Skip to content

Commit 93aba07

Browse files
committed
Fix Modal Dialog with Embedded Game
1 parent 9ee1873 commit 93aba07

File tree

3 files changed

+66
-29
lines changed

3 files changed

+66
-29
lines changed

editor/plugins/embedded_process.cpp

+62-27
Original file line numberDiff line numberDiff line change
@@ -81,20 +81,18 @@ void EmbeddedProcess::_notification(int p_what) {
8181
} break;
8282
case NOTIFICATION_APPLICATION_FOCUS_IN: {
8383
application_has_focus = true;
84-
if (embedded_process_was_focused) {
85-
embedded_process_was_focused = false;
86-
// Refocus the embedded process if it was focused when the application lost focus,
87-
// but do not refocus if the embedded process is currently focused (indicating it just lost focus)
88-
// or if the current window is a different popup or secondary window.
89-
if (embedding_completed && current_process_id != focused_process_id && window && window->has_focus()) {
90-
grab_focus();
91-
queue_update_embedded_process();
92-
}
93-
}
84+
last_application_focus_time = OS::get_singleton()->get_ticks_msec();
9485
} break;
9586
case NOTIFICATION_APPLICATION_FOCUS_OUT: {
9687
application_has_focus = false;
97-
embedded_process_was_focused = embedding_completed && current_process_id == focused_process_id;
88+
89+
// Refocus the current model when focusing the embedded process.
90+
if (embedding_completed && current_process_id == DisplayServer::get_singleton()->get_focused_process_id()) {
91+
Window *modal_window = _get_current_modal_window();
92+
if (modal_window) {
93+
callable_mp(modal_window, &Window::grab_focus).call_deferred();
94+
}
95+
}
9896
} break;
9997
}
10098
}
@@ -266,7 +264,6 @@ void EmbeddedProcess::_update_embedded_process() {
266264
}
267265
last_updated_embedded_process_focused = focus;
268266
}
269-
270267
DisplayServer::get_singleton()->embed_process(window->get_window_id(), current_process_id, get_screen_embedded_window_rect(), is_visible_in_tree(), must_grab_focus);
271268
emit_signal(SNAME("embedded_process_updated"));
272269
}
@@ -287,14 +284,27 @@ void EmbeddedProcess::_check_mouse_over() {
287284
// This method checks if the mouse is over the embedded process while the current application is focused.
288285
// The goal is to give focus to the embedded process as soon as the mouse hovers over it,
289286
// allowing the user to interact with it immediately without needing to click first.
290-
if (!is_visible_in_tree() || !embedding_completed || !application_has_focus || !window || !window->has_focus() || Input::get_singleton()->is_mouse_button_pressed(MouseButton::LEFT) || Input::get_singleton()->is_mouse_button_pressed(MouseButton::RIGHT)) {
287+
if (!embedding_completed || !application_has_focus || !window || has_focus() || !is_visible_in_tree() || !window->has_focus() || Input::get_singleton()->is_mouse_button_pressed(MouseButton::LEFT) || Input::get_singleton()->is_mouse_button_pressed(MouseButton::RIGHT)) {
291288
return;
292289
}
293290

294-
bool focused = has_focus();
291+
// Before checking whether the mouse is truly inside the embedded process, ensure
292+
// the editor has enough time to re-render. When a breakpoint is hit in the script editor,
293+
// `_check_mouse_over` may be triggered before the editor hides the game workspace.
294+
// This prevents the embedded process from regaining focus immediately after the editor has taken it.
295+
if (OS::get_singleton()->get_ticks_msec() - last_application_focus_time < 500) {
296+
return;
297+
}
298+
299+
// Input::is_mouse_button_pressed is not sufficient to detect the mouse button state
300+
// while the floating game window is being resized.
301+
BitField<MouseButtonMask> mouse_button_mask = DisplayServer::get_singleton()->mouse_get_button_state();
302+
if (!mouse_button_mask.is_empty()) {
303+
return;
304+
}
295305

296306
// Not stealing focus from a textfield.
297-
if (!focused && get_viewport()->gui_get_focus_owner() && get_viewport()->gui_get_focus_owner()->is_text_field()) {
307+
if (get_viewport()->gui_get_focus_owner() && get_viewport()->gui_get_focus_owner()->is_text_field()) {
298308
return;
299309
}
300310

@@ -310,14 +320,17 @@ void EmbeddedProcess::_check_mouse_over() {
310320
return;
311321
}
312322

313-
// When we already have the focus and the user moves the mouse over the embedded process,
314-
// we just need to refocus the process.
315-
if (focused) {
316-
queue_update_embedded_process();
317-
} else {
318-
grab_focus();
319-
queue_redraw();
323+
// When there's a modal window, we don't want to grab the focus to prevent
324+
// the game window to go in front of the modal window.
325+
if (_get_current_modal_window()) {
326+
return;
320327
}
328+
329+
// Force "regrabbing" the game window focus.
330+
last_updated_embedded_process_focused = false;
331+
332+
grab_focus();
333+
queue_redraw();
321334
}
322335

323336
void EmbeddedProcess::_check_focused_process_id() {
@@ -326,19 +339,41 @@ void EmbeddedProcess::_check_focused_process_id() {
326339
focused_process_id = process_id;
327340
if (focused_process_id == current_process_id) {
328341
// The embedded process got the focus.
329-
emit_signal(SNAME("embedded_process_focused"));
330-
if (has_focus()) {
331-
// Redraw to updated the focus style.
332-
queue_redraw();
342+
343+
// Refocus the current model when focusing the embedded process.
344+
Window *modal_window = _get_current_modal_window();
345+
if (modal_window) {
346+
callable_mp(modal_window, &Window::grab_focus).call_deferred();
333347
} else {
334-
grab_focus();
348+
emit_signal(SNAME("embedded_process_focused"));
349+
if (has_focus()) {
350+
// Redraw to updated the focus style.
351+
queue_redraw();
352+
} else {
353+
grab_focus();
354+
}
335355
}
336356
} else if (has_focus()) {
337357
release_focus();
338358
}
339359
}
340360
}
341361

362+
Window *EmbeddedProcess::_get_current_modal_window() {
363+
Vector<DisplayServer::WindowID> wl = DisplayServer::get_singleton()->get_window_list();
364+
for (const DisplayServer::WindowID &window_id : wl) {
365+
Window *w = Window::get_from_id(window_id);
366+
if (!w) {
367+
continue;
368+
}
369+
370+
if (w->is_exclusive()) {
371+
return w;
372+
}
373+
}
374+
return nullptr;
375+
}
376+
342377
void EmbeddedProcess::_bind_methods() {
343378
ADD_SIGNAL(MethodInfo("embedding_completed"));
344379
ADD_SIGNAL(MethodInfo("embedding_failed"));

editor/plugins/embedded_process.h

+2-1
Original file line numberDiff line numberDiff line change
@@ -37,7 +37,7 @@ class EmbeddedProcess : public Control {
3737
GDCLASS(EmbeddedProcess, Control);
3838

3939
bool application_has_focus = true;
40-
bool embedded_process_was_focused = false;
40+
uint64_t last_application_focus_time = 0;
4141
OS::ProcessID focused_process_id = 0;
4242
OS::ProcessID current_process_id = 0;
4343
bool embedding_grab_focus = false;
@@ -66,6 +66,7 @@ class EmbeddedProcess : public Control {
6666
void _check_focused_process_id();
6767
bool _is_embedded_process_updatable();
6868
Rect2i _get_global_embedded_window_rect();
69+
Window *_get_current_modal_window();
6970

7071
protected:
7172
static void _bind_methods();

platform/windows/display_server_windows.cpp

+2-1
Original file line numberDiff line numberDiff line change
@@ -2986,7 +2986,8 @@ Error DisplayServerWindows::embed_process(WindowID p_window, OS::ProcessID p_pid
29862986
// (e.g., a screen to the left of the main screen).
29872987
const Rect2i adjusted_rect = Rect2i(p_rect.position + _get_screens_origin(), p_rect.size);
29882988

2989-
SetWindowPos(ep->window_handle, nullptr, adjusted_rect.position.x, adjusted_rect.position.y, adjusted_rect.size.x, adjusted_rect.size.y, SWP_NOZORDER | SWP_NOACTIVATE | SWP_ASYNCWINDOWPOS);
2989+
// Use HWND_BOTTOM to prevent reordering of the embedded window over another popup.
2990+
SetWindowPos(ep->window_handle, HWND_BOTTOM, adjusted_rect.position.x, adjusted_rect.position.y, adjusted_rect.size.x, adjusted_rect.size.y, SWP_NOZORDER | SWP_NOACTIVATE | SWP_ASYNCWINDOWPOS);
29902991

29912992
if (ep->is_visible != p_visible) {
29922993
if (p_visible) {

0 commit comments

Comments
 (0)