled(bool p_enabled);
void grab_window_focus();
void set_override_close_request(bool p_enabled);
WindowWrapper();
~WindowWrapper();
};

View File

@@ -5849,6 +5849,24 @@ Error DisplayServerX11::remove_embedded_process(OS::ProcessID p_pid) {
}
EmbeddedProcessData *ep = embedded_processes.get(p_pid);
// Handle bad window errors silently because just in case the embedded window was closed.
int (*oldHandler)(Display *, XErrorEvent *) = XSetErrorHandler(&bad_window_error_handler);
// Send the message to gracefully close the window.
XEvent ev;
memset(&ev, 0, sizeof(ev));
ev.xclient.type = ClientMessage;
ev.xclient.window = ep->process_window;
ev.xclient.message_type = XInternAtom(x11_display, "WM_PROTOCOLS", True);
ev.xclient.format = 32;
ev.xclient.data.l[0] = XInternAtom(x11_display, "WM_DELETE_WINDOW", False);
ev.xclient.data.l[1] = CurrentTime;
XSendEvent(x11_display, ep->process_window, False, NoEventMask, &ev);
// Restore default error handler.
XSetErrorHandler(oldHandler);
embedded_processes.erase(p_pid);
memdelete(ep);

View File

@@ -2975,6 +2975,9 @@ Error DisplayServerWindows::remove_embedded_process(OS::ProcessID p_pid) {
EmbeddedProcessData *ep = embedded_processes.get(p_pid);
// Send a close message to gracefully close the process.
PostMessage(ep->window_handle, WM_CLOSE, 0, 0);
// This is a workaround to ensure the parent window correctly regains focus after the
// embedded window is closed. When the embedded window is closed while it has focus,
// the parent window (the editor) does not become active. It appears focused but is not truly activated.