/**************************************************************************/ /* embedded_process.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "embedded_process.h" #include "editor/editor_string_names.h" #include "scene/main/window.h" #include "scene/resources/style_box_flat.h" #include "scene/theme/theme_db.h" void EmbeddedProcess::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { window = get_window(); } break; case NOTIFICATION_PROCESS: { if (updated_embedded_process_queued) { updated_embedded_process_queued = false; _update_embedded_process(); } } break; case NOTIFICATION_DRAW: { _draw(); } break; case NOTIFICATION_RESIZED: case NOTIFICATION_VISIBILITY_CHANGED: case NOTIFICATION_WM_POSITION_CHANGED: { queue_update_embedded_process(); } break; case NOTIFICATION_THEME_CHANGED: { focus_style_box = get_theme_stylebox(SNAME("FocusViewport"), EditorStringName(EditorStyles)); Ref focus_style_box_flat = focus_style_box; if (focus_style_box_flat.is_valid()) { margin_top_left = Point2i(focus_style_box_flat->get_border_width(SIDE_LEFT), focus_style_box_flat->get_border_width(SIDE_TOP)); margin_bottom_right = Point2i(focus_style_box_flat->get_border_width(SIDE_RIGHT), focus_style_box_flat->get_border_width(SIDE_BOTTOM)); } else if (focus_style_box.is_valid()) { margin_top_left = Point2i(focus_style_box->get_margin(SIDE_LEFT), focus_style_box->get_margin(SIDE_TOP)); margin_bottom_right = Point2i(focus_style_box->get_margin(SIDE_RIGHT), focus_style_box->get_margin(SIDE_BOTTOM)); } else { margin_top_left = Point2i(); margin_bottom_right = Point2i(); } } break; case NOTIFICATION_FOCUS_ENTER: { queue_update_embedded_process(); } break; case NOTIFICATION_APPLICATION_FOCUS_IN: { application_has_focus = true; last_application_focus_time = OS::get_singleton()->get_ticks_msec(); } break; case NOTIFICATION_APPLICATION_FOCUS_OUT: { application_has_focus = false; } break; } } void EmbeddedProcess::set_window_size(const Size2i p_window_size) { if (window_size != p_window_size) { window_size = p_window_size; queue_update_embedded_process(); } } void EmbeddedProcess::set_keep_aspect(bool p_keep_aspect) { if (keep_aspect != p_keep_aspect) { keep_aspect = p_keep_aspect; queue_update_embedded_process(); } } Rect2i EmbeddedProcess::get_adjusted_embedded_window_rect(Rect2i p_rect) { Rect2i control_rect = Rect2i(p_rect.position + margin_top_left, (p_rect.size - get_margins_size()).maxi(1)); if (window) { control_rect.position += window->get_position(); } if (window_size != Size2i()) { Rect2i desired_rect = Rect2i(); if (!keep_aspect && control_rect.size.x >= window_size.x && control_rect.size.y >= window_size.y) { // Fixed at the desired size. desired_rect.size = window_size; } else { float ratio = MIN((float)control_rect.size.x / window_size.x, (float)control_rect.size.y / window_size.y); desired_rect.size = Size2i(window_size.x * ratio, window_size.y * ratio).maxi(1); } desired_rect.position = Size2i(control_rect.position.x + ((control_rect.size.x - desired_rect.size.x) / 2), control_rect.position.y + ((control_rect.size.y - desired_rect.size.y) / 2)); return desired_rect; } else { // Stretch, use all the control area. return control_rect; } } Rect2i EmbeddedProcess::get_screen_embedded_window_rect() { return get_adjusted_embedded_window_rect(get_global_rect()); } int EmbeddedProcess::get_margin_size(Side p_side) const { ERR_FAIL_INDEX_V((int)p_side, 4, 0); switch (p_side) { case SIDE_LEFT: return margin_top_left.x; case SIDE_RIGHT: return margin_bottom_right.x; case SIDE_TOP: return margin_top_left.y; case SIDE_BOTTOM: return margin_bottom_right.y; } return 0; } Size2 EmbeddedProcess::get_margins_size() { return margin_top_left + margin_bottom_right; } bool EmbeddedProcess::is_embedding_in_progress() { return !timer_embedding->is_stopped(); } bool EmbeddedProcess::is_embedding_completed() { return embedding_completed; } int EmbeddedProcess::get_embedded_pid() const { return current_process_id; } void EmbeddedProcess::embed_process(OS::ProcessID p_pid) { if (!window) { return; } ERR_FAIL_COND_MSG(!DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_WINDOW_EMBEDDING), "Embedded process not supported by this display server."); if (current_process_id != 0) { // Stop embedding the last process. OS::get_singleton()->kill(current_process_id); } reset(); current_process_id = p_pid; start_embedding_time = OS::get_singleton()->get_ticks_msec(); embedding_grab_focus = has_focus(); timer_update_embedded_process->start(); set_process(true); set_notify_transform(true); // Attempt to embed the process, but if it has just started and the window is not ready yet, // we will retry in this case. _try_embed_process(); } void EmbeddedProcess::reset() { if (current_process_id != 0 && embedding_completed) { DisplayServer::get_singleton()->remove_embedded_process(current_process_id); } current_process_id = 0; embedding_completed = false; start_embedding_time = 0; embedding_grab_focus = false; timer_embedding->stop(); timer_update_embedded_process->stop(); set_process(false); set_notify_transform(false); 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); if (err == OK) { embedding_completed = true; queue_redraw(); emit_signal(SNAME("embedding_completed")); } else if (err == ERR_DOES_NOT_EXIST) { if (OS::get_singleton()->get_ticks_msec() - start_embedding_time >= (uint64_t)embedding_timeout) { // Embedding process timed out. reset(); emit_signal(SNAME("embedding_failed")); } else { // Tries another shot. timer_embedding->start(); } } else { // Another unknown error. reset(); emit_signal(SNAME("embedding_failed")); } } bool EmbeddedProcess::_is_embedded_process_updatable() { return window && current_process_id != 0 && embedding_completed; } void EmbeddedProcess::queue_update_embedded_process() { updated_embedded_process_queued = true; } void EmbeddedProcess::_timer_update_embedded_process_timeout() { _check_focused_process_id(); _check_mouse_over(); if (!updated_embedded_process_queued) { // We need to detect when the control globally changes location or size on the screen. // NOTIFICATION_RESIZED and NOTIFICATION_WM_POSITION_CHANGED are not enough to detect // resized parent to siblings controls that can affect global position. Rect2i new_global_rect = get_global_rect(); if (last_global_rect != new_global_rect) { last_global_rect = new_global_rect; queue_update_embedded_process(); } } } void EmbeddedProcess::_update_embedded_process() { if (!_is_embedded_process_updatable()) { return; } bool must_grab_focus = false; bool focus = has_focus(); if (last_updated_embedded_process_focused != focus) { if (focus) { must_grab_focus = true; } last_updated_embedded_process_focused = focus; } DisplayServer::get_singleton()->embed_process(window->get_window_id(), current_process_id, get_screen_embedded_window_rect(), is_visible_in_tree(), must_grab_focus); emit_signal(SNAME("embedded_process_updated")); } void EmbeddedProcess::_timer_embedding_timeout() { _try_embed_process(); } void EmbeddedProcess::_draw() { if (focused_process_id == current_process_id && has_focus() && focus_style_box.is_valid()) { Size2 size = get_size(); Rect2 r = Rect2(Point2(), size); focus_style_box->draw(get_canvas_item(), r); } } void EmbeddedProcess::_check_mouse_over() { // This method checks if the mouse is over the embedded process while the current application is focused. // The goal is to give focus to the embedded process as soon as the mouse hovers over it, // allowing the user to interact with it immediately without needing to click first. 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)) { return; } // Before checking whether the mouse is truly inside the embedded process, ensure // the editor has enough time to re-render. When a breakpoint is hit in the script editor, // `_check_mouse_over` may be triggered before the editor hides the game workspace. // This prevents the embedded process from regaining focus immediately after the editor has taken it. if (OS::get_singleton()->get_ticks_msec() - last_application_focus_time < 500) { return; } // Input::is_mouse_button_pressed is not sufficient to detect the mouse button state // while the floating game window is being resized. BitField mouse_button_mask = DisplayServer::get_singleton()->mouse_get_button_state(); if (!mouse_button_mask.is_empty()) { return; } // Not stealing focus from a textfield. if (get_viewport()->gui_get_focus_owner() && get_viewport()->gui_get_focus_owner()->is_text_field()) { return; } Vector2 mouse_position = DisplayServer::get_singleton()->mouse_get_position(); Rect2i window_rect = get_screen_embedded_window_rect(); if (!window_rect.has_point(mouse_position)) { return; } // Don't grab the focus if mouse over another window. DisplayServer::WindowID window_id_over = DisplayServer::get_singleton()->get_window_at_screen_position(mouse_position); if (window_id_over > 0 && window_id_over != window->get_window_id()) { return; } // Check if there's an exclusive popup, an open menu, or a tooltip. // We don't want to grab focus to prevent the game window from coming to the front of the modal window // or the open menu from closing when the mouse cursor moves outside the menu and over the embedded game. Vector wl = DisplayServer::get_singleton()->get_window_list(); for (const DisplayServer::WindowID &window_id : wl) { Window *w = Window::get_from_id(window_id); if (w && (w->is_exclusive() || w->get_flag(Window::FLAG_POPUP))) { return; } } // Force "regrabbing" the game window focus. last_updated_embedded_process_focused = false; grab_focus(); queue_redraw(); } void EmbeddedProcess::_check_focused_process_id() { OS::ProcessID process_id = DisplayServer::get_singleton()->get_focused_process_id(); if (process_id != focused_process_id) { focused_process_id = process_id; if (focused_process_id == current_process_id) { // The embedded process got the focus. // Refocus the current model when focusing the embedded process. Window *modal_window = _get_current_modal_window(); if (!modal_window) { emit_signal(SNAME("embedded_process_focused")); if (has_focus()) { // Redraw to updated the focus style. queue_redraw(); } else { grab_focus(); } } } else if (has_focus()) { release_focus(); } } // Ensure that the opened modal dialog is refocused when the focused process is the embedded process. if (!application_has_focus && focused_process_id == current_process_id) { Window *modal_window = _get_current_modal_window(); if (modal_window) { if (modal_window->get_mode() == Window::MODE_MINIMIZED) { modal_window->set_mode(Window::MODE_WINDOWED); } callable_mp(modal_window, &Window::grab_focus).call_deferred(); } } } Window *EmbeddedProcess::_get_current_modal_window() { Vector wl = DisplayServer::get_singleton()->get_window_list(); for (const DisplayServer::WindowID &window_id : wl) { Window *w = Window::get_from_id(window_id); if (!w) { continue; } if (w->is_exclusive()) { return w; } } return nullptr; } void EmbeddedProcess::_bind_methods() { ADD_SIGNAL(MethodInfo("embedding_completed")); ADD_SIGNAL(MethodInfo("embedding_failed")); ADD_SIGNAL(MethodInfo("embedded_process_updated")); ADD_SIGNAL(MethodInfo("embedded_process_focused")); } EmbeddedProcess::EmbeddedProcess() { timer_embedding = memnew(Timer); timer_embedding->set_wait_time(0.1); timer_embedding->set_one_shot(true); add_child(timer_embedding); timer_embedding->connect("timeout", callable_mp(this, &EmbeddedProcess::_timer_embedding_timeout)); timer_update_embedded_process = memnew(Timer); timer_update_embedded_process->set_wait_time(0.1); add_child(timer_update_embedded_process); timer_update_embedded_process->connect("timeout", callable_mp(this, &EmbeddedProcess::_timer_update_embedded_process_timeout)); set_focus_mode(FOCUS_ALL); } EmbeddedProcess::~EmbeddedProcess() { if (current_process_id != 0) { // Stop embedding the last process. OS::get_singleton()->kill(current_process_id); reset(); } }