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Popup hit boxes in wrong location with a window stretch mode enabled #59610
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It looks like i3-wm, I use it too. But I'm sorry, I can not reproduce this issue in i3-wm. Maybe you should provide a small project with this issue. |
Sorry about that, it took me some time to replicate it. It appears to only happen when loading in a scene with an option button. I attached a small project that has this issue. |
In your provided project, the problem seems to be caused by the modified I remember that there used to be instructions for the relevant modes here, but I can't seem to find them now. |
The demo is running with embedded subwindows enabled, so it is not dependent on Window manager and platform. I can reproduce it on macOS as well, but only after the window is resized.
Seems like it is the case, probably |
Yep, that's indeed the culprit. The moment I select any of those modes the problem happens. I do this mainly for UI Scaling, so fine for now but this is really a bug which should be fixed. I think this has to do that the popup is part of the window node? |
Godot version
4.0.alpha5
System information
Arch (Linux-lts 5.15.30-1)
Issue description
So I load an instance of a scene with an OptionButton.
But when I want to click on options from a MenuButton or OptionMenu, it fails to register. After a lot of testing and trying I finally figured out what the problem is.
If you don't put the window in fullscreen of let the window take up all the space on the screen, than the hitboxes for the popup are in the wrong location, as can be seen in my screenshot. My mouse is off to the right where the hitboxes would be if it would be in full window.
Now, I am not certain if this is a tiled window manager issue or a general issue, but it still does not work even if I put it in floating window mode
Steps to reproduce
Edit 2022-03-28 12:34:
Create an OptionButton or MenuButton and add it as a child through scripts.
Minimal reproduction project
TestRoom.tar.gz
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