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path: root/platform/linuxbsd/display_server_x11.h
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2022-01-11New OpenGL batching canvas rendererclayjohn
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-11-12Use "enum class" for input enumsAaron Franke
2021-10-31Use OpenGL 3.3 core profile instead of compatibility profileClay John
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-30Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3Hugo Locurcio
- Use lowercase driver names for the `--rendering-driver` command line argument.
2021-10-30Add GLES2 2D renderer + Linux display managerlawnjelly
First implementation with Linux display manager. - Add single-threaded mode for EditorResourcePreview (needed for OpenGL). Co-authored-by: clayjohn <claynjohn@gmail.com> Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2021-10-28Fix window_get_current_screen for X11 display serverPouleyKetchoupp
This method used to check which screen contains the top-left corner of the window (and default to the first screen in case none is found), which is not accurate in some cases. Now the area of overlap with each screen is calculated, so we can get the best candidate based on the window's position. This makes window_get_current_screen consistent with Windows platform, and fixes an issue where popups appear on the main screen when the main window is slightly moved outside of the desktop on the top or left.
2021-10-27Fix input events random delay on X11PouleyKetchoupp
The new system based on a thread gathering events from the X11 server was causing delays in some scenarios where some events have just been missed at the time of processing and we're waiting for a whole frame to check them again. Solved by flushing again and checking for pending events at the beginning of the process loop, in addition to events already gathered on the event thread.
2021-10-18Added primary clipboard for LinuxConteZero
2021-09-21Allow for mapping keycodes to current layoutFrixuu
2021-07-22Move `alert` function from `DisplayServer` to `OS`.bruvzg
2021-07-16Modernize Display server to use override keywordHendrik Brucker
2021-07-06Restructure and reimplement vsync optionsHendrik Brucker
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX -Removed the V-Sync via Compositor option
2021-06-20Add "Keep screen on" feature to `DisplayServerX11`Niklas Higi
2021-06-20Use mouse and joypad enums instead of plain integersAaron Franke
Also MIDIMessage
2021-02-18Modernize atomicsPedro J. Estébanez
- Based on C++11's `atomic` - Reworked `SafeRefCount` (based on the rewrite by @hpvb) - Replaced free atomic functions by the new `SafeNumeric<T>` - Replaced wrong cases of `volatile bool` by the new `SafeFlag` - Platform-specific implementations no longer needed Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-01-29Modernize ThreadPedro J. Estébanez
- Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-16Fix named anonymous struct warningMarcel Admiraal
2020-12-08Merge pull request #43742 from qarmin/editor_modules_default_valuesRémi Verschelde
Initialize class/struct variables with default values in platform/ and editor/
2020-12-04RenderingServer reorganizationreduz
2020-12-02Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut
2020-11-27Implement INCR mechanism for Linux clipboardPouleyKetchoupp
Allows pasting from x11 clipboard to receive data incrementally, which is required when handling data size > 256KB.
2020-11-26Merge pull request #42652 from nekomatata/x11-clipboard-save-targetsRémi Verschelde
Implement SAVE_TARGETS mechanism for Linux clipboard
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-09Implement SAVE_TARGETS mechanism for Linux clipboardPouleyKetchoupp
Allows sending the clipboard content to the clipboard manager on exit to keep the content when using a clipboard manager that doesn't automatically makes a backup when copying. MULTIPLE selection mechanism also had to be implemented, because in this case, the clipboard manager might request multiple selection targets at once. Known use case: Ubuntu with XFCE4
2020-09-25Fix delay to process clipboard content from Godot in other programsPouleyKetchoupp
When pasting clipboard content from Godot to other applications, multiple SelectionRequest events are sent to Godot in order to access the data. It could take a long time before the data is ready for the other app because events were processed one by one on the main thread, especially when Godot is unfocused and runs at low frequency. With this change, SelectionRequest events are directly handled on the separate event polling thread to minimize this delay. This change also replaces clipboard_get() calls in SelectionRequest with a direct access to internal_clipboard, since in this case we know Godot is the owner of the clipboard content and it's not necessary to query the x server for it.
2020-09-24Fix general keyboard input lag on X11 display serverPouleyKetchoupp
This change makes keyboard inputs more responsive on Linux, especially when the FPS is lower on slower configurations. Polling events from the x server is done on a separate thread to avoid a frame delay with inputs, due to first sending the event to the input manager with XFilterEvent then processing the new event only on the next frame. Calls to Input Manager functions like XSetICFocus, XUnsetICFocus and XSetICValues use a mutex, because they are polling events internally and would otherwise interfere with our own thread process for polling events which can cause a deadlock in some cases. XUnsetICFocus is called instead of XSetICFocus on FocusOut events, so the input manager can be properly notified of focus changes. clipboard_get now uses a blocking call to poll for a specific event type when waiting for a SelectionNotify event, instead of polling all events and filtering them afterwards.
2020-09-17Add window click-through support.bruvzg
2020-09-03Fix drag and drop between windows in X11 display serverPouleyKetchoupp
Proper implementation for get_window_at_screen_position: Now getting the topmost last active window when overlapping. Mouse drag & release events: They are now propagated through the current focused window, in order to make it consistent with the engine expectations and the Windows display server implementation.
2020-08-26Fix menu popups delay and focus in X11 display serverPouleyKetchoupp
Now using override_redirect for menu & tooltip popups to prevent the WM from interfering with them, so we have more control over focus management and avoid a delay before they show up.
2020-08-22Re-apply "Fixes for windows in X11 tiling WMs"PouleyKetchoupp
From PR #38727 which was reverted in #41373 because of regressions in Ubuntu with Gnome. Co-authored-by: Lorenzo Cerqua <lorenzocerqua@tutanota.com>
2020-08-19Revert "Fixes for windows in X11 tiling WMs"Juan Linietsky
2020-07-31Fix losing X11 window normal size hint propertiesopl-
This was caused by `XSetWMNormalHints` being called multiple times, each time with different values. Calling the method replaces the old data completely, resulting in some of the settings being lost. Since the method was called 3 times before the window was mapped, this resulted in the position hint being lost and the window always getting opened at a position determined by the WM.
2020-07-23DisplayServer: separate window showing into another functionLorenzo Cerqua
When creating a window, Godot would first register it to the WM(show it) and then set its flags. This works fine on a floating WM, but on tiling WMs as soon as a window gets registered the WM immediately acts on the window by scaling it up and treating it as a generic window, being registered without any special flags. This commit separates the showing of the window into another function and calls it after the most important flags are set, making windows with special flags(eg. all popups) work again on tiling WMs. Fixes #37930
2020-07-01Add a focus out timeout for X11 to less events of this type are receivedJuan Linietsky
2020-07-01Ensure embedded mode works againJuan Linietsky
Also implemented application in/out notifications in X11.
2020-06-29X11: Ensure XGetWindowProperty data gets freedRémi Verschelde
And cleanup includes a bit.
2020-06-13Add keyboard layout enumeration / set / get functions (macOS, Windows, ↵bruvzg
Linux/X11), remove latin variant function.
2020-05-03[Linux/Windows] Set pressure to 1.0f when primary button is pressed and ↵bruvzg
device is not pressure sensitive.
2020-05-03Merge pull request #37756 from madmiraal/fix-x11-pressure-tiltRémi Verschelde
Fix X11 pressure and tilt values.
2020-04-28Rename InputFilter back to InputRémi Verschelde
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
2020-04-10Fix X11 pressure and tilt values.Marcel Admiraal
2020-04-01Fix Clang warnings on WindowsRémi Verschelde
Fixes #37490.
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-26Add macOS DisplayServer implementation.bruvzg
Change global menu to use Callable, add support for check items and submenus.
2020-03-26Fixes to X11, still pretty brokenJuan Linietsky
2020-03-26Multiple changes to DisplayServerX11Mateo Kuruk Miccino
- Travis: Change x11 to linuxbsd - SCons: Change x11 plataform to linuxbsd - Plugins: Remove ; to avoid fallthrough warning - DisplayServerX11: Implement set_icon - DisplayServerX11: Fix X11 bug when a window was erased from windows map, all the changes from that erased windows are sending to the main window - DisplayServerX11: Reorder create_window commands - DisplayServerX11: Change every Size2 to Size2i and Rect2 to Rect2i where it belongs + More X11 fixes which have been integrated directly back into reduz's original commits while rebasing the branch.
2020-03-26Implemented drag and drop across windows, both OS and embedded.Juan Linietsky
2020-03-26Popups have also been converted to windowsJuan Linietsky
Controls using the old modal API have been replaced to use popups.