Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
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/**************************************************************************/
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/* wayland_thread.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef WAYLAND_THREAD_H
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#define WAYLAND_THREAD_H
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#ifdef WAYLAND_ENABLED
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#include "key_mapping_xkb.h"
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#ifdef SOWRAP_ENABLED
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#include "wayland/dynwrappers/wayland-client-core-so_wrap.h"
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#include "wayland/dynwrappers/wayland-cursor-so_wrap.h"
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#include "wayland/dynwrappers/wayland-egl-core-so_wrap.h"
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#include "xkbcommon-so_wrap.h"
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#else
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#include <wayland-client-core.h>
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#include <wayland-cursor.h>
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2024-05-25 14:15:57 +00:00
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#ifdef GLES3_ENABLED
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2024-08-23 21:16:37 +00:00
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#include <wayland-egl-core.h>
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2024-05-25 14:15:57 +00:00
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#endif
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
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#include <xkbcommon/xkbcommon.h>
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#endif // SOWRAP_ENABLED
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// These must go after the Wayland client include to work properly.
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#include "wayland/protocol/idle_inhibit.gen.h"
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#include "wayland/protocol/primary_selection.gen.h"
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// These three protocol headers name wl_pointer method arguments as `pointer`,
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// which is the same name as X11's pointer typedef. This trips some very
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// annoying shadowing warnings. A `#define` works around this issue.
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#define pointer wl_pointer
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#include "wayland/protocol/pointer_constraints.gen.h"
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#include "wayland/protocol/pointer_gestures.gen.h"
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#include "wayland/protocol/relative_pointer.gen.h"
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#undef pointer
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#include "wayland/protocol/fractional_scale.gen.h"
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#include "wayland/protocol/tablet.gen.h"
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2024-06-11 09:24:54 +00:00
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#include "wayland/protocol/text_input.gen.h"
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
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#include "wayland/protocol/viewporter.gen.h"
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#include "wayland/protocol/wayland.gen.h"
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#include "wayland/protocol/xdg_activation.gen.h"
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#include "wayland/protocol/xdg_decoration.gen.h"
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2024-01-31 09:43:56 +00:00
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#include "wayland/protocol/xdg_foreign.gen.h"
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
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#include "wayland/protocol/xdg_shell.gen.h"
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#ifdef LIBDECOR_ENABLED
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#ifdef SOWRAP_ENABLED
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#include "dynwrappers/libdecor-so_wrap.h"
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#else
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#include <libdecor-0/libdecor.h>
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#endif // SOWRAP_ENABLED
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#endif // LIBDECOR_ENABLED
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#include "core/os/thread.h"
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#include "servers/display_server.h"
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class WaylandThread {
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public:
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// Messages used for exchanging information between Godot's and Wayland's thread.
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class Message : public RefCounted {
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public:
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Message() {}
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virtual ~Message() = default;
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};
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// Message data for window rect changes.
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class WindowRectMessage : public Message {
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public:
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// NOTE: This is in "scaled" terms. For example, if there's a 1920x1080 rect
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// with a scale factor of 2, the actual value of `rect` will be 3840x2160.
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Rect2i rect;
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};
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class WindowEventMessage : public Message {
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public:
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DisplayServer::WindowEvent event;
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};
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class InputEventMessage : public Message {
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public:
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Ref<InputEvent> event;
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};
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class DropFilesEventMessage : public Message {
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public:
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Vector<String> files;
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};
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2024-06-11 09:24:54 +00:00
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class IMEUpdateEventMessage : public Message {
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public:
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String text;
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Vector2i selection;
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};
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class IMECommitEventMessage : public Message {
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public:
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String text;
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};
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|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
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struct RegistryState {
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WaylandThread *wayland_thread;
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// Core Wayland globals.
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struct wl_shm *wl_shm = nullptr;
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uint32_t wl_shm_name = 0;
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struct wl_compositor *wl_compositor = nullptr;
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uint32_t wl_compositor_name = 0;
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struct wl_subcompositor *wl_subcompositor = nullptr;
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uint32_t wl_subcompositor_name = 0;
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struct wl_data_device_manager *wl_data_device_manager = nullptr;
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uint32_t wl_data_device_manager_name = 0;
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List<struct wl_output *> wl_outputs;
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List<struct wl_seat *> wl_seats;
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// xdg-shell globals.
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struct xdg_wm_base *xdg_wm_base = nullptr;
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uint32_t xdg_wm_base_name = 0;
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2024-04-24 15:41:43 +00:00
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struct zxdg_exporter_v1 *xdg_exporter = nullptr;
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uint32_t xdg_exporter_name = 0;
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2024-01-31 09:43:56 +00:00
|
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|
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
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// wayland-protocols globals.
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struct wp_viewporter *wp_viewporter = nullptr;
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uint32_t wp_viewporter_name = 0;
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struct wp_fractional_scale_manager_v1 *wp_fractional_scale_manager = nullptr;
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uint32_t wp_fractional_scale_manager_name = 0;
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struct zxdg_decoration_manager_v1 *xdg_decoration_manager = nullptr;
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uint32_t xdg_decoration_manager_name = 0;
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struct xdg_activation_v1 *xdg_activation = nullptr;
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uint32_t xdg_activation_name = 0;
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struct zwp_primary_selection_device_manager_v1 *wp_primary_selection_device_manager = nullptr;
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uint32_t wp_primary_selection_device_manager_name = 0;
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struct zwp_relative_pointer_manager_v1 *wp_relative_pointer_manager = nullptr;
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uint32_t wp_relative_pointer_manager_name = 0;
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struct zwp_pointer_constraints_v1 *wp_pointer_constraints = nullptr;
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uint32_t wp_pointer_constraints_name = 0;
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struct zwp_pointer_gestures_v1 *wp_pointer_gestures = nullptr;
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uint32_t wp_pointer_gestures_name = 0;
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struct zwp_idle_inhibit_manager_v1 *wp_idle_inhibit_manager = nullptr;
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uint32_t wp_idle_inhibit_manager_name = 0;
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struct zwp_tablet_manager_v2 *wp_tablet_manager = nullptr;
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uint32_t wp_tablet_manager_name = 0;
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2024-06-11 09:24:54 +00:00
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struct zwp_text_input_manager_v3 *wp_text_input_manager = nullptr;
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uint32_t wp_text_input_manager_name = 0;
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
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};
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// General Wayland-specific states. Shouldn't be accessed directly.
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// TODO: Make private?
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struct WindowState {
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DisplayServer::WindowID id;
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Rect2i rect;
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DisplayServer::WindowMode mode = DisplayServer::WINDOW_MODE_WINDOWED;
|
Wayland: suspend window after frame timeout or suspend state
This is a pretty popular approach that took a while for me to wrap my
head around and which only recently got "official" support through an
update (xdg_shell version 6), so I think that this is all-in-all a
better option than the overkill 2000Hz ticking we have now :P
Basically, we wait for a frame event and, if either too much time passes
or we get the new `suspended` state, we consider the window as "hidden"
and stop drawing, ticking by the low usage rate.
This should work great for KDE and Mutter, which support the new state,
but not yet for sway, which is still stuck at a very old xdg_shell
version and thus falls back to the timeout approach.
Be aware that if we rely on timing out the engine will have to stall for
the whole timeout, which _could_ be problematic but doensn't seem like
it. Further testing is needed.
Special thanks go to the guys over at #wayland on OFTC, who very
patiently explained me this approach way too many times.
2024-01-07 07:35:40 +00:00
|
|
|
bool suspended = false;
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
|
|
|
|
// These are true by default as it isn't guaranteed that we'll find an
|
|
|
|
// xdg-shell implementation with wm_capabilities available. If and once we
|
|
|
|
// receive a wm_capabilities event these will get reset and updated with
|
|
|
|
// whatever the compositor says.
|
|
|
|
bool can_minimize = false;
|
|
|
|
bool can_maximize = false;
|
|
|
|
bool can_fullscreen = false;
|
|
|
|
|
|
|
|
HashSet<struct wl_output *> wl_outputs;
|
|
|
|
|
|
|
|
// NOTE: If for whatever reason this callback is destroyed _while_ the event
|
|
|
|
// thread is still running, it might be a good idea to set its user data to
|
|
|
|
// `nullptr`. From some initial testing of mine, it looks like it might still
|
|
|
|
// be called even after being destroyed, pointing to probably invalid window
|
|
|
|
// data by then and segfaulting hard.
|
|
|
|
struct wl_callback *frame_callback = nullptr;
|
|
|
|
|
|
|
|
struct wl_surface *wl_surface = nullptr;
|
|
|
|
struct xdg_surface *xdg_surface = nullptr;
|
|
|
|
struct xdg_toplevel *xdg_toplevel = nullptr;
|
|
|
|
|
|
|
|
struct wp_viewport *wp_viewport = nullptr;
|
|
|
|
struct wp_fractional_scale_v1 *wp_fractional_scale = nullptr;
|
2024-01-31 09:43:56 +00:00
|
|
|
struct zxdg_exported_v1 *xdg_exported = nullptr;
|
|
|
|
|
|
|
|
String exported_handle;
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
|
|
|
|
// Currently applied buffer scale.
|
|
|
|
int buffer_scale = 1;
|
|
|
|
|
|
|
|
// Buffer scale must be applied right before rendering but _after_ committing
|
|
|
|
// everything else or otherwise we might have an inconsistent state (e.g.
|
|
|
|
// double scale and odd resolution). This flag assists with that; when set,
|
|
|
|
// on the next frame, we'll commit whatever is set in `buffer_scale`.
|
|
|
|
bool buffer_scale_changed = false;
|
|
|
|
|
|
|
|
// NOTE: The preferred buffer scale is currently only dynamically calculated.
|
|
|
|
// It can be accessed by calling `window_state_get_preferred_buffer_scale`.
|
|
|
|
|
|
|
|
// Override used by the fractional scale add-on object. If less or equal to 0
|
|
|
|
// (default) then the normal output-based scale is used instead.
|
|
|
|
double fractional_scale = 0;
|
|
|
|
|
|
|
|
// What the compositor is recommending us.
|
|
|
|
double preferred_fractional_scale = 0;
|
|
|
|
|
|
|
|
struct zxdg_toplevel_decoration_v1 *xdg_toplevel_decoration = nullptr;
|
|
|
|
|
|
|
|
struct zwp_idle_inhibitor_v1 *wp_idle_inhibitor = nullptr;
|
|
|
|
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
// If this is null the xdg_* variables must be set and vice-versa. This way we
|
|
|
|
// can handle this mess gracefully enough to hopefully being able of getting
|
|
|
|
// rid of this cleanly once we have our own CSDs.
|
|
|
|
struct libdecor_frame *libdecor_frame = nullptr;
|
|
|
|
struct libdecor_configuration *pending_libdecor_configuration = nullptr;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
RegistryState *registry;
|
|
|
|
WaylandThread *wayland_thread;
|
|
|
|
};
|
|
|
|
|
|
|
|
// "High level" Godot-side screen data.
|
|
|
|
struct ScreenData {
|
|
|
|
// Geometry data.
|
|
|
|
Point2i position;
|
|
|
|
|
|
|
|
String make;
|
|
|
|
String model;
|
|
|
|
|
|
|
|
Size2i size;
|
|
|
|
Size2i physical_size;
|
|
|
|
|
|
|
|
float refresh_rate = -1;
|
|
|
|
int scale = 1;
|
|
|
|
};
|
|
|
|
|
|
|
|
struct ScreenState {
|
|
|
|
uint32_t wl_output_name = 0;
|
|
|
|
|
|
|
|
ScreenData pending_data;
|
|
|
|
ScreenData data;
|
|
|
|
|
|
|
|
WaylandThread *wayland_thread;
|
|
|
|
};
|
|
|
|
|
|
|
|
enum class Gesture {
|
|
|
|
NONE,
|
|
|
|
MAGNIFY,
|
|
|
|
};
|
|
|
|
|
|
|
|
enum class PointerConstraint {
|
|
|
|
NONE,
|
|
|
|
LOCKED,
|
|
|
|
CONFINED,
|
|
|
|
};
|
|
|
|
|
|
|
|
struct PointerData {
|
2024-07-07 06:59:13 +00:00
|
|
|
Point2 position;
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
uint32_t motion_time = 0;
|
|
|
|
|
|
|
|
// Relative motion has its own optional event and so needs its own time.
|
|
|
|
Vector2 relative_motion;
|
|
|
|
uint32_t relative_motion_time = 0;
|
|
|
|
|
|
|
|
BitField<MouseButtonMask> pressed_button_mask;
|
|
|
|
|
|
|
|
MouseButton last_button_pressed = MouseButton::NONE;
|
2024-07-07 06:59:13 +00:00
|
|
|
Point2 last_pressed_position;
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
|
|
|
|
// This is needed to check for a new double click every time.
|
|
|
|
bool double_click_begun = false;
|
|
|
|
|
|
|
|
uint32_t button_time = 0;
|
|
|
|
uint32_t button_serial = 0;
|
|
|
|
|
|
|
|
uint32_t scroll_type = WL_POINTER_AXIS_SOURCE_WHEEL;
|
|
|
|
|
|
|
|
// The amount "scrolled" in pixels, in each direction.
|
|
|
|
Vector2 scroll_vector;
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
// The amount of scroll "clicks" in each direction, in fractions of 120.
|
|
|
|
Vector2i discrete_scroll_vector_120;
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
|
|
|
|
uint32_t pinch_scale = 1;
|
|
|
|
};
|
|
|
|
|
|
|
|
struct TabletToolData {
|
2024-07-07 06:59:13 +00:00
|
|
|
Point2 position;
|
2024-03-03 11:40:16 +00:00
|
|
|
Vector2 tilt;
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
uint32_t pressure = 0;
|
|
|
|
|
|
|
|
BitField<MouseButtonMask> pressed_button_mask;
|
|
|
|
|
|
|
|
MouseButton last_button_pressed = MouseButton::NONE;
|
2024-07-07 06:59:13 +00:00
|
|
|
Point2 last_pressed_position;
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
|
|
|
|
bool double_click_begun = false;
|
|
|
|
|
|
|
|
// Note: the protocol doesn't have it (I guess that this isn't really meant to
|
|
|
|
// be used as a mouse...), but we'll hack one in with the current ticks.
|
|
|
|
uint64_t button_time = 0;
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
uint64_t motion_time = 0;
|
|
|
|
|
|
|
|
uint32_t proximity_serial = 0;
|
|
|
|
struct wl_surface *proximal_surface = nullptr;
|
|
|
|
};
|
|
|
|
|
|
|
|
struct TabletToolState {
|
|
|
|
struct wl_seat *wl_seat = nullptr;
|
|
|
|
|
|
|
|
struct wl_surface *last_surface = nullptr;
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
bool is_eraser = false;
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
TabletToolData data_pending;
|
|
|
|
TabletToolData data;
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
struct OfferState {
|
|
|
|
HashSet<String> mime_types;
|
|
|
|
};
|
|
|
|
|
|
|
|
struct SeatState {
|
|
|
|
RegistryState *registry = nullptr;
|
|
|
|
|
|
|
|
WaylandThread *wayland_thread = nullptr;
|
|
|
|
|
|
|
|
struct wl_seat *wl_seat = nullptr;
|
|
|
|
uint32_t wl_seat_name = 0;
|
|
|
|
|
|
|
|
// Pointer.
|
|
|
|
struct wl_pointer *wl_pointer = nullptr;
|
|
|
|
|
|
|
|
uint32_t pointer_enter_serial = 0;
|
|
|
|
|
|
|
|
struct wl_surface *pointed_surface = nullptr;
|
|
|
|
struct wl_surface *last_pointed_surface = nullptr;
|
|
|
|
|
|
|
|
struct zwp_relative_pointer_v1 *wp_relative_pointer = nullptr;
|
|
|
|
struct zwp_locked_pointer_v1 *wp_locked_pointer = nullptr;
|
|
|
|
struct zwp_confined_pointer_v1 *wp_confined_pointer = nullptr;
|
|
|
|
|
|
|
|
struct zwp_pointer_gesture_pinch_v1 *wp_pointer_gesture_pinch = nullptr;
|
|
|
|
|
|
|
|
// NOTE: According to the wp_pointer_gestures protocol specification, there
|
|
|
|
// can be only one active gesture at a time.
|
|
|
|
Gesture active_gesture = Gesture::NONE;
|
|
|
|
|
|
|
|
// Used for delta calculations.
|
|
|
|
// NOTE: The wp_pointer_gestures protocol keeps track of the total scale of
|
|
|
|
// the pinch gesture, while godot instead wants its delta.
|
|
|
|
wl_fixed_t old_pinch_scale = 0;
|
|
|
|
|
|
|
|
struct wl_surface *cursor_surface = nullptr;
|
|
|
|
struct wl_callback *cursor_frame_callback = nullptr;
|
|
|
|
uint32_t cursor_time_ms = 0;
|
|
|
|
|
|
|
|
// This variable is needed to buffer all pointer changes until a
|
|
|
|
// wl_pointer.frame event, as per Wayland's specification. Everything is
|
|
|
|
// first set in `data_buffer` and then `data` is set with its contents on
|
|
|
|
// an input frame event. All methods should generally read from
|
|
|
|
// `pointer_data` and write to `data_buffer`.
|
|
|
|
PointerData pointer_data_buffer;
|
|
|
|
PointerData pointer_data;
|
|
|
|
|
|
|
|
// Keyboard.
|
|
|
|
struct wl_keyboard *wl_keyboard = nullptr;
|
|
|
|
|
|
|
|
struct xkb_context *xkb_context = nullptr;
|
|
|
|
struct xkb_keymap *xkb_keymap = nullptr;
|
|
|
|
struct xkb_state *xkb_state = nullptr;
|
|
|
|
|
|
|
|
const char *keymap_buffer = nullptr;
|
|
|
|
uint32_t keymap_buffer_size = 0;
|
|
|
|
|
|
|
|
xkb_layout_index_t current_layout_index = 0;
|
|
|
|
|
|
|
|
int32_t repeat_key_delay_msec = 0;
|
|
|
|
int32_t repeat_start_delay_msec = 0;
|
|
|
|
|
|
|
|
xkb_keycode_t repeating_keycode = XKB_KEYCODE_INVALID;
|
|
|
|
uint64_t last_repeat_start_msec = 0;
|
|
|
|
uint64_t last_repeat_msec = 0;
|
|
|
|
|
|
|
|
bool shift_pressed = false;
|
|
|
|
bool ctrl_pressed = false;
|
|
|
|
bool alt_pressed = false;
|
|
|
|
bool meta_pressed = false;
|
|
|
|
|
|
|
|
uint32_t last_key_pressed_serial = 0;
|
|
|
|
|
|
|
|
struct wl_data_device *wl_data_device = nullptr;
|
|
|
|
|
|
|
|
// Drag and drop.
|
|
|
|
struct wl_data_offer *wl_data_offer_dnd = nullptr;
|
|
|
|
uint32_t dnd_enter_serial = 0;
|
|
|
|
|
|
|
|
// Clipboard.
|
|
|
|
struct wl_data_source *wl_data_source_selection = nullptr;
|
|
|
|
Vector<uint8_t> selection_data;
|
|
|
|
|
|
|
|
struct wl_data_offer *wl_data_offer_selection = nullptr;
|
|
|
|
|
|
|
|
// Primary selection.
|
|
|
|
struct zwp_primary_selection_device_v1 *wp_primary_selection_device = nullptr;
|
|
|
|
|
|
|
|
struct zwp_primary_selection_source_v1 *wp_primary_selection_source = nullptr;
|
|
|
|
Vector<uint8_t> primary_data;
|
|
|
|
|
|
|
|
struct zwp_primary_selection_offer_v1 *wp_primary_selection_offer = nullptr;
|
|
|
|
|
|
|
|
// Tablet.
|
|
|
|
struct zwp_tablet_seat_v2 *wp_tablet_seat = nullptr;
|
|
|
|
|
|
|
|
List<struct zwp_tablet_tool_v2 *> tablet_tools;
|
2024-06-11 09:24:54 +00:00
|
|
|
|
|
|
|
// IME.
|
|
|
|
struct zwp_text_input_v3 *wp_text_input = nullptr;
|
|
|
|
bool ime_enabled = false;
|
|
|
|
bool ime_active = false;
|
|
|
|
String ime_text;
|
|
|
|
String ime_text_commit;
|
|
|
|
Vector2i ime_cursor;
|
|
|
|
Rect2i ime_rect;
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
struct CustomCursor {
|
|
|
|
struct wl_buffer *wl_buffer = nullptr;
|
|
|
|
uint32_t *buffer_data = nullptr;
|
|
|
|
uint32_t buffer_data_size = 0;
|
|
|
|
|
|
|
|
RID rid;
|
|
|
|
Point2i hotspot;
|
|
|
|
};
|
|
|
|
|
|
|
|
private:
|
|
|
|
struct ThreadData {
|
|
|
|
SafeFlag thread_done;
|
|
|
|
Mutex mutex;
|
|
|
|
|
|
|
|
struct wl_display *wl_display = nullptr;
|
|
|
|
};
|
|
|
|
|
|
|
|
// FIXME: Is this the right thing to do?
|
|
|
|
inline static const char *proxy_tag = "godot";
|
|
|
|
|
|
|
|
Thread events_thread;
|
|
|
|
ThreadData thread_data;
|
|
|
|
|
|
|
|
WindowState main_window;
|
|
|
|
|
|
|
|
List<Ref<Message>> messages;
|
|
|
|
|
|
|
|
String cursor_theme_name;
|
|
|
|
int unscaled_cursor_size = 24;
|
|
|
|
|
|
|
|
// NOTE: Regarding screen scale handling, the cursor cache is currently
|
|
|
|
// "static", by which I mean that we try to change it as little as possible and
|
|
|
|
// thus will be as big as the largest screen. This is mainly due to the fact
|
|
|
|
// that doing it dynamically doesn't look like it's worth it to me currently,
|
|
|
|
// especially as usually screen scales don't change continuously.
|
|
|
|
int cursor_scale = 1;
|
|
|
|
|
|
|
|
struct wl_cursor_theme *wl_cursor_theme = nullptr;
|
|
|
|
struct wl_cursor *wl_cursors[DisplayServer::CURSOR_MAX] = {};
|
|
|
|
|
|
|
|
HashMap<DisplayServer::CursorShape, CustomCursor> custom_cursors;
|
|
|
|
|
|
|
|
struct wl_cursor *current_wl_cursor = nullptr;
|
|
|
|
struct CustomCursor *current_custom_cursor = nullptr;
|
|
|
|
|
|
|
|
DisplayServer::CursorShape last_cursor_shape = DisplayServer::CURSOR_ARROW;
|
|
|
|
|
|
|
|
PointerConstraint pointer_constraint = PointerConstraint::NONE;
|
|
|
|
|
|
|
|
struct wl_display *wl_display = nullptr;
|
|
|
|
struct wl_registry *wl_registry = nullptr;
|
|
|
|
|
|
|
|
struct wl_seat *wl_seat_current = nullptr;
|
|
|
|
|
|
|
|
bool frame = true;
|
|
|
|
|
|
|
|
RegistryState registry;
|
|
|
|
|
|
|
|
bool initialized = false;
|
|
|
|
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
struct libdecor *libdecor_context = nullptr;
|
|
|
|
#endif // LIBDECOR_ENABLED
|
|
|
|
|
|
|
|
// Main polling method.
|
|
|
|
static void _poll_events_thread(void *p_data);
|
|
|
|
|
|
|
|
// Core Wayland event handlers.
|
|
|
|
static void _wl_registry_on_global(void *data, struct wl_registry *wl_registry, uint32_t name, const char *interface, uint32_t version);
|
|
|
|
static void _wl_registry_on_global_remove(void *data, struct wl_registry *wl_registry, uint32_t name);
|
|
|
|
|
|
|
|
static void _wl_surface_on_enter(void *data, struct wl_surface *wl_surface, struct wl_output *wl_output);
|
|
|
|
static void _wl_surface_on_leave(void *data, struct wl_surface *wl_surface, struct wl_output *wl_output);
|
2024-02-05 15:42:24 +00:00
|
|
|
static void _wl_surface_on_preferred_buffer_scale(void *data, struct wl_surface *wl_surface, int32_t factor);
|
|
|
|
static void _wl_surface_on_preferred_buffer_transform(void *data, struct wl_surface *wl_surface, uint32_t transform);
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
|
|
|
|
static void _frame_wl_callback_on_done(void *data, struct wl_callback *wl_callback, uint32_t callback_data);
|
|
|
|
|
|
|
|
static void _wl_output_on_geometry(void *data, struct wl_output *wl_output, int32_t x, int32_t y, int32_t physical_width, int32_t physical_height, int32_t subpixel, const char *make, const char *model, int32_t transform);
|
|
|
|
static void _wl_output_on_mode(void *data, struct wl_output *wl_output, uint32_t flags, int32_t width, int32_t height, int32_t refresh);
|
|
|
|
static void _wl_output_on_done(void *data, struct wl_output *wl_output);
|
|
|
|
static void _wl_output_on_scale(void *data, struct wl_output *wl_output, int32_t factor);
|
|
|
|
static void _wl_output_on_name(void *data, struct wl_output *wl_output, const char *name);
|
|
|
|
static void _wl_output_on_description(void *data, struct wl_output *wl_output, const char *description);
|
|
|
|
|
|
|
|
static void _wl_seat_on_capabilities(void *data, struct wl_seat *wl_seat, uint32_t capabilities);
|
|
|
|
static void _wl_seat_on_name(void *data, struct wl_seat *wl_seat, const char *name);
|
|
|
|
|
|
|
|
static void _cursor_frame_callback_on_done(void *data, struct wl_callback *wl_callback, uint32_t time_ms);
|
|
|
|
|
|
|
|
static void _wl_pointer_on_enter(void *data, struct wl_pointer *wl_pointer, uint32_t serial, struct wl_surface *surface, wl_fixed_t surface_x, wl_fixed_t surface_y);
|
|
|
|
static void _wl_pointer_on_leave(void *data, struct wl_pointer *wl_pointer, uint32_t serial, struct wl_surface *surface);
|
|
|
|
static void _wl_pointer_on_motion(void *data, struct wl_pointer *wl_pointer, uint32_t time, wl_fixed_t surface_x, wl_fixed_t surface_y);
|
|
|
|
static void _wl_pointer_on_button(void *data, struct wl_pointer *wl_pointer, uint32_t serial, uint32_t time, uint32_t button, uint32_t state);
|
|
|
|
static void _wl_pointer_on_axis(void *data, struct wl_pointer *wl_pointer, uint32_t time, uint32_t axis, wl_fixed_t value);
|
|
|
|
static void _wl_pointer_on_frame(void *data, struct wl_pointer *wl_pointer);
|
|
|
|
static void _wl_pointer_on_axis_source(void *data, struct wl_pointer *wl_pointer, uint32_t axis_source);
|
|
|
|
static void _wl_pointer_on_axis_stop(void *data, struct wl_pointer *wl_pointer, uint32_t time, uint32_t axis);
|
|
|
|
static void _wl_pointer_on_axis_discrete(void *data, struct wl_pointer *wl_pointer, uint32_t axis, int32_t discrete);
|
|
|
|
static void _wl_pointer_on_axis_value120(void *data, struct wl_pointer *wl_pointer, uint32_t axis, int32_t value120);
|
2024-02-05 15:42:24 +00:00
|
|
|
static void _wl_pointer_on_axis_relative_direction(void *data, struct wl_pointer *wl_pointer, uint32_t axis, uint32_t direction);
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
|
|
|
|
static void _wl_keyboard_on_keymap(void *data, struct wl_keyboard *wl_keyboard, uint32_t format, int32_t fd, uint32_t size);
|
|
|
|
static void _wl_keyboard_on_enter(void *data, struct wl_keyboard *wl_keyboard, uint32_t serial, struct wl_surface *surface, struct wl_array *keys);
|
|
|
|
static void _wl_keyboard_on_leave(void *data, struct wl_keyboard *wl_keyboard, uint32_t serial, struct wl_surface *surface);
|
|
|
|
static void _wl_keyboard_on_key(void *data, struct wl_keyboard *wl_keyboard, uint32_t serial, uint32_t time, uint32_t key, uint32_t state);
|
|
|
|
static void _wl_keyboard_on_modifiers(void *data, struct wl_keyboard *wl_keyboard, uint32_t serial, uint32_t mods_depressed, uint32_t mods_latched, uint32_t mods_locked, uint32_t group);
|
|
|
|
static void _wl_keyboard_on_repeat_info(void *data, struct wl_keyboard *wl_keyboard, int32_t rate, int32_t delay);
|
|
|
|
|
|
|
|
static void _wl_data_device_on_data_offer(void *data, struct wl_data_device *wl_data_device, struct wl_data_offer *id);
|
|
|
|
static void _wl_data_device_on_enter(void *data, struct wl_data_device *wl_data_device, uint32_t serial, struct wl_surface *surface, wl_fixed_t x, wl_fixed_t y, struct wl_data_offer *id);
|
|
|
|
static void _wl_data_device_on_leave(void *data, struct wl_data_device *wl_data_device);
|
|
|
|
static void _wl_data_device_on_motion(void *data, struct wl_data_device *wl_data_device, uint32_t time, wl_fixed_t x, wl_fixed_t y);
|
|
|
|
static void _wl_data_device_on_drop(void *data, struct wl_data_device *wl_data_device);
|
|
|
|
static void _wl_data_device_on_selection(void *data, struct wl_data_device *wl_data_device, struct wl_data_offer *id);
|
|
|
|
|
|
|
|
static void _wl_data_offer_on_offer(void *data, struct wl_data_offer *wl_data_offer, const char *mime_type);
|
|
|
|
static void _wl_data_offer_on_source_actions(void *data, struct wl_data_offer *wl_data_offer, uint32_t source_actions);
|
|
|
|
static void _wl_data_offer_on_action(void *data, struct wl_data_offer *wl_data_offer, uint32_t dnd_action);
|
|
|
|
|
|
|
|
static void _wl_data_source_on_target(void *data, struct wl_data_source *wl_data_source, const char *mime_type);
|
|
|
|
static void _wl_data_source_on_send(void *data, struct wl_data_source *wl_data_source, const char *mime_type, int32_t fd);
|
|
|
|
static void _wl_data_source_on_cancelled(void *data, struct wl_data_source *wl_data_source);
|
|
|
|
static void _wl_data_source_on_dnd_drop_performed(void *data, struct wl_data_source *wl_data_source);
|
|
|
|
static void _wl_data_source_on_dnd_finished(void *data, struct wl_data_source *wl_data_source);
|
|
|
|
static void _wl_data_source_on_action(void *data, struct wl_data_source *wl_data_source, uint32_t dnd_action);
|
|
|
|
|
|
|
|
// xdg-shell event handlers.
|
|
|
|
static void _xdg_wm_base_on_ping(void *data, struct xdg_wm_base *xdg_wm_base, uint32_t serial);
|
|
|
|
|
|
|
|
static void _xdg_surface_on_configure(void *data, struct xdg_surface *xdg_surface, uint32_t serial);
|
|
|
|
|
|
|
|
static void _xdg_toplevel_on_configure(void *data, struct xdg_toplevel *xdg_toplevel, int32_t width, int32_t height, struct wl_array *states);
|
|
|
|
static void _xdg_toplevel_on_close(void *data, struct xdg_toplevel *xdg_toplevel);
|
|
|
|
static void _xdg_toplevel_on_configure_bounds(void *data, struct xdg_toplevel *xdg_toplevel, int32_t width, int32_t height);
|
|
|
|
static void _xdg_toplevel_on_wm_capabilities(void *data, struct xdg_toplevel *xdg_toplevel, struct wl_array *capabilities);
|
|
|
|
|
|
|
|
// wayland-protocols event handlers.
|
|
|
|
static void _wp_fractional_scale_on_preferred_scale(void *data, struct wp_fractional_scale_v1 *wp_fractional_scale_v1, uint32_t scale);
|
|
|
|
|
|
|
|
static void _wp_relative_pointer_on_relative_motion(void *data, struct zwp_relative_pointer_v1 *wp_relative_pointer_v1, uint32_t uptime_hi, uint32_t uptime_lo, wl_fixed_t dx, wl_fixed_t dy, wl_fixed_t dx_unaccel, wl_fixed_t dy_unaccel);
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
static void _wp_pointer_gesture_pinch_on_begin(void *data, struct zwp_pointer_gesture_pinch_v1 *wp_pointer_gesture_pinch_v1, uint32_t serial, uint32_t time, struct wl_surface *surface, uint32_t fingers);
|
|
|
|
static void _wp_pointer_gesture_pinch_on_update(void *data, struct zwp_pointer_gesture_pinch_v1 *wp_pointer_gesture_pinch_v1, uint32_t time, wl_fixed_t dx, wl_fixed_t dy, wl_fixed_t scale, wl_fixed_t rotation);
|
|
|
|
static void _wp_pointer_gesture_pinch_on_end(void *data, struct zwp_pointer_gesture_pinch_v1 *zp_pointer_gesture_pinch_v1, uint32_t serial, uint32_t time, int32_t cancelled);
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
|
|
|
|
static void _wp_primary_selection_device_on_data_offer(void *data, struct zwp_primary_selection_device_v1 *wp_primary_selection_device_v1, struct zwp_primary_selection_offer_v1 *offer);
|
|
|
|
static void _wp_primary_selection_device_on_selection(void *data, struct zwp_primary_selection_device_v1 *wp_primary_selection_device_v1, struct zwp_primary_selection_offer_v1 *id);
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
static void _wp_primary_selection_offer_on_offer(void *data, struct zwp_primary_selection_offer_v1 *wp_primary_selection_offer_v1, const char *mime_type);
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
|
|
|
|
static void _wp_primary_selection_source_on_send(void *data, struct zwp_primary_selection_source_v1 *wp_primary_selection_source_v1, const char *mime_type, int32_t fd);
|
|
|
|
static void _wp_primary_selection_source_on_cancelled(void *data, struct zwp_primary_selection_source_v1 *wp_primary_selection_source_v1);
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
static void _wp_tablet_seat_on_tablet_added(void *data, struct zwp_tablet_seat_v2 *wp_tablet_seat_v2, struct zwp_tablet_v2 *id);
|
|
|
|
static void _wp_tablet_seat_on_tool_added(void *data, struct zwp_tablet_seat_v2 *wp_tablet_seat_v2, struct zwp_tablet_tool_v2 *id);
|
|
|
|
static void _wp_tablet_seat_on_pad_added(void *data, struct zwp_tablet_seat_v2 *wp_tablet_seat_v2, struct zwp_tablet_pad_v2 *id);
|
|
|
|
|
|
|
|
static void _wp_tablet_tool_on_type(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, uint32_t tool_type);
|
|
|
|
static void _wp_tablet_tool_on_hardware_serial(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, uint32_t hardware_serial_hi, uint32_t hardware_serial_lo);
|
|
|
|
static void _wp_tablet_tool_on_hardware_id_wacom(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, uint32_t hardware_id_hi, uint32_t hardware_id_lo);
|
|
|
|
static void _wp_tablet_tool_on_capability(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, uint32_t capability);
|
|
|
|
static void _wp_tablet_tool_on_done(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2);
|
|
|
|
static void _wp_tablet_tool_on_removed(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2);
|
|
|
|
static void _wp_tablet_tool_on_proximity_in(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, uint32_t serial, struct zwp_tablet_v2 *tablet, struct wl_surface *surface);
|
|
|
|
static void _wp_tablet_tool_on_proximity_out(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2);
|
|
|
|
static void _wp_tablet_tool_on_down(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, uint32_t serial);
|
|
|
|
static void _wp_tablet_tool_on_up(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2);
|
|
|
|
static void _wp_tablet_tool_on_motion(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, wl_fixed_t x, wl_fixed_t y);
|
|
|
|
static void _wp_tablet_tool_on_pressure(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, uint32_t pressure);
|
|
|
|
static void _wp_tablet_tool_on_distance(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, uint32_t distance);
|
|
|
|
static void _wp_tablet_tool_on_tilt(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, wl_fixed_t tilt_x, wl_fixed_t tilt_y);
|
|
|
|
static void _wp_tablet_tool_on_rotation(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, wl_fixed_t degrees);
|
|
|
|
static void _wp_tablet_tool_on_slider(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, int32_t position);
|
|
|
|
static void _wp_tablet_tool_on_wheel(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, wl_fixed_t degrees, int32_t clicks);
|
|
|
|
static void _wp_tablet_tool_on_button(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, uint32_t serial, uint32_t button, uint32_t state);
|
|
|
|
static void _wp_tablet_tool_on_frame(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, uint32_t time);
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
|
2024-06-11 09:24:54 +00:00
|
|
|
static void _wp_text_input_on_enter(void *data, struct zwp_text_input_v3 *wp_text_input_v3, struct wl_surface *surface);
|
|
|
|
static void _wp_text_input_on_leave(void *data, struct zwp_text_input_v3 *wp_text_input_v3, struct wl_surface *surface);
|
|
|
|
static void _wp_text_input_on_preedit_string(void *data, struct zwp_text_input_v3 *wp_text_input_v3, const char *text, int32_t cursor_begin, int32_t cursor_end);
|
|
|
|
static void _wp_text_input_on_commit_string(void *data, struct zwp_text_input_v3 *wp_text_input_v3, const char *text);
|
|
|
|
static void _wp_text_input_on_delete_surrounding_text(void *data, struct zwp_text_input_v3 *wp_text_input_v3, uint32_t before_length, uint32_t after_length);
|
|
|
|
static void _wp_text_input_on_done(void *data, struct zwp_text_input_v3 *wp_text_input_v3, uint32_t serial);
|
|
|
|
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
static void _xdg_toplevel_decoration_on_configure(void *data, struct zxdg_toplevel_decoration_v1 *xdg_toplevel_decoration, uint32_t mode);
|
|
|
|
|
2024-01-31 09:43:56 +00:00
|
|
|
static void _xdg_exported_on_exported(void *data, zxdg_exported_v1 *exported, const char *handle);
|
|
|
|
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
static void _xdg_activation_token_on_done(void *data, struct xdg_activation_token_v1 *xdg_activation_token, const char *token);
|
|
|
|
|
|
|
|
// Core Wayland event listeners.
|
|
|
|
static constexpr struct wl_registry_listener wl_registry_listener = {
|
|
|
|
.global = _wl_registry_on_global,
|
|
|
|
.global_remove = _wl_registry_on_global_remove,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct wl_surface_listener wl_surface_listener = {
|
|
|
|
.enter = _wl_surface_on_enter,
|
|
|
|
.leave = _wl_surface_on_leave,
|
2024-02-05 15:42:24 +00:00
|
|
|
.preferred_buffer_scale = _wl_surface_on_preferred_buffer_scale,
|
|
|
|
.preferred_buffer_transform = _wl_surface_on_preferred_buffer_transform,
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct wl_callback_listener frame_wl_callback_listener {
|
|
|
|
.done = _frame_wl_callback_on_done,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct wl_output_listener wl_output_listener = {
|
|
|
|
.geometry = _wl_output_on_geometry,
|
|
|
|
.mode = _wl_output_on_mode,
|
|
|
|
.done = _wl_output_on_done,
|
|
|
|
.scale = _wl_output_on_scale,
|
|
|
|
.name = _wl_output_on_name,
|
|
|
|
.description = _wl_output_on_description,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct wl_seat_listener wl_seat_listener = {
|
|
|
|
.capabilities = _wl_seat_on_capabilities,
|
|
|
|
.name = _wl_seat_on_name,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct wl_callback_listener cursor_frame_callback_listener {
|
|
|
|
.done = _cursor_frame_callback_on_done,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct wl_pointer_listener wl_pointer_listener = {
|
|
|
|
.enter = _wl_pointer_on_enter,
|
|
|
|
.leave = _wl_pointer_on_leave,
|
|
|
|
.motion = _wl_pointer_on_motion,
|
|
|
|
.button = _wl_pointer_on_button,
|
|
|
|
.axis = _wl_pointer_on_axis,
|
|
|
|
.frame = _wl_pointer_on_frame,
|
|
|
|
.axis_source = _wl_pointer_on_axis_source,
|
|
|
|
.axis_stop = _wl_pointer_on_axis_stop,
|
|
|
|
.axis_discrete = _wl_pointer_on_axis_discrete,
|
|
|
|
.axis_value120 = _wl_pointer_on_axis_value120,
|
2024-02-05 15:42:24 +00:00
|
|
|
.axis_relative_direction = _wl_pointer_on_axis_relative_direction,
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct wl_keyboard_listener wl_keyboard_listener = {
|
|
|
|
.keymap = _wl_keyboard_on_keymap,
|
|
|
|
.enter = _wl_keyboard_on_enter,
|
|
|
|
.leave = _wl_keyboard_on_leave,
|
|
|
|
.key = _wl_keyboard_on_key,
|
|
|
|
.modifiers = _wl_keyboard_on_modifiers,
|
|
|
|
.repeat_info = _wl_keyboard_on_repeat_info,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct wl_data_device_listener wl_data_device_listener = {
|
|
|
|
.data_offer = _wl_data_device_on_data_offer,
|
|
|
|
.enter = _wl_data_device_on_enter,
|
|
|
|
.leave = _wl_data_device_on_leave,
|
|
|
|
.motion = _wl_data_device_on_motion,
|
|
|
|
.drop = _wl_data_device_on_drop,
|
|
|
|
.selection = _wl_data_device_on_selection,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct wl_data_offer_listener wl_data_offer_listener = {
|
|
|
|
.offer = _wl_data_offer_on_offer,
|
|
|
|
.source_actions = _wl_data_offer_on_source_actions,
|
|
|
|
.action = _wl_data_offer_on_action,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct wl_data_source_listener wl_data_source_listener = {
|
|
|
|
.target = _wl_data_source_on_target,
|
|
|
|
.send = _wl_data_source_on_send,
|
|
|
|
.cancelled = _wl_data_source_on_cancelled,
|
|
|
|
.dnd_drop_performed = _wl_data_source_on_dnd_drop_performed,
|
|
|
|
.dnd_finished = _wl_data_source_on_dnd_finished,
|
|
|
|
.action = _wl_data_source_on_action,
|
|
|
|
};
|
|
|
|
|
|
|
|
// xdg-shell event listeners.
|
|
|
|
static constexpr struct xdg_wm_base_listener xdg_wm_base_listener = {
|
|
|
|
.ping = _xdg_wm_base_on_ping,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct xdg_surface_listener xdg_surface_listener = {
|
|
|
|
.configure = _xdg_surface_on_configure,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct xdg_toplevel_listener xdg_toplevel_listener = {
|
|
|
|
.configure = _xdg_toplevel_on_configure,
|
|
|
|
.close = _xdg_toplevel_on_close,
|
|
|
|
.configure_bounds = _xdg_toplevel_on_configure_bounds,
|
|
|
|
.wm_capabilities = _xdg_toplevel_on_wm_capabilities,
|
|
|
|
};
|
|
|
|
|
|
|
|
// wayland-protocols event listeners.
|
|
|
|
static constexpr struct wp_fractional_scale_v1_listener wp_fractional_scale_listener = {
|
|
|
|
.preferred_scale = _wp_fractional_scale_on_preferred_scale,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct zwp_relative_pointer_v1_listener wp_relative_pointer_listener = {
|
|
|
|
.relative_motion = _wp_relative_pointer_on_relative_motion,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct zwp_pointer_gesture_pinch_v1_listener wp_pointer_gesture_pinch_listener = {
|
|
|
|
.begin = _wp_pointer_gesture_pinch_on_begin,
|
|
|
|
.update = _wp_pointer_gesture_pinch_on_update,
|
|
|
|
.end = _wp_pointer_gesture_pinch_on_end,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct zwp_primary_selection_device_v1_listener wp_primary_selection_device_listener = {
|
|
|
|
.data_offer = _wp_primary_selection_device_on_data_offer,
|
|
|
|
.selection = _wp_primary_selection_device_on_selection,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct zwp_primary_selection_offer_v1_listener wp_primary_selection_offer_listener = {
|
|
|
|
.offer = _wp_primary_selection_offer_on_offer,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct zwp_primary_selection_source_v1_listener wp_primary_selection_source_listener = {
|
|
|
|
.send = _wp_primary_selection_source_on_send,
|
|
|
|
.cancelled = _wp_primary_selection_source_on_cancelled,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct zwp_tablet_seat_v2_listener wp_tablet_seat_listener = {
|
|
|
|
.tablet_added = _wp_tablet_seat_on_tablet_added,
|
|
|
|
.tool_added = _wp_tablet_seat_on_tool_added,
|
|
|
|
.pad_added = _wp_tablet_seat_on_pad_added,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct zwp_tablet_tool_v2_listener wp_tablet_tool_listener = {
|
|
|
|
.type = _wp_tablet_tool_on_type,
|
|
|
|
.hardware_serial = _wp_tablet_tool_on_hardware_serial,
|
|
|
|
.hardware_id_wacom = _wp_tablet_tool_on_hardware_id_wacom,
|
|
|
|
.capability = _wp_tablet_tool_on_capability,
|
|
|
|
.done = _wp_tablet_tool_on_done,
|
|
|
|
.removed = _wp_tablet_tool_on_removed,
|
|
|
|
.proximity_in = _wp_tablet_tool_on_proximity_in,
|
|
|
|
.proximity_out = _wp_tablet_tool_on_proximity_out,
|
|
|
|
.down = _wp_tablet_tool_on_down,
|
|
|
|
.up = _wp_tablet_tool_on_up,
|
|
|
|
.motion = _wp_tablet_tool_on_motion,
|
|
|
|
.pressure = _wp_tablet_tool_on_pressure,
|
|
|
|
.distance = _wp_tablet_tool_on_distance,
|
|
|
|
.tilt = _wp_tablet_tool_on_tilt,
|
|
|
|
.rotation = _wp_tablet_tool_on_rotation,
|
|
|
|
.slider = _wp_tablet_tool_on_slider,
|
|
|
|
.wheel = _wp_tablet_tool_on_wheel,
|
|
|
|
.button = _wp_tablet_tool_on_button,
|
|
|
|
.frame = _wp_tablet_tool_on_frame,
|
|
|
|
};
|
|
|
|
|
2024-06-11 09:24:54 +00:00
|
|
|
static constexpr struct zwp_text_input_v3_listener wp_text_input_listener = {
|
|
|
|
.enter = _wp_text_input_on_enter,
|
|
|
|
.leave = _wp_text_input_on_leave,
|
|
|
|
.preedit_string = _wp_text_input_on_preedit_string,
|
|
|
|
.commit_string = _wp_text_input_on_commit_string,
|
|
|
|
.delete_surrounding_text = _wp_text_input_on_delete_surrounding_text,
|
|
|
|
.done = _wp_text_input_on_done,
|
|
|
|
};
|
|
|
|
|
2024-01-31 09:43:56 +00:00
|
|
|
static constexpr struct zxdg_exported_v1_listener xdg_exported_listener = {
|
|
|
|
.handle = _xdg_exported_on_exported
|
|
|
|
};
|
|
|
|
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
static constexpr struct zxdg_toplevel_decoration_v1_listener xdg_toplevel_decoration_listener = {
|
|
|
|
.configure = _xdg_toplevel_decoration_on_configure,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct xdg_activation_token_v1_listener xdg_activation_token_listener = {
|
|
|
|
.done = _xdg_activation_token_on_done,
|
|
|
|
};
|
|
|
|
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
// libdecor event handlers.
|
|
|
|
static void libdecor_on_error(struct libdecor *context, enum libdecor_error error, const char *message);
|
|
|
|
|
|
|
|
static void libdecor_frame_on_configure(struct libdecor_frame *frame, struct libdecor_configuration *configuration, void *user_data);
|
|
|
|
|
|
|
|
static void libdecor_frame_on_close(struct libdecor_frame *frame, void *user_data);
|
|
|
|
|
|
|
|
static void libdecor_frame_on_commit(struct libdecor_frame *frame, void *user_data);
|
|
|
|
|
|
|
|
static void libdecor_frame_on_dismiss_popup(struct libdecor_frame *frame, const char *seat_name, void *user_data);
|
|
|
|
|
|
|
|
// libdecor event listeners.
|
|
|
|
static constexpr struct libdecor_interface libdecor_interface = {
|
|
|
|
.error = libdecor_on_error,
|
|
|
|
.reserved0 = nullptr,
|
|
|
|
.reserved1 = nullptr,
|
|
|
|
.reserved2 = nullptr,
|
|
|
|
.reserved3 = nullptr,
|
|
|
|
.reserved4 = nullptr,
|
|
|
|
.reserved5 = nullptr,
|
|
|
|
.reserved6 = nullptr,
|
|
|
|
.reserved7 = nullptr,
|
|
|
|
.reserved8 = nullptr,
|
|
|
|
.reserved9 = nullptr,
|
|
|
|
};
|
|
|
|
|
|
|
|
static constexpr struct libdecor_frame_interface libdecor_frame_interface = {
|
|
|
|
.configure = libdecor_frame_on_configure,
|
|
|
|
.close = libdecor_frame_on_close,
|
|
|
|
.commit = libdecor_frame_on_commit,
|
|
|
|
.dismiss_popup = libdecor_frame_on_dismiss_popup,
|
|
|
|
.reserved0 = nullptr,
|
|
|
|
.reserved1 = nullptr,
|
|
|
|
.reserved2 = nullptr,
|
|
|
|
.reserved3 = nullptr,
|
|
|
|
.reserved4 = nullptr,
|
|
|
|
.reserved5 = nullptr,
|
|
|
|
.reserved6 = nullptr,
|
|
|
|
.reserved7 = nullptr,
|
|
|
|
.reserved8 = nullptr,
|
|
|
|
.reserved9 = nullptr,
|
|
|
|
};
|
|
|
|
#endif // LIBDECOR_ENABLED
|
|
|
|
|
|
|
|
static Vector<uint8_t> _read_fd(int fd);
|
|
|
|
static int _allocate_shm_file(size_t size);
|
|
|
|
|
|
|
|
static Vector<uint8_t> _wl_data_offer_read(struct wl_display *wl_display, const char *p_mime, struct wl_data_offer *wl_data_offer);
|
|
|
|
static Vector<uint8_t> _wp_primary_selection_offer_read(struct wl_display *wl_display, const char *p_mime, struct zwp_primary_selection_offer_v1 *wp_primary_selection_offer);
|
|
|
|
|
|
|
|
static void _seat_state_set_current(WaylandThread::SeatState &p_ss);
|
|
|
|
static bool _seat_state_configure_key_event(WaylandThread::SeatState &p_seat, Ref<InputEventKey> p_event, xkb_keycode_t p_keycode, bool p_pressed);
|
|
|
|
|
|
|
|
static void _wayland_state_update_cursor();
|
|
|
|
|
|
|
|
void _set_current_seat(struct wl_seat *p_seat);
|
|
|
|
|
|
|
|
bool _load_cursor_theme(int p_cursor_size);
|
|
|
|
|
|
|
|
void _update_scale(int p_scale);
|
|
|
|
|
|
|
|
public:
|
|
|
|
Mutex &mutex = thread_data.mutex;
|
|
|
|
|
|
|
|
struct wl_display *get_wl_display() const;
|
|
|
|
|
|
|
|
// Core Wayland utilities for integrating with our own data structures.
|
|
|
|
static bool wl_proxy_is_godot(struct wl_proxy *p_proxy);
|
|
|
|
static void wl_proxy_tag_godot(struct wl_proxy *p_proxy);
|
|
|
|
|
|
|
|
static WindowState *wl_surface_get_window_state(struct wl_surface *p_surface);
|
|
|
|
static ScreenState *wl_output_get_screen_state(struct wl_output *p_output);
|
|
|
|
static SeatState *wl_seat_get_seat_state(struct wl_seat *p_seat);
|
2024-02-22 15:32:23 +00:00
|
|
|
static TabletToolState *wp_tablet_tool_get_state(struct zwp_tablet_tool_v2 *p_tool);
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
static OfferState *wl_data_offer_get_offer_state(struct wl_data_offer *p_offer);
|
|
|
|
|
|
|
|
static OfferState *wp_primary_selection_offer_get_offer_state(struct zwp_primary_selection_offer_v1 *p_offer);
|
|
|
|
|
|
|
|
void seat_state_unlock_pointer(SeatState *p_ss);
|
|
|
|
void seat_state_lock_pointer(SeatState *p_ss);
|
|
|
|
void seat_state_set_hint(SeatState *p_ss, int p_x, int p_y);
|
|
|
|
void seat_state_confine_pointer(SeatState *p_ss);
|
|
|
|
|
|
|
|
static void seat_state_update_cursor(SeatState *p_ss);
|
|
|
|
|
|
|
|
void seat_state_echo_keys(SeatState *p_ss);
|
|
|
|
|
|
|
|
static int window_state_get_preferred_buffer_scale(WindowState *p_ws);
|
|
|
|
static double window_state_get_scale_factor(WindowState *p_ws);
|
|
|
|
static void window_state_update_size(WindowState *p_ws, int p_width, int p_height);
|
|
|
|
|
|
|
|
static Vector2i scale_vector2i(const Vector2i &p_vector, double p_amount);
|
|
|
|
|
|
|
|
void push_message(Ref<Message> message);
|
|
|
|
bool has_message();
|
|
|
|
Ref<Message> pop_message();
|
|
|
|
|
|
|
|
void window_create(DisplayServer::WindowID p_window_id, int p_width, int p_height);
|
|
|
|
|
|
|
|
struct wl_surface *window_get_wl_surface(DisplayServer::WindowID p_window_id) const;
|
|
|
|
|
|
|
|
void window_set_max_size(DisplayServer::WindowID p_window_id, const Size2i &p_size);
|
|
|
|
void window_set_min_size(DisplayServer::WindowID p_window_id, const Size2i &p_size);
|
|
|
|
|
|
|
|
bool window_can_set_mode(DisplayServer::WindowID p_window_id, DisplayServer::WindowMode p_window_mode) const;
|
|
|
|
void window_try_set_mode(DisplayServer::WindowID p_window_id, DisplayServer::WindowMode p_window_mode);
|
|
|
|
DisplayServer::WindowMode window_get_mode(DisplayServer::WindowID p_window_id) const;
|
|
|
|
|
|
|
|
void window_set_borderless(DisplayServer::WindowID p_window_id, bool p_borderless);
|
|
|
|
void window_set_title(DisplayServer::WindowID p_window_id, const String &p_title);
|
|
|
|
void window_set_app_id(DisplayServer::WindowID p_window_id, const String &p_app_id);
|
|
|
|
|
|
|
|
bool window_is_focused(DisplayServer::WindowID p_window_id);
|
|
|
|
|
|
|
|
// Optional - requires xdg_activation_v1
|
|
|
|
void window_request_attention(DisplayServer::WindowID p_window_id);
|
|
|
|
|
|
|
|
// Optional - require idle_inhibit_unstable_v1
|
|
|
|
void window_set_idle_inhibition(DisplayServer::WindowID p_window_id, bool p_enable);
|
|
|
|
bool window_get_idle_inhibition(DisplayServer::WindowID p_window_id) const;
|
|
|
|
|
|
|
|
ScreenData screen_get_data(int p_screen) const;
|
|
|
|
int get_screen_count() const;
|
|
|
|
|
|
|
|
void pointer_set_constraint(PointerConstraint p_constraint);
|
|
|
|
void pointer_set_hint(const Point2i &p_hint);
|
|
|
|
PointerConstraint pointer_get_constraint() const;
|
|
|
|
DisplayServer::WindowID pointer_get_pointed_window_id() const;
|
|
|
|
BitField<MouseButtonMask> pointer_get_button_mask() const;
|
|
|
|
|
|
|
|
void cursor_hide();
|
|
|
|
void cursor_set_shape(DisplayServer::CursorShape p_cursor_shape);
|
|
|
|
|
|
|
|
void cursor_set_custom_shape(DisplayServer::CursorShape p_cursor_shape);
|
|
|
|
void cursor_shape_set_custom_image(DisplayServer::CursorShape p_cursor_shape, Ref<Image> p_image, const Point2i &p_hotspot);
|
|
|
|
void cursor_shape_clear_custom_image(DisplayServer::CursorShape p_cursor_shape);
|
|
|
|
|
2024-06-11 09:24:54 +00:00
|
|
|
void window_set_ime_active(const bool p_active, DisplayServer::WindowID p_window_id);
|
|
|
|
void window_set_ime_position(const Point2i &p_pos, DisplayServer::WindowID p_window_id);
|
|
|
|
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
int keyboard_get_layout_count() const;
|
|
|
|
int keyboard_get_current_layout_index() const;
|
|
|
|
void keyboard_set_current_layout_index(int p_index);
|
|
|
|
String keyboard_get_layout_name(int p_index) const;
|
|
|
|
|
|
|
|
Key keyboard_get_key_from_physical(Key p_key) const;
|
|
|
|
|
|
|
|
void keyboard_echo_keys();
|
|
|
|
|
|
|
|
bool selection_has_mime(const String &p_mime) const;
|
|
|
|
Vector<uint8_t> selection_get_mime(const String &p_mime) const;
|
|
|
|
|
|
|
|
void selection_set_text(const String &p_text);
|
|
|
|
|
|
|
|
// Optional primary support - requires wp_primary_selection_unstable_v1
|
|
|
|
bool primary_has_mime(const String &p_mime) const;
|
|
|
|
Vector<uint8_t> primary_get_mime(const String &p_mime) const;
|
|
|
|
|
|
|
|
void primary_set_text(const String &p_text);
|
|
|
|
|
2024-06-27 21:28:29 +00:00
|
|
|
void commit_surfaces();
|
|
|
|
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
void set_frame();
|
|
|
|
bool get_reset_frame();
|
Wayland: suspend window after frame timeout or suspend state
This is a pretty popular approach that took a while for me to wrap my
head around and which only recently got "official" support through an
update (xdg_shell version 6), so I think that this is all-in-all a
better option than the overkill 2000Hz ticking we have now :P
Basically, we wait for a frame event and, if either too much time passes
or we get the new `suspended` state, we consider the window as "hidden"
and stop drawing, ticking by the low usage rate.
This should work great for KDE and Mutter, which support the new state,
but not yet for sway, which is still stuck at a very old xdg_shell
version and thus falls back to the timeout approach.
Be aware that if we rely on timing out the engine will have to stall for
the whole timeout, which _could_ be problematic but doensn't seem like
it. Further testing is needed.
Special thanks go to the guys over at #wayland on OFTC, who very
patiently explained me this approach way too many times.
2024-01-07 07:35:40 +00:00
|
|
|
bool wait_frame_suspend_ms(int p_timeout);
|
|
|
|
|
|
|
|
bool is_suspended() const;
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
|
|
|
|
Error init();
|
|
|
|
void destroy();
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif // WAYLAND_ENABLED
|
|
|
|
|
|
|
|
#endif // WAYLAND_THREAD_H
|