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mouse_get_position: Mouse is not supported by this display server #93461

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kuligs2 opened this issue Jun 22, 2024 · 7 comments · Fixed by #93494
Closed

mouse_get_position: Mouse is not supported by this display server #93461

kuligs2 opened this issue Jun 22, 2024 · 7 comments · Fixed by #93494

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@kuligs2
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kuligs2 commented Jun 22, 2024

Tested versions

Godot Engine v4.3.beta2.official.b75f0485b - https://godotengine.org

System information

Godot v4.3.beta2 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA RTX A2000 (NVIDIA; 31.0.15.5186) - Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz (8 Threads)

Issue description

Setting --headless in Project settings > General > Editor > Run - throws this error

Steps to reproduce

image
Any scene, any script.

I dont remember seeing this in beta1, or dev6

Minimal reproduction project (MRP)

Create scene,
Set project settings
image

Run scene

image

E 0:00:00:0207   mouse_get_position: Mouse is not supported by this display server.
  <C++ Error>    Method/function failed. Returning: Point2i()
  <C++ Source>   servers/display_server.cpp:497 @ mouse_get_position()
@brno32
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brno32 commented Jun 22, 2024

Possibly due to #92908

@bruvzg
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bruvzg commented Jun 22, 2024

That's expected behavior, and should be the same in all previous versions, --headless switches to the dummy implementation of the display server so none of the display server functions will work.

@brno32
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brno32 commented Jun 22, 2024

Right, but I think the headless display server just needs a dummy method/stub.

@kuligs2
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kuligs2 commented Jun 24, 2024

That's expected behavior, and should be the same in all previous versions, --headless switches to the dummy implementation of the display server so none of the display server functions will work.

But like i said its not the same. I dont get that error in Godot Engine v4.3.beta1.official.a4f2ea91a - https://godotengine.org, version.

@AThousandShips AThousandShips added this to the 4.3 milestone Jun 24, 2024
@bruvzg
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bruvzg commented Jun 24, 2024

Are you calling this function, or are you getting the error when running the empty scene?

@kuligs2
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kuligs2 commented Jun 24, 2024

You tell me.

Beta1

Godot_v4.3-beta1_win64_2g83FsZnSy.mp4

Beta2

Godot_v4.3-beta2_win64_DgL68lGgsP.mp4

@kuligs2
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kuligs2 commented Jun 24, 2024

The script that runs is this:

extends Node


# Called when the node enters the scene tree for the first time.
func _ready() -> void:
	#print_rich("[color=yellow]# ---------------------------------------------- \n [/color]")
	#print_rich("[color=yellow]# ---------------------------------------------- [/color]\n")
	#print_rich("No no\n")
	## this works, both in editor console and godot console/cmd in windows
	#print_rich("[color=red] sum tex [/color]")
#
## this does not work in godot console/cmd in windows
	#print_rich("[color=#9837d3] sum tex [/color]" +" /n")
	#
	##printraw("c�[45m" + "lol" +" /n")
	##print("�[45m" + "lol" +" /n")
	##print("�[0,45m" + "lol" +" /n")
	##print("�[0,35m" + "lol" +" /n")
	##printraw("�[0;45m" + "lol" +" \n")
	print("smelly")
	print("1lol" +" \n")
	printraw("�[1;,35m" + "lol" +" \n")
	printraw(''+"[0m")
	print("2lol" +" \n")
	printraw(''+"[0m")
	printraw("�[31m" + "lol" +" \n")
	print("3lol" +" \n")
	
	pass # Replace with function body.


# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
	pass

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4 participants