This is a workaround for the most critical portion of the WM focus bug
described in #68305. On some specific X11 WM configurations, the
editor's main window and any popups it creates will fight for focus,
which causes a total system lockup due to mouse and keyboard input being
stolen as well. Getting out of this infinite loop requires force
restarting the system.
It can be tested with the following shell script:
```bash
!#/bin/sh
godot4 &
sleep 30
pkill -x godot4
```
The workaround identified in #68305 is to remove the call to
XSetInputFocus in the ConfigureNotify event handler, so I have removed
the conditional block that calls this as well as the setup code above it
since there is no need to allocate the memory for the variables if they
won't be used in that call anymore.
This is just a hack and is not a complete fix for #68305. Multiple
developers are collaborating on a proper fix in the discussion in that
issue, but time is a valuable resource that no one has enough of, so I
am committing this workaround as a stop-gap to prevent the most critical
problem while we work on a full solution for the underlying cause.
This adds a new enum `KeyLocation` and associated property
`InputEventKey.location`, which indicates the left/right location of key
events which may come from one of two physical keys, eg. Shift, Ctrl.
It also adds simulation of missing Shift KEYUP events for Windows.
When multiple Shifts are held down at the same time, Windows natively
only sends a KEYUP for the last one to be released.
This intends to be the correct way to handle non-child windows becoming covered by the current window when becoming focused.
Enabling this property on select windows, they will become transient to the currently focused one when becoming visible.
This deprecates the "unparent_when_invisible" function introduced by #76025.
Credit and thanks to @bruzvg for multiple build fixes, update of 3rd-party items and MinGW support.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:
Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.
The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
The default behaviour for X11 is to crash even on non-fatal errors
when there is no error handler set. This change allows the window to
stay open and may enable users to save their work when things go
wrong.
This acts as a workaround for #65425 and #68471