Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
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 change introduces a new EditorThemeManager class
to abstract theme generatio and its subroutines.
Logic related to EditorTheme, EditorColorMap, and editor
icons has been extracted into their respective files with
includes cleaned up.
All related files have been moved to a separate folder to
better scope them in the project. This includes relevant
generated files as well.
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>
Also fixes the timing issue when exporting all
presets at the same time, where the error report
would try to appear while the progress dialog
was still visible.
This breaks the build with our updated i686 Linux SDK which doesn't contain
this path, and may not be needed at all.
This might need further work to be robust, and there's an open PR already
adding -march flags for all supported architectures, but for now we're
playing it safe for 4.2.
This fixes multiple issues/inconsistencies around `get_compiler_version()`:
* With no shell allocated, launching the compiler could fail even
with proper paths being set.
* The return value was described as "an array of version numbers as ints",
but the function actually returned a `Dictionary` (or `None`).
* Not all calls were properly handling a `None` return value in case of errors.
On Windows this broke compiling for me since #81869 with default settings.
* Some calls defined inconsistent defaults/fallbacks (`0` or `-1`).
I couldn't tell whether this has an actual purpose and it feels more
like a debug remnant.
We also need to be able to disable vsync in the editor for the WIP
Wayland backend (in the EGL driver) as it does manual frame throttling.