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Merge pull request #102470 from Hilderin/fix-floating-window-close-opened-dialog

Fix Floating Window request close when a dialog is opened
This commit is contained in:
Rémi Verschelde 2025-02-07 01:39:38 +01:00
commit 00d806a9ae
9 changed files with 50 additions and 6 deletions

View File

@ -200,6 +200,12 @@ void EmbeddedProcess::reset() {
queue_redraw();
}
void EmbeddedProcess::request_close() {
if (current_process_id != 0 && embedding_completed) {
DisplayServer::get_singleton()->request_close_embedded_process(current_process_id);
}
}
void EmbeddedProcess::_try_embed_process() {
bool is_visible = is_visible_in_tree();
Error err = DisplayServer::get_singleton()->embed_process(window->get_window_id(), current_process_id, get_screen_embedded_window_rect(), is_visible, is_visible && application_has_focus && embedding_grab_focus);

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@ -76,6 +76,7 @@ protected:
public:
void embed_process(OS::ProcessID p_pid);
void reset();
void request_close();
void set_window_size(const Size2i p_window_size);
void set_keep_aspect(bool p_keep_aspect);

View File

@ -798,16 +798,17 @@ 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 the game is paused, the close request will not be processed by the game, so it's better to kill the process.
if (paused || embedded_process->is_embedding_in_progress()) {
embedded_process->reset();
// 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();
} else {
// Try to gracefully close the window. That way, the NOTIFICATION_WM_CLOSE_REQUEST
// notification should be propagated in the game process.
embedded_process->request_close();
}
}
}

View File

@ -5926,7 +5926,7 @@ Error DisplayServerX11::embed_process(WindowID p_window, OS::ProcessID p_pid, co
return OK;
}
Error DisplayServerX11::remove_embedded_process(OS::ProcessID p_pid) {
Error DisplayServerX11::request_close_embedded_process(OS::ProcessID p_pid) {
_THREAD_SAFE_METHOD_
if (!embedded_processes.has(p_pid)) {
@ -5956,6 +5956,20 @@ Error DisplayServerX11::remove_embedded_process(OS::ProcessID p_pid) {
// Restore default error handler.
XSetErrorHandler(oldHandler);
return OK;
}
Error DisplayServerX11::remove_embedded_process(OS::ProcessID p_pid) {
_THREAD_SAFE_METHOD_
if (!embedded_processes.has(p_pid)) {
return ERR_DOES_NOT_EXIST;
}
EmbeddedProcessData *ep = embedded_processes.get(p_pid);
request_close_embedded_process(p_pid);
embedded_processes.erase(p_pid);
memdelete(ep);

View File

@ -540,6 +540,7 @@ public:
virtual void window_start_resize(WindowResizeEdge p_edge, WindowID p_window) override;
virtual Error embed_process(WindowID p_window, OS::ProcessID p_pid, const Rect2i &p_rect, bool p_visible, bool p_grab_focus) override;
virtual Error request_close_embedded_process(OS::ProcessID p_pid) override;
virtual Error remove_embedded_process(OS::ProcessID p_pid) override;
virtual OS::ProcessID get_focused_process_id() override;

View File

@ -3004,7 +3004,7 @@ Error DisplayServerWindows::embed_process(WindowID p_window, OS::ProcessID p_pid
return OK;
}
Error DisplayServerWindows::remove_embedded_process(OS::ProcessID p_pid) {
Error DisplayServerWindows::request_close_embedded_process(OS::ProcessID p_pid) {
_THREAD_SAFE_METHOD_
if (!embedded_processes.has(p_pid)) {
@ -3016,6 +3016,20 @@ Error DisplayServerWindows::remove_embedded_process(OS::ProcessID p_pid) {
// Send a close message to gracefully close the process.
PostMessage(ep->window_handle, WM_CLOSE, 0, 0);
return OK;
}
Error DisplayServerWindows::remove_embedded_process(OS::ProcessID p_pid) {
_THREAD_SAFE_METHOD_
if (!embedded_processes.has(p_pid)) {
return ERR_DOES_NOT_EXIST;
}
EmbeddedProcessData *ep = embedded_processes.get(p_pid);
request_close_embedded_process(p_pid);
// 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.

View File

@ -837,6 +837,7 @@ public:
virtual void enable_for_stealing_focus(OS::ProcessID pid) override;
virtual Error embed_process(WindowID p_window, OS::ProcessID p_pid, const Rect2i &p_rect, bool p_visible, bool p_grab_focus) override;
virtual Error request_close_embedded_process(OS::ProcessID p_pid) override;
virtual Error remove_embedded_process(OS::ProcessID p_pid) override;
virtual OS::ProcessID get_focused_process_id() override;

View File

@ -679,6 +679,11 @@ Error DisplayServer::embed_process(WindowID p_window, OS::ProcessID p_pid, const
return ERR_UNAVAILABLE;
}
Error DisplayServer::request_close_embedded_process(OS::ProcessID p_pid) {
WARN_PRINT("Embedded process not supported by this display server.");
return ERR_UNAVAILABLE;
}
Error DisplayServer::remove_embedded_process(OS::ProcessID p_pid) {
WARN_PRINT("Embedded process not supported by this display server.");
return ERR_UNAVAILABLE;

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@ -577,6 +577,7 @@ public:
virtual void enable_for_stealing_focus(OS::ProcessID pid);
virtual Error embed_process(WindowID p_window, OS::ProcessID p_pid, const Rect2i &p_rect, bool p_visible, bool p_grab_focus);
virtual Error request_close_embedded_process(OS::ProcessID p_pid);
virtual Error remove_embedded_process(OS::ProcessID p_pid);
virtual OS::ProcessID get_focused_process_id();