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[X11] Fix Godot stealing focus on alternative Window Managers
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@ -2010,7 +2010,7 @@ void DisplayServerX11::window_set_transient(WindowID p_window, WindowID p_parent
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// RevertToPointerRoot is used to make sure we don't lose all focus in case
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// a subwindow and its parent are both destroyed.
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if (!wd_window.no_focus && !wd_window.is_popup && wd_window.focused) {
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if ((xwa.map_state == IsViewable) && !wd_parent.no_focus && !wd_window.is_popup) {
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if ((xwa.map_state == IsViewable) && !wd_parent.no_focus && !wd_window.is_popup && _window_focus_check()) {
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XSetInputFocus(x11_display, wd_parent.x11_window, RevertToPointerRoot, CurrentTime);
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}
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}
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@ -2945,7 +2945,7 @@ void DisplayServerX11::window_set_ime_active(const bool p_active, WindowID p_win
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XWindowAttributes xwa;
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XSync(x11_display, False);
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XGetWindowAttributes(x11_display, wd.x11_xim_window, &xwa);
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if (xwa.map_state == IsViewable) {
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if (xwa.map_state == IsViewable && _window_focus_check()) {
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XSetInputFocus(x11_display, wd.x11_xim_window, RevertToParent, CurrentTime);
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}
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XSetICFocus(wd.xic);
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@ -4228,6 +4228,22 @@ bool DisplayServerX11::mouse_process_popups() {
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return closed;
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}
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bool DisplayServerX11::_window_focus_check() {
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Window focused_window;
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int focus_ret_state;
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XGetInputFocus(x11_display, &focused_window, &focus_ret_state);
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bool has_focus = false;
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for (const KeyValue<int, DisplayServerX11::WindowData> &wid : windows) {
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if (wid.value.x11_window == focused_window) {
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has_focus = true;
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break;
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}
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}
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return has_focus;
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}
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void DisplayServerX11::process_events() {
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_THREAD_SAFE_METHOD_
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@ -4499,7 +4515,7 @@ void DisplayServerX11::process_events() {
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// Set focus when menu window is started.
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// RevertToPointerRoot is used to make sure we don't lose all focus in case
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// a subwindow and its parent are both destroyed.
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if ((xwa.map_state == IsViewable) && !wd.no_focus && !wd.is_popup) {
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if ((xwa.map_state == IsViewable) && !wd.no_focus && !wd.is_popup && _window_focus_check()) {
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XSetInputFocus(x11_display, wd.x11_window, RevertToPointerRoot, CurrentTime);
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}
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@ -4675,7 +4691,7 @@ void DisplayServerX11::process_events() {
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// Set focus when menu window is re-used.
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// RevertToPointerRoot is used to make sure we don't lose all focus in case
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// a subwindow and its parent are both destroyed.
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if ((xwa.map_state == IsViewable) && !wd.no_focus && !wd.is_popup) {
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if ((xwa.map_state == IsViewable) && !wd.no_focus && !wd.is_popup && _window_focus_check()) {
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XSetInputFocus(x11_display, wd.x11_window, RevertToPointerRoot, CurrentTime);
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}
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@ -354,6 +354,7 @@ class DisplayServerX11 : public DisplayServer {
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Context context = CONTEXT_ENGINE;
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WindowID _get_focused_window_or_popup() const;
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bool _window_focus_check();
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void _send_window_event(const WindowData &wd, WindowEvent p_event);
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static void _dispatch_input_events(const Ref<InputEvent> &p_event);
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