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godot/platform/linuxbsd/wayland
Riteo a3913b045d Wayland: Fix stuck pointer buttons on window leave
This issue came from the frame-based refactoring done in the multiwin
PR.

It looks like some (all?) compositors group certain events alongside
`wl_pointer::leave`, which I absolutely did not expect. The docs don't
seem to mention it either from what I can tell.

We now fall-back on the old pointed window if and only if the current
window is invalid and the old one isn't. Each state fetch is guarded
with an `ERR_FAIL_NULL` so this should still catch any potentially
corrupted window with missing data but a valid ID.

I also added the usual big comment so that this "quirk" does not get
lost to time.
2025-05-14 23:30:16 +02:00
..
2025-01-16 16:59:12 -06:00