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[3.x] X11: Properly check for fullscreen toggle made through the Window Manager #62543

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merged 1 commit into from
Jun 30, 2022

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Rubonnek
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Fixes #40007.

I'm unable to check if master is affected since the Editor does not open for me on that branch.

@akien-mga
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I'm unable to check if master is affected since the Editor does not open for me on that branch.

Did you try --single-window-mode or --display-driver opengl3?

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Tested the fix, it seems to work well on KDE / KWin for the described bug, i.e. fullscreen being forced on/off by the window manager.

No regression observed for the workflow where fullscreen is set by Godot itself (either using OS.window_fullscreen, project setting or passing --fullscreen on the command line).

Code seems fine too, similar to window_maximize_check and properly frees the Atom.

@akien-mga akien-mga added this to the 3.5 milestone Jun 30, 2022
@akien-mga akien-mga merged commit e681755 into godotengine:3.x Jun 30, 2022
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Thanks!

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Cherry-picked for 3.4.5.

@akien-mga akien-mga changed the title [3.x] Properly check for fullscreen toggle made through the Window Manager [3.x] X11: Properly check for fullscreen toggle made through the Window Manager Jul 19, 2022
@Rubonnek Rubonnek deleted the x11-fullscreen branch September 29, 2022 17:02
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2 participants