From the spec:
> The wl_pointer.enter and wl_pointer.leave events are logical events
> generated by the compositor and not the hardware. These events are
> also grouped by a wl_pointer.frame. When a pointer moves from one
> surface to another, a compositor should group the wl_pointer.leave
> event within the same wl_pointer.frame. However, a client must not
> rely on wl_pointer.leave and wl_pointer.enter being in the same
> wl_pointer.frame. Compositor-specific policies may require the
> wl_pointer.leave and wl_pointer.enter event being split across
> multiple wl_pointer.frame groups.
From my understanding™ this means that a compositor SHOULD group
leave/enter events together. Is this common? From my testing... Not
really. Notably, (only?) KDE does this.
Our pointer frame event assumed that we would be working with the
currently pointed window but since all events must be logically grouped
together I think it can really only group "normal" events related to the
*leave* event.
Now, whenever there's a pointer focus change, we send everything to the
old window, if it exists, otherwise the currently pointed one.
This approach seems to handle complex event frames with both leave and
enter events properly now, with good results on all compositors.
This patch also and makes it harder to get to a null check when the
window simply does not exists (the error was meant only for existing but
invalid windows), along with an helper method to aid in this.
An input method is not required for the application to run.
However, it is still assumed that the user requires an input method
for text input; therefore, in order to avoid generating spam, a warning
is issued only once whenever the input method becomes inactive.
The current obb support was specific to the Google Play store which has deprecated the format in favor on Android bundle and Play asset delivery.
For projects that still have a dependency on the Play store obb support, the deprecated logic has been moved into a separate Godot Obb Android plugin.
When `rendering/textures/vram_compression/import_etc2_astc` is disabled
in Project Settings, the Android export would silently fail with only a
generic "configuration errors" message, giving no indication of what
needed to be fixed.
This was especially problematic for headless/CI exports where there is
no visual feedback at all.
EGL brings in platform-specific headers such as the dreaded `windows.h`,
and `platform_gl.h` is used throughout `drivers/gles3` for basic OpenGL
types such as `GLuint`. We don't want `windows.h` pollution there.
Note for Android: EGL seems used explicitly only via `rasterizer_gles3.cpp`
to enable GL debug printing, and some custom stuff in `config.cpp`.
Adds warning and link to the script when winrt headers are missing.
Adds CXXFLAG to fix build with old (Windows 10) SDKs.
Moves WinRT from `github.com/bruvzg/winrt_mingw` to `github.com/godotengine/winrt_mingw`.