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.cpp */
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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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#include "wayland_thread.h"
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#ifdef WAYLAND_ENABLED
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// FIXME: Does this cause issues with *BSDs?
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#include <linux/input-event-codes.h>
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// For the actual polling thread.
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#include <poll.h>
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// For shared memory buffer creation.
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#include <fcntl.h>
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#include <sys/mman.h>
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#include <unistd.h>
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// Fix the wl_array_for_each macro to work with C++. This is based on the
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// original from `wayland-util.h` in the Wayland client library.
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#undef wl_array_for_each
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#define wl_array_for_each(pos, array) \
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for (pos = (decltype(pos))(array)->data; (const char *)pos < ((const char *)(array)->data + (array)->size); (pos)++)
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#define WAYLAND_THREAD_DEBUG_LOGS_ENABLED
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#ifdef WAYLAND_THREAD_DEBUG_LOGS_ENABLED
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#define DEBUG_LOG_WAYLAND_THREAD(...) print_verbose(__VA_ARGS__)
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#else
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#define DEBUG_LOG_WAYLAND_THREAD(...)
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#endif
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// Read the content pointed by fd into a Vector<uint8_t>.
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Vector<uint8_t> WaylandThread::_read_fd(int fd) {
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// This is pretty much an arbitrary size.
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uint32_t chunk_size = 2048;
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LocalVector<uint8_t> data;
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data.resize(chunk_size);
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uint32_t bytes_read = 0;
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while (true) {
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ssize_t last_bytes_read = read(fd, data.ptr() + bytes_read, chunk_size);
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if (last_bytes_read < 0) {
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ERR_PRINT(vformat("Read error %d.", errno));
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data.clear();
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break;
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}
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if (last_bytes_read == 0) {
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// We're done, we've reached the EOF.
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DEBUG_LOG_WAYLAND_THREAD(vformat("Done reading %d bytes.", bytes_read));
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close(fd);
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data.resize(bytes_read);
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break;
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}
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DEBUG_LOG_WAYLAND_THREAD(vformat("Read chunk of %d bytes.", last_bytes_read));
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bytes_read += last_bytes_read;
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// Increase the buffer size by one chunk in preparation of the next read.
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data.resize(bytes_read + chunk_size);
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}
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return data;
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}
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// Based on the wayland book's shared memory boilerplate (PD/CC0).
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// See: https://wayland-book.com/surfaces/shared-memory.html
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int WaylandThread::_allocate_shm_file(size_t size) {
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int retries = 100;
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do {
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// Generate a random name.
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char name[] = "/wl_shm-godot-XXXXXX";
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for (long unsigned int i = sizeof(name) - 7; i < sizeof(name) - 1; i++) {
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name[i] = Math::random('A', 'Z');
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}
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// Try to open a shared memory object with that name.
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int fd = shm_open(name, O_RDWR | O_CREAT | O_EXCL, 0600);
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if (fd >= 0) {
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// Success, unlink its name as we just need the file descriptor.
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shm_unlink(name);
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// Resize the file to the requested length.
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int ret;
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do {
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ret = ftruncate(fd, size);
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} while (ret < 0 && errno == EINTR);
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if (ret < 0) {
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close(fd);
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return -1;
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}
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return fd;
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}
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retries--;
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} while (retries > 0 && errno == EEXIST);
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return -1;
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}
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// Return the content of a wl_data_offer.
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Vector<uint8_t> WaylandThread::_wl_data_offer_read(struct wl_display *p_display, const char *p_mime, struct wl_data_offer *p_offer) {
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if (!p_offer) {
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return Vector<uint8_t>();
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}
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int fds[2];
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if (pipe(fds) == 0) {
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wl_data_offer_receive(p_offer, p_mime, fds[1]);
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// Let the compositor know about the pipe.
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// NOTE: It's important to just flush and not roundtrip here as we would risk
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// running some cleanup event, like for example `wl_data_device::leave`. We're
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// going to wait for the message anyways as the read will probably block if
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// the compositor doesn't read from the other end of the pipe.
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wl_display_flush(p_display);
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// Close the write end of the pipe, which we don't need and would otherwise
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// just stall our next `read`s.
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close(fds[1]);
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return _read_fd(fds[0]);
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}
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return Vector<uint8_t>();
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}
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// Read the content of a wp_primary_selection_offer.
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Vector<uint8_t> WaylandThread::_wp_primary_selection_offer_read(struct wl_display *p_display, const char *p_mime, struct zwp_primary_selection_offer_v1 *p_offer) {
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if (!p_offer) {
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return Vector<uint8_t>();
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}
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int fds[2];
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if (pipe(fds) == 0) {
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zwp_primary_selection_offer_v1_receive(p_offer, p_mime, fds[1]);
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2024-09-08 14:48:41 +00:00
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// NOTE: It's important to just flush and not roundtrip here as we would risk
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// running some cleanup event, like for example `wl_data_device::leave`. We're
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// going to wait for the message anyways as the read will probably block if
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// the compositor doesn't read from the other end of the pipe.
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wl_display_flush(p_display);
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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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// Close the write end of the pipe, which we don't need and would otherwise
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// just stall our next `read`s.
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close(fds[1]);
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return _read_fd(fds[0]);
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}
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return Vector<uint8_t>();
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}
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// Sets up an `InputEventKey` and returns whether it has any meaningful value.
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bool WaylandThread::_seat_state_configure_key_event(SeatState &p_ss, Ref<InputEventKey> p_event, xkb_keycode_t p_keycode, bool p_pressed) {
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// TODO: Handle keys that release multiple symbols?
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Key keycode = KeyMappingXKB::get_keycode(xkb_state_key_get_one_sym(p_ss.xkb_state, p_keycode));
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Key physical_keycode = KeyMappingXKB::get_scancode(p_keycode);
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KeyLocation key_location = KeyMappingXKB::get_location(p_keycode);
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if (physical_keycode == Key::NONE) {
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return false;
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}
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if (keycode == Key::NONE) {
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keycode = physical_keycode;
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}
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if (keycode >= Key::A + 32 && keycode <= Key::Z + 32) {
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keycode -= 'a' - 'A';
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}
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p_event->set_window_id(DisplayServer::MAIN_WINDOW_ID);
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// Set all pressed modifiers.
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p_event->set_shift_pressed(p_ss.shift_pressed);
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p_event->set_ctrl_pressed(p_ss.ctrl_pressed);
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p_event->set_alt_pressed(p_ss.alt_pressed);
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p_event->set_meta_pressed(p_ss.meta_pressed);
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p_event->set_pressed(p_pressed);
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p_event->set_keycode(keycode);
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p_event->set_physical_keycode(physical_keycode);
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p_event->set_location(key_location);
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uint32_t unicode = xkb_state_key_get_utf32(p_ss.xkb_state, p_keycode);
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if (unicode != 0) {
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p_event->set_key_label(fix_key_label(unicode, keycode));
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} else {
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p_event->set_key_label(keycode);
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}
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if (p_pressed) {
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p_event->set_unicode(fix_unicode(unicode));
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}
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// Taken from DisplayServerX11.
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if (p_event->get_keycode() == Key::BACKTAB) {
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// Make it consistent across platforms.
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p_event->set_keycode(Key::TAB);
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p_event->set_physical_keycode(Key::TAB);
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p_event->set_shift_pressed(true);
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}
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return true;
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}
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void WaylandThread::_set_current_seat(struct wl_seat *p_seat) {
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if (p_seat == wl_seat_current) {
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return;
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}
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SeatState *old_state = wl_seat_get_seat_state(wl_seat_current);
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if (old_state) {
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seat_state_unlock_pointer(old_state);
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}
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SeatState *new_state = wl_seat_get_seat_state(p_seat);
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seat_state_unlock_pointer(new_state);
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wl_seat_current = p_seat;
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pointer_set_constraint(pointer_constraint);
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}
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// Returns whether it loaded the theme or not.
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bool WaylandThread::_load_cursor_theme(int p_cursor_size) {
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if (wl_cursor_theme) {
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wl_cursor_theme_destroy(wl_cursor_theme);
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wl_cursor_theme = nullptr;
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current_wl_cursor = nullptr;
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}
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if (cursor_theme_name.is_empty()) {
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cursor_theme_name = "default";
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}
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print_verbose(vformat("Loading cursor theme \"%s\" size %d.", cursor_theme_name, p_cursor_size));
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wl_cursor_theme = wl_cursor_theme_load(cursor_theme_name.utf8().get_data(), p_cursor_size, registry.wl_shm);
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ERR_FAIL_NULL_V_MSG(wl_cursor_theme, false, "Can't load any cursor theme.");
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static const char *cursor_names[] = {
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"left_ptr",
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"xterm",
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"hand2",
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"cross",
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"watch",
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"left_ptr_watch",
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"fleur",
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"dnd-move",
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"crossed_circle",
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"v_double_arrow",
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"h_double_arrow",
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"size_bdiag",
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"size_fdiag",
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"move",
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"row_resize",
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"col_resize",
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"question_arrow"
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};
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static const char *cursor_names_fallback[] = {
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nullptr,
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nullptr,
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"pointer",
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"cross",
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"wait",
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"progress",
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"grabbing",
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"hand1",
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"forbidden",
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"ns-resize",
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"ew-resize",
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"fd_double_arrow",
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"bd_double_arrow",
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"fleur",
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"sb_v_double_arrow",
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"sb_h_double_arrow",
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"help"
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};
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for (int i = 0; i < DisplayServer::CURSOR_MAX; i++) {
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struct wl_cursor *cursor = wl_cursor_theme_get_cursor(wl_cursor_theme, cursor_names[i]);
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if (!cursor && cursor_names_fallback[i]) {
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cursor = wl_cursor_theme_get_cursor(wl_cursor_theme, cursor_names_fallback[i]);
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}
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if (cursor && cursor->image_count > 0) {
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wl_cursors[i] = cursor;
|
|
|
|
} else {
|
|
|
|
wl_cursors[i] = nullptr;
|
|
|
|
print_verbose("Failed loading cursor: " + String(cursor_names[i]));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_update_scale(int p_scale) {
|
|
|
|
if (p_scale <= cursor_scale) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
print_verbose(vformat("Bumping cursor scale to %d", p_scale));
|
|
|
|
|
|
|
|
// There's some display that's bigger than the cache, let's update it.
|
|
|
|
cursor_scale = p_scale;
|
|
|
|
|
|
|
|
if (wl_cursor_theme == nullptr) {
|
|
|
|
// Ugh. Either we're still initializing (this must've been called from the
|
|
|
|
// first roundtrips) or we had some error while doing so. We'll trust that it
|
|
|
|
// will be updated for us if needed.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
int cursor_size = unscaled_cursor_size * p_scale;
|
|
|
|
|
|
|
|
if (_load_cursor_theme(cursor_size)) {
|
|
|
|
cursor_set_shape(last_cursor_shape);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_registry_on_global(void *data, struct wl_registry *wl_registry, uint32_t name, const char *interface, uint32_t version) {
|
|
|
|
RegistryState *registry = (RegistryState *)data;
|
|
|
|
ERR_FAIL_NULL(registry);
|
|
|
|
|
|
|
|
if (strcmp(interface, wl_shm_interface.name) == 0) {
|
|
|
|
registry->wl_shm = (struct wl_shm *)wl_registry_bind(wl_registry, name, &wl_shm_interface, 1);
|
|
|
|
registry->wl_shm_name = name;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2024-01-31 09:43:56 +00:00
|
|
|
if (strcmp(interface, zxdg_exporter_v1_interface.name) == 0) {
|
2024-04-24 15:41:43 +00:00
|
|
|
registry->xdg_exporter = (struct zxdg_exporter_v1 *)wl_registry_bind(wl_registry, name, &zxdg_exporter_v1_interface, 1);
|
|
|
|
registry->xdg_exporter_name = name;
|
2024-01-31 09:43:56 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
if (strcmp(interface, wl_compositor_interface.name) == 0) {
|
2024-04-24 15:41:43 +00:00
|
|
|
registry->wl_compositor = (struct wl_compositor *)wl_registry_bind(wl_registry, name, &wl_compositor_interface, CLAMP((int)version, 1, 6));
|
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
|
|
|
registry->wl_compositor_name = name;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (strcmp(interface, wl_data_device_manager_interface.name) == 0) {
|
2024-04-24 15:41:43 +00:00
|
|
|
registry->wl_data_device_manager = (struct wl_data_device_manager *)wl_registry_bind(wl_registry, name, &wl_data_device_manager_interface, CLAMP((int)version, 1, 3));
|
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
|
|
|
registry->wl_data_device_manager_name = name;
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
// This global creates some seat data. Let's do that for the ones already available.
|
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
|
|
|
for (struct wl_seat *wl_seat : registry->wl_seats) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat);
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (ss->wl_data_device == nullptr) {
|
|
|
|
ss->wl_data_device = wl_data_device_manager_get_data_device(registry->wl_data_device_manager, wl_seat);
|
|
|
|
wl_data_device_add_listener(ss->wl_data_device, &wl_data_device_listener, ss);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (strcmp(interface, wl_output_interface.name) == 0) {
|
2024-04-24 15:41:43 +00:00
|
|
|
struct wl_output *wl_output = (struct wl_output *)wl_registry_bind(wl_registry, name, &wl_output_interface, CLAMP((int)version, 1, 4));
|
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
|
|
|
wl_proxy_tag_godot((struct wl_proxy *)wl_output);
|
|
|
|
|
|
|
|
registry->wl_outputs.push_back(wl_output);
|
|
|
|
|
|
|
|
ScreenState *ss = memnew(ScreenState);
|
|
|
|
ss->wl_output_name = name;
|
|
|
|
ss->wayland_thread = registry->wayland_thread;
|
|
|
|
|
|
|
|
wl_proxy_tag_godot((struct wl_proxy *)wl_output);
|
|
|
|
wl_output_add_listener(wl_output, &wl_output_listener, ss);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (strcmp(interface, wl_seat_interface.name) == 0) {
|
2024-04-24 15:41:43 +00:00
|
|
|
struct wl_seat *wl_seat = (struct wl_seat *)wl_registry_bind(wl_registry, name, &wl_seat_interface, CLAMP((int)version, 1, 9));
|
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
|
|
|
wl_proxy_tag_godot((struct wl_proxy *)wl_seat);
|
|
|
|
|
|
|
|
SeatState *ss = memnew(SeatState);
|
|
|
|
ss->wl_seat = wl_seat;
|
|
|
|
ss->wl_seat_name = name;
|
|
|
|
|
|
|
|
ss->registry = registry;
|
|
|
|
ss->wayland_thread = registry->wayland_thread;
|
|
|
|
|
|
|
|
// Some extra stuff depends on other globals. We'll initialize them if the
|
|
|
|
// globals are already there, otherwise we'll have to do that once and if they
|
|
|
|
// get announced.
|
|
|
|
//
|
|
|
|
// NOTE: Don't forget to also bind/destroy with the respective global.
|
|
|
|
if (!ss->wl_data_device && registry->wl_data_device_manager) {
|
|
|
|
// Clipboard & DnD.
|
|
|
|
ss->wl_data_device = wl_data_device_manager_get_data_device(registry->wl_data_device_manager, wl_seat);
|
|
|
|
wl_data_device_add_listener(ss->wl_data_device, &wl_data_device_listener, ss);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!ss->wp_primary_selection_device && registry->wp_primary_selection_device_manager) {
|
|
|
|
// Primary selection.
|
|
|
|
ss->wp_primary_selection_device = zwp_primary_selection_device_manager_v1_get_device(registry->wp_primary_selection_device_manager, wl_seat);
|
|
|
|
zwp_primary_selection_device_v1_add_listener(ss->wp_primary_selection_device, &wp_primary_selection_device_listener, ss);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!ss->wp_tablet_seat && registry->wp_tablet_manager) {
|
|
|
|
// Tablet.
|
|
|
|
ss->wp_tablet_seat = zwp_tablet_manager_v2_get_tablet_seat(registry->wp_tablet_manager, wl_seat);
|
|
|
|
zwp_tablet_seat_v2_add_listener(ss->wp_tablet_seat, &wp_tablet_seat_listener, ss);
|
|
|
|
}
|
|
|
|
|
2024-06-11 09:24:54 +00:00
|
|
|
if (!ss->wp_text_input && registry->wp_text_input_manager) {
|
|
|
|
// IME.
|
|
|
|
ss->wp_text_input = zwp_text_input_manager_v3_get_text_input(registry->wp_text_input_manager, wl_seat);
|
|
|
|
zwp_text_input_v3_add_listener(ss->wp_text_input, &wp_text_input_listener, ss);
|
|
|
|
}
|
|
|
|
|
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
|
|
|
registry->wl_seats.push_back(wl_seat);
|
|
|
|
|
|
|
|
wl_seat_add_listener(wl_seat, &wl_seat_listener, ss);
|
|
|
|
|
|
|
|
if (registry->wayland_thread->wl_seat_current == nullptr) {
|
|
|
|
registry->wayland_thread->_set_current_seat(wl_seat);
|
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (strcmp(interface, xdg_wm_base_interface.name) == 0) {
|
2024-04-24 15:41:43 +00:00
|
|
|
registry->xdg_wm_base = (struct xdg_wm_base *)wl_registry_bind(wl_registry, name, &xdg_wm_base_interface, CLAMP((int)version, 1, 6));
|
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
|
|
|
registry->xdg_wm_base_name = name;
|
|
|
|
|
|
|
|
xdg_wm_base_add_listener(registry->xdg_wm_base, &xdg_wm_base_listener, nullptr);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (strcmp(interface, wp_viewporter_interface.name) == 0) {
|
|
|
|
registry->wp_viewporter = (struct wp_viewporter *)wl_registry_bind(wl_registry, name, &wp_viewporter_interface, 1);
|
|
|
|
registry->wp_viewporter_name = name;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (strcmp(interface, wp_fractional_scale_manager_v1_interface.name) == 0) {
|
|
|
|
registry->wp_fractional_scale_manager = (struct wp_fractional_scale_manager_v1 *)wl_registry_bind(wl_registry, name, &wp_fractional_scale_manager_v1_interface, 1);
|
|
|
|
registry->wp_fractional_scale_manager_name = name;
|
|
|
|
|
|
|
|
// NOTE: We're not mapping the fractional scale object here because this is
|
|
|
|
// supposed to be a "startup global". If for some reason this isn't true (who
|
|
|
|
// knows), add a conditional branch for creating the add-on object.
|
|
|
|
}
|
|
|
|
|
|
|
|
if (strcmp(interface, zxdg_decoration_manager_v1_interface.name) == 0) {
|
|
|
|
registry->xdg_decoration_manager = (struct zxdg_decoration_manager_v1 *)wl_registry_bind(wl_registry, name, &zxdg_decoration_manager_v1_interface, 1);
|
|
|
|
registry->xdg_decoration_manager_name = name;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (strcmp(interface, xdg_activation_v1_interface.name) == 0) {
|
|
|
|
registry->xdg_activation = (struct xdg_activation_v1 *)wl_registry_bind(wl_registry, name, &xdg_activation_v1_interface, 1);
|
|
|
|
registry->xdg_activation_name = name;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (strcmp(interface, zwp_primary_selection_device_manager_v1_interface.name) == 0) {
|
|
|
|
registry->wp_primary_selection_device_manager = (struct zwp_primary_selection_device_manager_v1 *)wl_registry_bind(wl_registry, name, &zwp_primary_selection_device_manager_v1_interface, 1);
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
// This global creates some seat data. Let's do that for the ones already available.
|
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
|
|
|
for (struct wl_seat *wl_seat : registry->wl_seats) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat);
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (!ss->wp_primary_selection_device && registry->wp_primary_selection_device_manager) {
|
|
|
|
ss->wp_primary_selection_device = zwp_primary_selection_device_manager_v1_get_device(registry->wp_primary_selection_device_manager, wl_seat);
|
|
|
|
zwp_primary_selection_device_v1_add_listener(ss->wp_primary_selection_device, &wp_primary_selection_device_listener, ss);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (strcmp(interface, zwp_relative_pointer_manager_v1_interface.name) == 0) {
|
|
|
|
registry->wp_relative_pointer_manager = (struct zwp_relative_pointer_manager_v1 *)wl_registry_bind(wl_registry, name, &zwp_relative_pointer_manager_v1_interface, 1);
|
|
|
|
registry->wp_relative_pointer_manager_name = name;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (strcmp(interface, zwp_pointer_constraints_v1_interface.name) == 0) {
|
|
|
|
registry->wp_pointer_constraints = (struct zwp_pointer_constraints_v1 *)wl_registry_bind(wl_registry, name, &zwp_pointer_constraints_v1_interface, 1);
|
|
|
|
registry->wp_pointer_constraints_name = name;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (strcmp(interface, zwp_pointer_gestures_v1_interface.name) == 0) {
|
|
|
|
registry->wp_pointer_gestures = (struct zwp_pointer_gestures_v1 *)wl_registry_bind(wl_registry, name, &zwp_pointer_gestures_v1_interface, 1);
|
|
|
|
registry->wp_pointer_gestures_name = name;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (strcmp(interface, zwp_idle_inhibit_manager_v1_interface.name) == 0) {
|
|
|
|
registry->wp_idle_inhibit_manager = (struct zwp_idle_inhibit_manager_v1 *)wl_registry_bind(wl_registry, name, &zwp_idle_inhibit_manager_v1_interface, 1);
|
|
|
|
registry->wp_idle_inhibit_manager_name = name;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (strcmp(interface, zwp_tablet_manager_v2_interface.name) == 0) {
|
|
|
|
registry->wp_tablet_manager = (struct zwp_tablet_manager_v2 *)wl_registry_bind(wl_registry, name, &zwp_tablet_manager_v2_interface, 1);
|
|
|
|
registry->wp_tablet_manager_name = name;
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
// This global creates some seat data. Let's do that for the ones already available.
|
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
|
|
|
for (struct wl_seat *wl_seat : registry->wl_seats) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat);
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
ss->wp_tablet_seat = zwp_tablet_manager_v2_get_tablet_seat(registry->wp_tablet_manager, wl_seat);
|
|
|
|
zwp_tablet_seat_v2_add_listener(ss->wp_tablet_seat, &wp_tablet_seat_listener, ss);
|
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
2024-06-11 09:24:54 +00:00
|
|
|
|
|
|
|
if (strcmp(interface, zwp_text_input_manager_v3_interface.name) == 0) {
|
|
|
|
registry->wp_text_input_manager = (struct zwp_text_input_manager_v3 *)wl_registry_bind(wl_registry, name, &zwp_text_input_manager_v3_interface, 1);
|
|
|
|
registry->wp_text_input_manager_name = name;
|
|
|
|
|
|
|
|
// This global creates some seat data. Let's do that for the ones already available.
|
|
|
|
for (struct wl_seat *wl_seat : registry->wl_seats) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat);
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
ss->wp_text_input = zwp_text_input_manager_v3_get_text_input(registry->wp_text_input_manager, wl_seat);
|
|
|
|
zwp_text_input_v3_add_listener(ss->wp_text_input, &wp_text_input_listener, ss);
|
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
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 WaylandThread::_wl_registry_on_global_remove(void *data, struct wl_registry *wl_registry, uint32_t name) {
|
|
|
|
RegistryState *registry = (RegistryState *)data;
|
|
|
|
ERR_FAIL_NULL(registry);
|
|
|
|
|
|
|
|
if (name == registry->wl_shm_name) {
|
|
|
|
if (registry->wl_shm) {
|
|
|
|
wl_shm_destroy(registry->wl_shm);
|
|
|
|
registry->wl_shm = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
registry->wl_shm_name = 0;
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
if (name == registry->xdg_exporter_name) {
|
|
|
|
if (registry->xdg_exporter) {
|
|
|
|
zxdg_exporter_v1_destroy(registry->xdg_exporter);
|
|
|
|
registry->xdg_exporter = nullptr;
|
2024-01-31 09:43:56 +00:00
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
registry->xdg_exporter_name = 0;
|
2024-01-31 09:43:56 +00:00
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
if (name == registry->wl_compositor_name) {
|
|
|
|
if (registry->wl_compositor) {
|
|
|
|
wl_compositor_destroy(registry->wl_compositor);
|
|
|
|
registry->wl_compositor = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
registry->wl_compositor_name = 0;
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (name == registry->wl_data_device_manager_name) {
|
|
|
|
if (registry->wl_data_device_manager) {
|
|
|
|
wl_data_device_manager_destroy(registry->wl_data_device_manager);
|
|
|
|
registry->wl_data_device_manager = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
registry->wl_data_device_manager_name = 0;
|
|
|
|
|
|
|
|
// This global is used to create some seat data. Let's clean it.
|
|
|
|
for (struct wl_seat *wl_seat : registry->wl_seats) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat);
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (ss->wl_data_device) {
|
|
|
|
wl_data_device_destroy(ss->wl_data_device);
|
|
|
|
ss->wl_data_device = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
ss->wl_data_device = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (name == registry->xdg_wm_base_name) {
|
|
|
|
if (registry->xdg_wm_base) {
|
|
|
|
xdg_wm_base_destroy(registry->xdg_wm_base);
|
|
|
|
registry->xdg_wm_base = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
registry->xdg_wm_base_name = 0;
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (name == registry->wp_viewporter_name) {
|
|
|
|
WindowState *ws = ®istry->wayland_thread->main_window;
|
|
|
|
|
|
|
|
if (registry->wp_viewporter) {
|
|
|
|
wp_viewporter_destroy(registry->wp_viewporter);
|
|
|
|
registry->wp_viewporter = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ws->wp_viewport) {
|
|
|
|
wp_viewport_destroy(ws->wp_viewport);
|
|
|
|
ws->wp_viewport = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
registry->wp_viewporter_name = 0;
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (name == registry->wp_fractional_scale_manager_name) {
|
|
|
|
WindowState *ws = ®istry->wayland_thread->main_window;
|
|
|
|
|
|
|
|
if (registry->wp_fractional_scale_manager) {
|
|
|
|
wp_fractional_scale_manager_v1_destroy(registry->wp_fractional_scale_manager);
|
|
|
|
registry->wp_fractional_scale_manager = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ws->wp_fractional_scale) {
|
|
|
|
wp_fractional_scale_v1_destroy(ws->wp_fractional_scale);
|
|
|
|
ws->wp_fractional_scale = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
registry->wp_fractional_scale_manager_name = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (name == registry->xdg_decoration_manager_name) {
|
|
|
|
if (registry->xdg_decoration_manager) {
|
|
|
|
zxdg_decoration_manager_v1_destroy(registry->xdg_decoration_manager);
|
|
|
|
registry->xdg_decoration_manager = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
registry->xdg_decoration_manager_name = 0;
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (name == registry->xdg_activation_name) {
|
|
|
|
if (registry->xdg_activation) {
|
|
|
|
xdg_activation_v1_destroy(registry->xdg_activation);
|
|
|
|
registry->xdg_activation = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
registry->xdg_activation_name = 0;
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (name == registry->wp_primary_selection_device_manager_name) {
|
|
|
|
if (registry->wp_primary_selection_device_manager) {
|
|
|
|
zwp_primary_selection_device_manager_v1_destroy(registry->wp_primary_selection_device_manager);
|
|
|
|
registry->wp_primary_selection_device_manager = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
registry->wp_primary_selection_device_manager_name = 0;
|
|
|
|
|
|
|
|
// This global is used to create some seat data. Let's clean it.
|
|
|
|
for (struct wl_seat *wl_seat : registry->wl_seats) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat);
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (ss->wp_primary_selection_device) {
|
|
|
|
zwp_primary_selection_device_v1_destroy(ss->wp_primary_selection_device);
|
|
|
|
ss->wp_primary_selection_device = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wp_primary_selection_source) {
|
|
|
|
zwp_primary_selection_source_v1_destroy(ss->wp_primary_selection_source);
|
|
|
|
ss->wp_primary_selection_source = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wp_primary_selection_offer) {
|
|
|
|
memfree(wp_primary_selection_offer_get_offer_state(ss->wp_primary_selection_offer));
|
|
|
|
zwp_primary_selection_offer_v1_destroy(ss->wp_primary_selection_offer);
|
|
|
|
ss->wp_primary_selection_offer = nullptr;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (name == registry->wp_relative_pointer_manager_name) {
|
|
|
|
if (registry->wp_relative_pointer_manager) {
|
|
|
|
zwp_relative_pointer_manager_v1_destroy(registry->wp_relative_pointer_manager);
|
|
|
|
registry->wp_relative_pointer_manager = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
registry->wp_relative_pointer_manager_name = 0;
|
|
|
|
|
|
|
|
// This global is used to create some seat data. Let's clean it.
|
|
|
|
for (struct wl_seat *wl_seat : registry->wl_seats) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat);
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (ss->wp_relative_pointer) {
|
|
|
|
zwp_relative_pointer_v1_destroy(ss->wp_relative_pointer);
|
|
|
|
ss->wp_relative_pointer = nullptr;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (name == registry->wp_pointer_constraints_name) {
|
|
|
|
if (registry->wp_pointer_constraints) {
|
|
|
|
zwp_pointer_constraints_v1_destroy(registry->wp_pointer_constraints);
|
|
|
|
registry->wp_pointer_constraints = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
registry->wp_pointer_constraints_name = 0;
|
|
|
|
|
|
|
|
// This global is used to create some seat data. Let's clean it.
|
|
|
|
for (struct wl_seat *wl_seat : registry->wl_seats) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat);
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (ss->wp_relative_pointer) {
|
|
|
|
zwp_relative_pointer_v1_destroy(ss->wp_relative_pointer);
|
|
|
|
ss->wp_relative_pointer = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wp_locked_pointer) {
|
|
|
|
zwp_locked_pointer_v1_destroy(ss->wp_locked_pointer);
|
|
|
|
ss->wp_locked_pointer = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wp_confined_pointer) {
|
|
|
|
zwp_confined_pointer_v1_destroy(ss->wp_confined_pointer);
|
|
|
|
ss->wp_confined_pointer = nullptr;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (name == registry->wp_pointer_gestures_name) {
|
|
|
|
if (registry->wp_pointer_gestures) {
|
|
|
|
zwp_pointer_gestures_v1_destroy(registry->wp_pointer_gestures);
|
|
|
|
}
|
|
|
|
|
|
|
|
registry->wp_pointer_gestures = nullptr;
|
|
|
|
registry->wp_pointer_gestures_name = 0;
|
|
|
|
|
|
|
|
// This global is used to create some seat data. Let's clean it.
|
|
|
|
for (struct wl_seat *wl_seat : registry->wl_seats) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat);
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (ss->wp_pointer_gesture_pinch) {
|
|
|
|
zwp_pointer_gesture_pinch_v1_destroy(ss->wp_pointer_gesture_pinch);
|
|
|
|
ss->wp_pointer_gesture_pinch = nullptr;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (name == registry->wp_idle_inhibit_manager_name) {
|
|
|
|
if (registry->wp_idle_inhibit_manager) {
|
|
|
|
zwp_idle_inhibit_manager_v1_destroy(registry->wp_idle_inhibit_manager);
|
|
|
|
registry->wp_idle_inhibit_manager = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
registry->wp_idle_inhibit_manager_name = 0;
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (name == registry->wp_tablet_manager_name) {
|
|
|
|
if (registry->wp_tablet_manager) {
|
|
|
|
zwp_tablet_manager_v2_destroy(registry->wp_tablet_manager);
|
|
|
|
registry->wp_tablet_manager = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
registry->wp_tablet_manager_name = 0;
|
|
|
|
|
|
|
|
// This global is used to create some seat data. Let's clean it.
|
|
|
|
for (struct wl_seat *wl_seat : registry->wl_seats) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat);
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
for (struct zwp_tablet_tool_v2 *tool : ss->tablet_tools) {
|
|
|
|
TabletToolState *state = wp_tablet_tool_get_state(tool);
|
|
|
|
if (state) {
|
|
|
|
memdelete(state);
|
|
|
|
}
|
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
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
zwp_tablet_tool_v2_destroy(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
|
|
|
}
|
2024-02-22 15:32:23 +00:00
|
|
|
|
|
|
|
ss->tablet_tools.clear();
|
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
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2024-06-11 09:24:54 +00:00
|
|
|
if (name == registry->wp_text_input_manager_name) {
|
|
|
|
if (registry->wp_text_input_manager) {
|
|
|
|
zwp_text_input_manager_v3_destroy(registry->wp_text_input_manager);
|
|
|
|
registry->wp_text_input_manager = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
registry->wp_text_input_manager_name = 0;
|
|
|
|
|
|
|
|
for (struct wl_seat *wl_seat : registry->wl_seats) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat);
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
zwp_text_input_v3_destroy(ss->wp_text_input);
|
|
|
|
ss->wp_text_input = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
{
|
|
|
|
// Iterate through all of the seats to find if any got removed.
|
2024-02-22 15:32:23 +00:00
|
|
|
List<struct wl_seat *>::Element *E = registry->wl_seats.front();
|
|
|
|
while (E) {
|
|
|
|
struct wl_seat *wl_seat = E->get();
|
|
|
|
List<struct wl_seat *>::Element *N = E->next();
|
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
|
|
|
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat);
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (ss->wl_seat_name == name) {
|
|
|
|
if (wl_seat) {
|
|
|
|
wl_seat_destroy(wl_seat);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wl_data_device) {
|
|
|
|
wl_data_device_destroy(ss->wl_data_device);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wp_tablet_seat) {
|
|
|
|
zwp_tablet_seat_v2_destroy(ss->wp_tablet_seat);
|
|
|
|
|
|
|
|
for (struct zwp_tablet_tool_v2 *tool : ss->tablet_tools) {
|
2024-02-22 15:32:23 +00:00
|
|
|
TabletToolState *state = wp_tablet_tool_get_state(tool);
|
|
|
|
if (state) {
|
|
|
|
memdelete(state);
|
|
|
|
}
|
|
|
|
|
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
|
|
|
zwp_tablet_tool_v2_destroy(tool);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
memdelete(ss);
|
2024-02-22 15:32:23 +00:00
|
|
|
|
|
|
|
registry->wl_seats.erase(E);
|
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
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
E = N;
|
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
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
// Iterate through all of the outputs to find if any got removed.
|
|
|
|
// FIXME: This is a very bruteforce approach.
|
|
|
|
List<struct wl_output *>::Element *it = registry->wl_outputs.front();
|
|
|
|
while (it) {
|
|
|
|
// Iterate through all of the screens to find if any got removed.
|
|
|
|
struct wl_output *wl_output = it->get();
|
|
|
|
ERR_FAIL_NULL(wl_output);
|
|
|
|
|
|
|
|
ScreenState *ss = wl_output_get_screen_state(wl_output);
|
|
|
|
|
|
|
|
if (ss->wl_output_name == name) {
|
|
|
|
registry->wl_outputs.erase(it);
|
|
|
|
|
|
|
|
memdelete(ss);
|
|
|
|
wl_output_destroy(wl_output);
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
it = it->next();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_surface_on_enter(void *data, struct wl_surface *wl_surface, struct wl_output *wl_output) {
|
|
|
|
if (!wl_output || !wl_proxy_is_godot((struct wl_proxy *)wl_output)) {
|
|
|
|
// This won't have the right data bound to it. Not worth it and would probably
|
|
|
|
// just break everything.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
WindowState *ws = (WindowState *)data;
|
|
|
|
ERR_FAIL_NULL(ws);
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD(vformat("Window entered output %x.\n", (size_t)wl_output));
|
|
|
|
|
|
|
|
ws->wl_outputs.insert(wl_output);
|
|
|
|
|
|
|
|
// Workaround for buffer scaling as there's no guaranteed way of knowing the
|
|
|
|
// preferred scale.
|
|
|
|
// TODO: Skip this branch for newer `wl_surface`s once we add support for
|
|
|
|
// `wl_surface::preferred_buffer_scale`
|
|
|
|
if (ws->preferred_fractional_scale == 0) {
|
|
|
|
window_state_update_size(ws, ws->rect.size.width, ws->rect.size.height);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_frame_wl_callback_on_done(void *data, struct wl_callback *wl_callback, uint32_t callback_data) {
|
|
|
|
wl_callback_destroy(wl_callback);
|
|
|
|
|
|
|
|
WindowState *ws = (WindowState *)data;
|
|
|
|
ERR_FAIL_NULL(ws);
|
|
|
|
ERR_FAIL_NULL(ws->wayland_thread);
|
|
|
|
ERR_FAIL_NULL(ws->wl_surface);
|
|
|
|
|
|
|
|
ws->wayland_thread->set_frame();
|
|
|
|
|
|
|
|
ws->frame_callback = wl_surface_frame(ws->wl_surface),
|
|
|
|
wl_callback_add_listener(ws->frame_callback, &frame_wl_callback_listener, ws);
|
|
|
|
|
|
|
|
if (ws->wl_surface && ws->buffer_scale_changed) {
|
|
|
|
// NOTE: We're only now setting the buffer scale as the idea is to get this
|
|
|
|
// data committed together with the new frame, all by the rendering driver.
|
|
|
|
// This is important because we might otherwise set an invalid combination of
|
|
|
|
// buffer size and scale (e.g. odd size and 2x scale). We're pretty much
|
|
|
|
// guaranteed to get a proper buffer in the next render loop as the rescaling
|
|
|
|
// method also informs the engine of a "window rect change", triggering
|
|
|
|
// rendering if needed.
|
|
|
|
wl_surface_set_buffer_scale(ws->wl_surface, window_state_get_preferred_buffer_scale(ws));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_surface_on_leave(void *data, struct wl_surface *wl_surface, struct wl_output *wl_output) {
|
|
|
|
if (!wl_output || !wl_proxy_is_godot((struct wl_proxy *)wl_output)) {
|
|
|
|
// This won't have the right data bound to it. Not worth it and would probably
|
|
|
|
// just break everything.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
WindowState *ws = (WindowState *)data;
|
|
|
|
ERR_FAIL_NULL(ws);
|
|
|
|
|
|
|
|
ws->wl_outputs.erase(wl_output);
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD(vformat("Window left output %x.\n", (size_t)wl_output));
|
|
|
|
}
|
|
|
|
|
2024-02-05 15:42:24 +00:00
|
|
|
// TODO: Add support to this event.
|
|
|
|
void WaylandThread::_wl_surface_on_preferred_buffer_scale(void *data, struct wl_surface *wl_surface, int32_t factor) {
|
|
|
|
}
|
|
|
|
|
|
|
|
// TODO: Add support to this event.
|
|
|
|
void WaylandThread::_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
|
|
|
void WaylandThread::_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) {
|
|
|
|
ScreenState *ss = (ScreenState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
ss->pending_data.position.x = x;
|
|
|
|
|
|
|
|
ss->pending_data.position.x = x;
|
|
|
|
ss->pending_data.position.y = y;
|
|
|
|
|
|
|
|
ss->pending_data.physical_size.width = physical_width;
|
|
|
|
ss->pending_data.physical_size.height = physical_height;
|
|
|
|
|
|
|
|
ss->pending_data.make.parse_utf8(make);
|
|
|
|
ss->pending_data.model.parse_utf8(model);
|
2024-04-24 15:41:43 +00:00
|
|
|
|
|
|
|
// `wl_output::done` is a version 2 addition. We'll directly update the data
|
|
|
|
// for compatibility.
|
|
|
|
if (wl_output_get_version(wl_output) == 1) {
|
|
|
|
ss->data = ss->pending_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
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_output_on_mode(void *data, struct wl_output *wl_output, uint32_t flags, int32_t width, int32_t height, int32_t refresh) {
|
|
|
|
ScreenState *ss = (ScreenState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
ss->pending_data.size.width = width;
|
|
|
|
ss->pending_data.size.height = height;
|
|
|
|
|
|
|
|
ss->pending_data.refresh_rate = refresh ? refresh / 1000.0f : -1;
|
2024-04-24 15:41:43 +00:00
|
|
|
|
|
|
|
// `wl_output::done` is a version 2 addition. We'll directly update the data
|
|
|
|
// for compatibility.
|
|
|
|
if (wl_output_get_version(wl_output) == 1) {
|
|
|
|
ss->data = ss->pending_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
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
// NOTE: The following `wl_output` events are only for version 2 onwards, so we
|
|
|
|
// can assume that they're "atomic" (i.e. rely on the `wl_output::done` event).
|
|
|
|
|
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 WaylandThread::_wl_output_on_done(void *data, struct wl_output *wl_output) {
|
|
|
|
ScreenState *ss = (ScreenState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
ss->data = ss->pending_data;
|
|
|
|
|
|
|
|
ss->wayland_thread->_update_scale(ss->data.scale);
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD(vformat("Output %x done.", (size_t)wl_output));
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_output_on_scale(void *data, struct wl_output *wl_output, int32_t factor) {
|
|
|
|
ScreenState *ss = (ScreenState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
ss->pending_data.scale = factor;
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD(vformat("Output %x scale %d", (size_t)wl_output, factor));
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_output_on_name(void *data, struct wl_output *wl_output, const char *name) {
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_output_on_description(void *data, struct wl_output *wl_output, const char *description) {
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_xdg_wm_base_on_ping(void *data, struct xdg_wm_base *xdg_wm_base, uint32_t serial) {
|
|
|
|
xdg_wm_base_pong(xdg_wm_base, serial);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_xdg_surface_on_configure(void *data, struct xdg_surface *xdg_surface, uint32_t serial) {
|
|
|
|
xdg_surface_ack_configure(xdg_surface, serial);
|
|
|
|
|
|
|
|
WindowState *ws = (WindowState *)data;
|
|
|
|
ERR_FAIL_NULL(ws);
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD(vformat("xdg surface on configure width %d height %d", ws->rect.size.width, ws->rect.size.height));
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_xdg_toplevel_on_configure(void *data, struct xdg_toplevel *xdg_toplevel, int32_t width, int32_t height, struct wl_array *states) {
|
|
|
|
WindowState *ws = (WindowState *)data;
|
|
|
|
ERR_FAIL_NULL(ws);
|
|
|
|
|
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
|
|
|
// Expect the window to be in a plain state. It will get properly set if the
|
|
|
|
// compositor reports otherwise below.
|
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
|
|
|
ws->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
|
|
|
ws->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
|
|
|
|
|
|
|
uint32_t *state = nullptr;
|
|
|
|
wl_array_for_each(state, states) {
|
|
|
|
switch (*state) {
|
|
|
|
case XDG_TOPLEVEL_STATE_MAXIMIZED: {
|
|
|
|
ws->mode = DisplayServer::WINDOW_MODE_MAXIMIZED;
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case XDG_TOPLEVEL_STATE_FULLSCREEN: {
|
|
|
|
ws->mode = DisplayServer::WINDOW_MODE_FULLSCREEN;
|
|
|
|
} break;
|
|
|
|
|
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
|
|
|
case XDG_TOPLEVEL_STATE_SUSPENDED: {
|
|
|
|
ws->suspended = true;
|
|
|
|
} break;
|
|
|
|
|
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
|
|
|
default: {
|
|
|
|
// We don't care about the other states (for now).
|
|
|
|
} break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (width != 0 && height != 0) {
|
|
|
|
window_state_update_size(ws, width, height);
|
|
|
|
}
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD(vformat("XDG toplevel on configure width %d height %d.", width, height));
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_xdg_toplevel_on_close(void *data, struct xdg_toplevel *xdg_toplevel) {
|
|
|
|
WindowState *ws = (WindowState *)data;
|
|
|
|
ERR_FAIL_NULL(ws);
|
|
|
|
|
|
|
|
Ref<WindowEventMessage> msg;
|
|
|
|
msg.instantiate();
|
|
|
|
msg->event = DisplayServer::WINDOW_EVENT_CLOSE_REQUEST;
|
|
|
|
ws->wayland_thread->push_message(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_xdg_toplevel_on_configure_bounds(void *data, struct xdg_toplevel *xdg_toplevel, int32_t width, int32_t height) {
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_xdg_toplevel_on_wm_capabilities(void *data, struct xdg_toplevel *xdg_toplevel, struct wl_array *capabilities) {
|
|
|
|
WindowState *ws = (WindowState *)data;
|
|
|
|
ERR_FAIL_NULL(ws);
|
|
|
|
|
|
|
|
ws->can_maximize = false;
|
|
|
|
ws->can_fullscreen = false;
|
|
|
|
ws->can_minimize = false;
|
|
|
|
|
|
|
|
uint32_t *capability = nullptr;
|
|
|
|
wl_array_for_each(capability, capabilities) {
|
|
|
|
switch (*capability) {
|
|
|
|
case XDG_TOPLEVEL_WM_CAPABILITIES_MAXIMIZE: {
|
|
|
|
ws->can_maximize = true;
|
|
|
|
} break;
|
|
|
|
case XDG_TOPLEVEL_WM_CAPABILITIES_FULLSCREEN: {
|
|
|
|
ws->can_fullscreen = true;
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case XDG_TOPLEVEL_WM_CAPABILITIES_MINIMIZE: {
|
|
|
|
ws->can_minimize = true;
|
|
|
|
} break;
|
|
|
|
|
|
|
|
default: {
|
|
|
|
} break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-01-31 09:43:56 +00:00
|
|
|
void WaylandThread::_xdg_exported_on_exported(void *data, zxdg_exported_v1 *exported, const char *handle) {
|
|
|
|
WindowState *ws = (WindowState *)data;
|
|
|
|
ERR_FAIL_NULL(ws);
|
|
|
|
|
|
|
|
ws->exported_handle = vformat("wayland:%s", String::utf8(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
|
|
|
void WaylandThread::_xdg_toplevel_decoration_on_configure(void *data, struct zxdg_toplevel_decoration_v1 *xdg_toplevel_decoration, uint32_t mode) {
|
|
|
|
if (mode == ZXDG_TOPLEVEL_DECORATION_V1_MODE_CLIENT_SIDE) {
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
WARN_PRINT_ONCE("Native client side decorations are not yet supported without libdecor!");
|
|
|
|
#else
|
|
|
|
WARN_PRINT_ONCE("Native client side decorations are not yet supported!");
|
|
|
|
#endif // LIBDECOR_ENABLED
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
void WaylandThread::libdecor_on_error(struct libdecor *context, enum libdecor_error error, const char *message) {
|
|
|
|
ERR_PRINT(vformat("libdecor error %d: %s", error, message));
|
|
|
|
}
|
|
|
|
|
|
|
|
// NOTE: This is pretty much a reimplementation of _xdg_surface_on_configure
|
|
|
|
// and _xdg_toplevel_on_configure. Libdecor really likes wrapping everything,
|
|
|
|
// forcing us to do stuff like this.
|
|
|
|
void WaylandThread::libdecor_frame_on_configure(struct libdecor_frame *frame, struct libdecor_configuration *configuration, void *user_data) {
|
|
|
|
WindowState *ws = (WindowState *)user_data;
|
|
|
|
ERR_FAIL_NULL(ws);
|
|
|
|
|
|
|
|
int width = 0;
|
|
|
|
int height = 0;
|
|
|
|
|
|
|
|
ws->pending_libdecor_configuration = configuration;
|
|
|
|
|
|
|
|
if (!libdecor_configuration_get_content_size(configuration, frame, &width, &height)) {
|
|
|
|
// The configuration doesn't have a size. We'll use the one already set in the window.
|
|
|
|
width = ws->rect.size.width;
|
|
|
|
height = ws->rect.size.height;
|
|
|
|
}
|
|
|
|
|
|
|
|
ERR_FAIL_COND_MSG(width == 0 || height == 0, "Window has invalid size.");
|
|
|
|
|
|
|
|
libdecor_window_state window_state = LIBDECOR_WINDOW_STATE_NONE;
|
|
|
|
|
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
|
|
|
// Expect the window to be in a plain state. It will get properly set if the
|
|
|
|
// compositor reports otherwise below.
|
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
|
|
|
ws->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
|
|
|
ws->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
|
|
|
|
|
|
|
if (libdecor_configuration_get_window_state(configuration, &window_state)) {
|
|
|
|
if (window_state & LIBDECOR_WINDOW_STATE_MAXIMIZED) {
|
|
|
|
ws->mode = DisplayServer::WINDOW_MODE_MAXIMIZED;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (window_state & LIBDECOR_WINDOW_STATE_FULLSCREEN) {
|
|
|
|
ws->mode = DisplayServer::WINDOW_MODE_FULLSCREEN;
|
|
|
|
}
|
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
|
|
|
|
|
|
|
if (window_state & LIBDECOR_WINDOW_STATE_SUSPENDED) {
|
|
|
|
ws->suspended = true;
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
|
|
|
window_state_update_size(ws, width, height);
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD(vformat("libdecor frame on configure rect %s", ws->rect));
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::libdecor_frame_on_close(struct libdecor_frame *frame, void *user_data) {
|
|
|
|
WindowState *ws = (WindowState *)user_data;
|
|
|
|
ERR_FAIL_NULL(ws);
|
|
|
|
|
|
|
|
Ref<WindowEventMessage> winevent_msg;
|
|
|
|
winevent_msg.instantiate();
|
|
|
|
winevent_msg->event = DisplayServer::WINDOW_EVENT_CLOSE_REQUEST;
|
|
|
|
|
|
|
|
ws->wayland_thread->push_message(winevent_msg);
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("libdecor frame on close");
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::libdecor_frame_on_commit(struct libdecor_frame *frame, void *user_data) {
|
|
|
|
// We're skipping this as we don't really care about libdecor's commit for
|
|
|
|
// atomicity reasons. See `_frame_wl_callback_on_done` for more info.
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("libdecor frame on commit");
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::libdecor_frame_on_dismiss_popup(struct libdecor_frame *frame, const char *seat_name, void *user_data) {
|
|
|
|
}
|
|
|
|
#endif // LIBDECOR_ENABLED
|
|
|
|
|
|
|
|
void WaylandThread::_wl_seat_on_capabilities(void *data, struct wl_seat *wl_seat, uint32_t capabilities) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
// TODO: Handle touch.
|
|
|
|
|
|
|
|
// Pointer handling.
|
|
|
|
if (capabilities & WL_SEAT_CAPABILITY_POINTER) {
|
2024-08-09 13:42:23 +00:00
|
|
|
if (!ss->wl_pointer) {
|
|
|
|
ss->cursor_surface = wl_compositor_create_surface(ss->registry->wl_compositor);
|
|
|
|
wl_surface_commit(ss->cursor_surface);
|
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
|
|
|
|
2024-08-09 13:42:23 +00:00
|
|
|
ss->wl_pointer = wl_seat_get_pointer(wl_seat);
|
|
|
|
wl_pointer_add_listener(ss->wl_pointer, &wl_pointer_listener, ss);
|
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
|
|
|
|
2024-08-09 13:42:23 +00:00
|
|
|
if (ss->registry->wp_relative_pointer_manager) {
|
|
|
|
ss->wp_relative_pointer = zwp_relative_pointer_manager_v1_get_relative_pointer(ss->registry->wp_relative_pointer_manager, ss->wl_pointer);
|
|
|
|
zwp_relative_pointer_v1_add_listener(ss->wp_relative_pointer, &wp_relative_pointer_listener, ss);
|
|
|
|
}
|
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
|
|
|
|
2024-08-09 13:42:23 +00:00
|
|
|
if (ss->registry->wp_pointer_gestures) {
|
|
|
|
ss->wp_pointer_gesture_pinch = zwp_pointer_gestures_v1_get_pinch_gesture(ss->registry->wp_pointer_gestures, ss->wl_pointer);
|
|
|
|
zwp_pointer_gesture_pinch_v1_add_listener(ss->wp_pointer_gesture_pinch, &wp_pointer_gesture_pinch_listener, ss);
|
|
|
|
}
|
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
|
|
|
|
2024-08-09 13:42:23 +00:00
|
|
|
// TODO: Constrain new pointers if the global mouse mode is constrained.
|
|
|
|
}
|
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
|
|
|
} else {
|
|
|
|
if (ss->cursor_frame_callback) {
|
|
|
|
// Just in case. I got bitten by weird race-like conditions already.
|
|
|
|
wl_callback_set_user_data(ss->cursor_frame_callback, nullptr);
|
|
|
|
|
|
|
|
wl_callback_destroy(ss->cursor_frame_callback);
|
|
|
|
ss->cursor_frame_callback = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->cursor_surface) {
|
|
|
|
wl_surface_destroy(ss->cursor_surface);
|
|
|
|
ss->cursor_surface = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wl_pointer) {
|
|
|
|
wl_pointer_destroy(ss->wl_pointer);
|
|
|
|
ss->wl_pointer = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wp_relative_pointer) {
|
|
|
|
zwp_relative_pointer_v1_destroy(ss->wp_relative_pointer);
|
|
|
|
ss->wp_relative_pointer = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wp_confined_pointer) {
|
|
|
|
zwp_confined_pointer_v1_destroy(ss->wp_confined_pointer);
|
|
|
|
ss->wp_confined_pointer = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wp_locked_pointer) {
|
|
|
|
zwp_locked_pointer_v1_destroy(ss->wp_locked_pointer);
|
|
|
|
ss->wp_locked_pointer = nullptr;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Keyboard handling.
|
|
|
|
if (capabilities & WL_SEAT_CAPABILITY_KEYBOARD) {
|
2024-08-09 13:42:23 +00:00
|
|
|
if (!ss->wl_keyboard) {
|
|
|
|
ss->xkb_context = xkb_context_new(XKB_CONTEXT_NO_FLAGS);
|
|
|
|
ERR_FAIL_NULL(ss->xkb_context);
|
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
|
|
|
|
2024-08-09 13:42:23 +00:00
|
|
|
ss->wl_keyboard = wl_seat_get_keyboard(wl_seat);
|
|
|
|
wl_keyboard_add_listener(ss->wl_keyboard, &wl_keyboard_listener, ss);
|
|
|
|
}
|
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
|
|
|
} else {
|
|
|
|
if (ss->xkb_context) {
|
|
|
|
xkb_context_unref(ss->xkb_context);
|
|
|
|
ss->xkb_context = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wl_keyboard) {
|
|
|
|
wl_keyboard_destroy(ss->wl_keyboard);
|
|
|
|
ss->wl_keyboard = nullptr;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_seat_on_name(void *data, struct wl_seat *wl_seat, const char *name) {
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_cursor_frame_callback_on_done(void *data, struct wl_callback *wl_callback, uint32_t time_ms) {
|
|
|
|
wl_callback_destroy(wl_callback);
|
|
|
|
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
2024-03-06 20:51:06 +00:00
|
|
|
ss->cursor_frame_callback = 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
|
|
|
|
2024-03-06 20:51:06 +00:00
|
|
|
ss->cursor_time_ms = time_ms;
|
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
|
|
|
|
|
|
|
seat_state_update_cursor(ss);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_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) {
|
|
|
|
if (!surface || !wl_proxy_is_godot((struct wl_proxy *)surface)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Pointing window.");
|
|
|
|
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
ERR_FAIL_NULL(ss->cursor_surface);
|
|
|
|
ss->pointer_enter_serial = serial;
|
|
|
|
ss->pointed_surface = surface;
|
|
|
|
ss->last_pointed_surface = surface;
|
|
|
|
|
|
|
|
seat_state_update_cursor(ss);
|
|
|
|
|
|
|
|
Ref<WindowEventMessage> msg;
|
|
|
|
msg.instantiate();
|
|
|
|
msg->event = DisplayServer::WINDOW_EVENT_MOUSE_ENTER;
|
|
|
|
|
|
|
|
ss->wayland_thread->push_message(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_pointer_on_leave(void *data, struct wl_pointer *wl_pointer, uint32_t serial, struct wl_surface *surface) {
|
|
|
|
if (!surface || !wl_proxy_is_godot((struct wl_proxy *)surface)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Left window.");
|
|
|
|
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
WaylandThread *wayland_thread = ss->wayland_thread;
|
|
|
|
ERR_FAIL_NULL(wayland_thread);
|
|
|
|
|
|
|
|
ss->pointed_surface = nullptr;
|
|
|
|
|
|
|
|
Ref<WindowEventMessage> msg;
|
|
|
|
msg.instantiate();
|
|
|
|
msg->event = DisplayServer::WINDOW_EVENT_MOUSE_EXIT;
|
|
|
|
|
|
|
|
wayland_thread->push_message(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_pointer_on_motion(void *data, struct wl_pointer *wl_pointer, uint32_t time, wl_fixed_t surface_x, wl_fixed_t surface_y) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (!ss->pointed_surface) {
|
|
|
|
// We're probably on a decoration or some other third-party thing.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
WindowState *ws = wl_surface_get_window_state(ss->pointed_surface);
|
|
|
|
ERR_FAIL_NULL(ws);
|
|
|
|
|
|
|
|
PointerData &pd = ss->pointer_data_buffer;
|
|
|
|
|
|
|
|
// TODO: Scale only when sending the Wayland message.
|
2024-07-07 06:59:13 +00:00
|
|
|
pd.position.x = wl_fixed_to_double(surface_x);
|
|
|
|
pd.position.y = wl_fixed_to_double(surface_y);
|
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
|
|
|
|
2024-07-07 06:59:13 +00:00
|
|
|
pd.position *= window_state_get_scale_factor(ws);
|
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
|
|
|
|
|
|
|
pd.motion_time = time;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_pointer_on_button(void *data, struct wl_pointer *wl_pointer, uint32_t serial, uint32_t time, uint32_t button, uint32_t state) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (!ss->pointed_surface) {
|
|
|
|
// We're probably on a decoration or some other third-party thing.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
PointerData &pd = ss->pointer_data_buffer;
|
|
|
|
|
|
|
|
MouseButton button_pressed = MouseButton::NONE;
|
|
|
|
|
|
|
|
switch (button) {
|
|
|
|
case BTN_LEFT:
|
|
|
|
button_pressed = MouseButton::LEFT;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case BTN_MIDDLE:
|
|
|
|
button_pressed = MouseButton::MIDDLE;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case BTN_RIGHT:
|
|
|
|
button_pressed = MouseButton::RIGHT;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case BTN_EXTRA:
|
|
|
|
button_pressed = MouseButton::MB_XBUTTON1;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case BTN_SIDE:
|
|
|
|
button_pressed = MouseButton::MB_XBUTTON2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default: {
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
MouseButtonMask mask = mouse_button_to_mask(button_pressed);
|
|
|
|
|
|
|
|
if (state & WL_POINTER_BUTTON_STATE_PRESSED) {
|
|
|
|
pd.pressed_button_mask.set_flag(mask);
|
|
|
|
pd.last_button_pressed = button_pressed;
|
|
|
|
pd.double_click_begun = true;
|
|
|
|
} else {
|
|
|
|
pd.pressed_button_mask.clear_flag(mask);
|
|
|
|
}
|
|
|
|
|
|
|
|
pd.button_time = time;
|
|
|
|
pd.button_serial = serial;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_pointer_on_axis(void *data, struct wl_pointer *wl_pointer, uint32_t time, uint32_t axis, wl_fixed_t value) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (!ss->pointed_surface) {
|
|
|
|
// We're probably on a decoration or some other third-party thing.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
PointerData &pd = ss->pointer_data_buffer;
|
|
|
|
|
|
|
|
switch (axis) {
|
|
|
|
case WL_POINTER_AXIS_VERTICAL_SCROLL: {
|
|
|
|
pd.scroll_vector.y = wl_fixed_to_double(value);
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case WL_POINTER_AXIS_HORIZONTAL_SCROLL: {
|
|
|
|
pd.scroll_vector.x = wl_fixed_to_double(value);
|
|
|
|
} break;
|
|
|
|
}
|
|
|
|
|
|
|
|
pd.button_time = time;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_pointer_on_frame(void *data, struct wl_pointer *wl_pointer) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (!ss->pointed_surface) {
|
|
|
|
// We're probably on a decoration or some other third-party thing.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
WaylandThread *wayland_thread = ss->wayland_thread;
|
|
|
|
ERR_FAIL_NULL(wayland_thread);
|
|
|
|
|
|
|
|
wayland_thread->_set_current_seat(ss->wl_seat);
|
|
|
|
|
|
|
|
PointerData &old_pd = ss->pointer_data;
|
|
|
|
PointerData &pd = ss->pointer_data_buffer;
|
|
|
|
|
|
|
|
if (old_pd.motion_time != pd.motion_time || old_pd.relative_motion_time != pd.relative_motion_time) {
|
|
|
|
Ref<InputEventMouseMotion> mm;
|
|
|
|
mm.instantiate();
|
|
|
|
|
|
|
|
// Set all pressed modifiers.
|
|
|
|
mm->set_shift_pressed(ss->shift_pressed);
|
|
|
|
mm->set_ctrl_pressed(ss->ctrl_pressed);
|
|
|
|
mm->set_alt_pressed(ss->alt_pressed);
|
|
|
|
mm->set_meta_pressed(ss->meta_pressed);
|
|
|
|
|
|
|
|
mm->set_window_id(DisplayServer::MAIN_WINDOW_ID);
|
|
|
|
mm->set_button_mask(pd.pressed_button_mask);
|
|
|
|
mm->set_position(pd.position);
|
|
|
|
mm->set_global_position(pd.position);
|
|
|
|
|
2024-07-07 06:59:13 +00:00
|
|
|
Vector2 pos_delta = pd.position - old_pd.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
|
|
|
|
|
|
|
if (old_pd.relative_motion_time != pd.relative_motion_time) {
|
|
|
|
uint32_t time_delta = pd.relative_motion_time - old_pd.relative_motion_time;
|
|
|
|
|
|
|
|
mm->set_relative(pd.relative_motion);
|
|
|
|
mm->set_velocity((Vector2)pos_delta / time_delta);
|
|
|
|
} else {
|
|
|
|
// The spec includes the possibility of having motion events without an
|
|
|
|
// associated relative motion event. If that's the case, fallback to a
|
|
|
|
// simple delta of the position. The captured mouse won't report the
|
|
|
|
// relative speed anymore though.
|
|
|
|
uint32_t time_delta = pd.motion_time - old_pd.motion_time;
|
|
|
|
|
|
|
|
mm->set_relative(pd.position - old_pd.position);
|
|
|
|
mm->set_velocity((Vector2)pos_delta / time_delta);
|
|
|
|
}
|
2023-10-04 17:20:01 +00:00
|
|
|
mm->set_relative_screen_position(mm->get_relative());
|
|
|
|
mm->set_screen_velocity(mm->get_velocity());
|
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
|
|
|
|
|
|
|
Ref<InputEventMessage> msg;
|
|
|
|
msg.instantiate();
|
|
|
|
|
|
|
|
msg->event = mm;
|
|
|
|
|
|
|
|
wayland_thread->push_message(msg);
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
if (pd.discrete_scroll_vector_120 - old_pd.discrete_scroll_vector_120 != Vector2i()) {
|
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 a discrete scroll (eg. from a scroll wheel), so we'll just emit
|
|
|
|
// scroll wheel buttons.
|
|
|
|
if (pd.scroll_vector.y != 0) {
|
|
|
|
MouseButton button = pd.scroll_vector.y > 0 ? MouseButton::WHEEL_DOWN : MouseButton::WHEEL_UP;
|
|
|
|
pd.pressed_button_mask.set_flag(mouse_button_to_mask(button));
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pd.scroll_vector.x != 0) {
|
|
|
|
MouseButton button = pd.scroll_vector.x > 0 ? MouseButton::WHEEL_RIGHT : MouseButton::WHEEL_LEFT;
|
|
|
|
pd.pressed_button_mask.set_flag(mouse_button_to_mask(button));
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (pd.scroll_vector - old_pd.scroll_vector != Vector2()) {
|
|
|
|
// This is a continuous scroll, so we'll emit a pan gesture.
|
|
|
|
Ref<InputEventPanGesture> pg;
|
|
|
|
pg.instantiate();
|
|
|
|
|
|
|
|
// Set all pressed modifiers.
|
|
|
|
pg->set_shift_pressed(ss->shift_pressed);
|
|
|
|
pg->set_ctrl_pressed(ss->ctrl_pressed);
|
|
|
|
pg->set_alt_pressed(ss->alt_pressed);
|
|
|
|
pg->set_meta_pressed(ss->meta_pressed);
|
|
|
|
|
|
|
|
pg->set_position(pd.position);
|
|
|
|
|
|
|
|
pg->set_window_id(DisplayServer::MAIN_WINDOW_ID);
|
|
|
|
|
|
|
|
pg->set_delta(pd.scroll_vector);
|
|
|
|
|
|
|
|
Ref<InputEventMessage> msg;
|
|
|
|
msg.instantiate();
|
|
|
|
|
|
|
|
msg->event = pg;
|
|
|
|
|
|
|
|
wayland_thread->push_message(msg);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (old_pd.pressed_button_mask != pd.pressed_button_mask) {
|
2024-02-01 19:10:30 +00:00
|
|
|
BitField<MouseButtonMask> pressed_mask_delta = old_pd.pressed_button_mask ^ pd.pressed_button_mask;
|
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
|
|
|
|
|
|
|
const MouseButton buttons_to_test[] = {
|
|
|
|
MouseButton::LEFT,
|
|
|
|
MouseButton::MIDDLE,
|
|
|
|
MouseButton::RIGHT,
|
|
|
|
MouseButton::WHEEL_UP,
|
|
|
|
MouseButton::WHEEL_DOWN,
|
|
|
|
MouseButton::WHEEL_LEFT,
|
|
|
|
MouseButton::WHEEL_RIGHT,
|
|
|
|
MouseButton::MB_XBUTTON1,
|
|
|
|
MouseButton::MB_XBUTTON2,
|
|
|
|
};
|
|
|
|
|
|
|
|
for (MouseButton test_button : buttons_to_test) {
|
|
|
|
MouseButtonMask test_button_mask = mouse_button_to_mask(test_button);
|
|
|
|
if (pressed_mask_delta.has_flag(test_button_mask)) {
|
|
|
|
Ref<InputEventMouseButton> mb;
|
|
|
|
mb.instantiate();
|
|
|
|
|
|
|
|
// Set all pressed modifiers.
|
|
|
|
mb->set_shift_pressed(ss->shift_pressed);
|
|
|
|
mb->set_ctrl_pressed(ss->ctrl_pressed);
|
|
|
|
mb->set_alt_pressed(ss->alt_pressed);
|
|
|
|
mb->set_meta_pressed(ss->meta_pressed);
|
|
|
|
|
|
|
|
mb->set_window_id(DisplayServer::MAIN_WINDOW_ID);
|
|
|
|
mb->set_position(pd.position);
|
|
|
|
mb->set_global_position(pd.position);
|
|
|
|
|
|
|
|
if (test_button == MouseButton::WHEEL_UP || test_button == MouseButton::WHEEL_DOWN) {
|
|
|
|
// If this is a discrete scroll, specify how many "clicks" it did for this
|
|
|
|
// pointer frame.
|
2024-04-24 15:41:43 +00:00
|
|
|
mb->set_factor(Math::abs(pd.discrete_scroll_vector_120.y / (float)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
|
|
|
}
|
|
|
|
|
|
|
|
if (test_button == MouseButton::WHEEL_RIGHT || test_button == MouseButton::WHEEL_LEFT) {
|
|
|
|
// If this is a discrete scroll, specify how many "clicks" it did for this
|
|
|
|
// pointer frame.
|
2024-04-24 15:41:43 +00:00
|
|
|
mb->set_factor(fabs(pd.discrete_scroll_vector_120.x / (float)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
|
|
|
}
|
|
|
|
|
|
|
|
mb->set_button_mask(pd.pressed_button_mask);
|
|
|
|
|
|
|
|
mb->set_button_index(test_button);
|
|
|
|
mb->set_pressed(pd.pressed_button_mask.has_flag(test_button_mask));
|
|
|
|
|
|
|
|
// We have to set the last position pressed here as we can't take for
|
|
|
|
// granted what the individual events might have seen due to them not having
|
2024-07-07 06:59:13 +00:00
|
|
|
// a guaranteed order.
|
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
|
|
|
if (mb->is_pressed()) {
|
|
|
|
pd.last_pressed_position = pd.position;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (old_pd.double_click_begun && mb->is_pressed() && pd.last_button_pressed == old_pd.last_button_pressed && (pd.button_time - old_pd.button_time) < 400 && Vector2(old_pd.last_pressed_position).distance_to(Vector2(pd.last_pressed_position)) < 5) {
|
|
|
|
pd.double_click_begun = false;
|
|
|
|
mb->set_double_click(true);
|
|
|
|
}
|
|
|
|
|
|
|
|
Ref<InputEventMessage> msg;
|
|
|
|
msg.instantiate();
|
|
|
|
|
|
|
|
msg->event = mb;
|
|
|
|
|
|
|
|
wayland_thread->push_message(msg);
|
|
|
|
|
|
|
|
// Send an event resetting immediately the wheel key.
|
|
|
|
// Wayland specification defines axis_stop events as optional and says to
|
|
|
|
// treat all axis events as unterminated. As such, we have to manually do
|
|
|
|
// it ourselves.
|
|
|
|
if (test_button == MouseButton::WHEEL_UP || test_button == MouseButton::WHEEL_DOWN || test_button == MouseButton::WHEEL_LEFT || test_button == MouseButton::WHEEL_RIGHT) {
|
|
|
|
// FIXME: This is ugly, I can't find a clean way to clone an InputEvent.
|
|
|
|
// This works for now, despite being horrible.
|
|
|
|
Ref<InputEventMouseButton> wh_up;
|
|
|
|
wh_up.instantiate();
|
|
|
|
|
|
|
|
wh_up->set_window_id(DisplayServer::MAIN_WINDOW_ID);
|
|
|
|
wh_up->set_position(pd.position);
|
|
|
|
wh_up->set_global_position(pd.position);
|
|
|
|
|
|
|
|
// We have to unset the button to avoid it getting stuck.
|
|
|
|
pd.pressed_button_mask.clear_flag(test_button_mask);
|
|
|
|
wh_up->set_button_mask(pd.pressed_button_mask);
|
|
|
|
|
|
|
|
wh_up->set_button_index(test_button);
|
|
|
|
wh_up->set_pressed(false);
|
|
|
|
|
|
|
|
Ref<InputEventMessage> msg_up;
|
|
|
|
msg_up.instantiate();
|
|
|
|
msg_up->event = wh_up;
|
|
|
|
wayland_thread->push_message(msg_up);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Reset the scroll vectors as we already handled them.
|
|
|
|
pd.scroll_vector = Vector2();
|
2024-04-24 15:41:43 +00:00
|
|
|
pd.discrete_scroll_vector_120 = Vector2i();
|
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
|
|
|
|
|
|
|
// Update the data all getters read. Wayland's specification requires us to do
|
|
|
|
// this, since all pointer actions are sent in individual events.
|
|
|
|
old_pd = pd;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_pointer_on_axis_source(void *data, struct wl_pointer *wl_pointer, uint32_t axis_source) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (!ss->pointed_surface) {
|
|
|
|
// We're probably on a decoration or some other third-party thing.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ss->pointer_data_buffer.scroll_type = axis_source;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_pointer_on_axis_stop(void *data, struct wl_pointer *wl_pointer, uint32_t time, uint32_t axis) {
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
// NOTE: This event is deprecated since version 8 and superseded by
|
|
|
|
// `wl_pointer::axis_value120`. This thus converts the data to its
|
|
|
|
// fraction-of-120 format.
|
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 WaylandThread::_wl_pointer_on_axis_discrete(void *data, struct wl_pointer *wl_pointer, uint32_t axis, int32_t discrete) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (!ss->pointed_surface) {
|
|
|
|
// We're probably on a decoration or some other third-party thing.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
PointerData &pd = ss->pointer_data_buffer;
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
// NOTE: We can allow ourselves to not accumulate this data (and thus just
|
|
|
|
// assign it) as the spec guarantees only one event per axis 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
|
|
|
if (axis == WL_POINTER_AXIS_VERTICAL_SCROLL) {
|
2024-04-24 15:41:43 +00:00
|
|
|
pd.discrete_scroll_vector_120.y = discrete * 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
|
|
|
}
|
|
|
|
|
|
|
|
if (axis == WL_POINTER_AXIS_VERTICAL_SCROLL) {
|
2024-04-24 15:41:43 +00:00
|
|
|
pd.discrete_scroll_vector_120.x = discrete * 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
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
// Supersedes `wl_pointer::axis_discrete` Since version 8.
|
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 WaylandThread::_wl_pointer_on_axis_value120(void *data, struct wl_pointer *wl_pointer, uint32_t axis, int32_t value120) {
|
2024-04-24 15:41:43 +00:00
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (!ss->pointed_surface) {
|
|
|
|
// We're probably on a decoration or some other third-party thing.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
PointerData &pd = ss->pointer_data_buffer;
|
|
|
|
|
|
|
|
if (axis == WL_POINTER_AXIS_VERTICAL_SCROLL) {
|
|
|
|
pd.discrete_scroll_vector_120.y += value120;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (axis == WL_POINTER_AXIS_VERTICAL_SCROLL) {
|
|
|
|
pd.discrete_scroll_vector_120.x += value120;
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
2024-02-05 15:42:24 +00:00
|
|
|
// TODO: Add support to this event.
|
|
|
|
void WaylandThread::_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
|
|
|
void WaylandThread::_wl_keyboard_on_keymap(void *data, struct wl_keyboard *wl_keyboard, uint32_t format, int32_t fd, uint32_t size) {
|
|
|
|
ERR_FAIL_COND_MSG(format != WL_KEYBOARD_KEYMAP_FORMAT_XKB_V1, "Unsupported keymap format announced from the Wayland compositor.");
|
|
|
|
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (ss->keymap_buffer) {
|
|
|
|
// We have already a mapped buffer, so we unmap it. There's no need to reset
|
|
|
|
// its pointer or size, as we're gonna set them below.
|
|
|
|
munmap((void *)ss->keymap_buffer, ss->keymap_buffer_size);
|
|
|
|
ss->keymap_buffer = nullptr;
|
|
|
|
}
|
|
|
|
|
2024-03-12 14:40:40 +00:00
|
|
|
ss->keymap_buffer = (const char *)mmap(nullptr, size, PROT_READ, MAP_PRIVATE, fd, 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
|
|
|
ss->keymap_buffer_size = size;
|
|
|
|
|
|
|
|
xkb_keymap_unref(ss->xkb_keymap);
|
|
|
|
ss->xkb_keymap = xkb_keymap_new_from_string(ss->xkb_context, ss->keymap_buffer,
|
|
|
|
XKB_KEYMAP_FORMAT_TEXT_V1, XKB_KEYMAP_COMPILE_NO_FLAGS);
|
|
|
|
|
|
|
|
xkb_state_unref(ss->xkb_state);
|
|
|
|
ss->xkb_state = xkb_state_new(ss->xkb_keymap);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_keyboard_on_enter(void *data, struct wl_keyboard *wl_keyboard, uint32_t serial, struct wl_surface *surface, struct wl_array *keys) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
WaylandThread *wayland_thread = ss->wayland_thread;
|
|
|
|
ERR_FAIL_NULL(wayland_thread);
|
|
|
|
|
|
|
|
wayland_thread->_set_current_seat(ss->wl_seat);
|
|
|
|
|
|
|
|
Ref<WindowEventMessage> msg;
|
|
|
|
msg.instantiate();
|
|
|
|
msg->event = DisplayServer::WINDOW_EVENT_FOCUS_IN;
|
|
|
|
wayland_thread->push_message(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_keyboard_on_leave(void *data, struct wl_keyboard *wl_keyboard, uint32_t serial, struct wl_surface *surface) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
WaylandThread *wayland_thread = ss->wayland_thread;
|
|
|
|
ERR_FAIL_NULL(wayland_thread);
|
|
|
|
|
|
|
|
ss->repeating_keycode = XKB_KEYCODE_INVALID;
|
|
|
|
|
|
|
|
Ref<WindowEventMessage> msg;
|
|
|
|
msg.instantiate();
|
|
|
|
msg->event = DisplayServer::WINDOW_EVENT_FOCUS_OUT;
|
|
|
|
wayland_thread->push_message(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_keyboard_on_key(void *data, struct wl_keyboard *wl_keyboard, uint32_t serial, uint32_t time, uint32_t key, uint32_t state) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
WaylandThread *wayland_thread = ss->wayland_thread;
|
|
|
|
ERR_FAIL_NULL(wayland_thread);
|
|
|
|
|
|
|
|
// We have to add 8 to the scancode to get an XKB-compatible keycode.
|
|
|
|
xkb_keycode_t xkb_keycode = key + 8;
|
|
|
|
|
|
|
|
bool pressed = state & WL_KEYBOARD_KEY_STATE_PRESSED;
|
|
|
|
|
|
|
|
if (pressed) {
|
|
|
|
if (xkb_keymap_key_repeats(ss->xkb_keymap, xkb_keycode)) {
|
|
|
|
ss->last_repeat_start_msec = OS::get_singleton()->get_ticks_msec();
|
|
|
|
ss->repeating_keycode = xkb_keycode;
|
|
|
|
}
|
|
|
|
|
|
|
|
ss->last_key_pressed_serial = serial;
|
|
|
|
} else if (ss->repeating_keycode == xkb_keycode) {
|
|
|
|
ss->repeating_keycode = XKB_KEYCODE_INVALID;
|
|
|
|
}
|
|
|
|
|
|
|
|
Ref<InputEventKey> k;
|
|
|
|
k.instantiate();
|
|
|
|
|
|
|
|
if (!_seat_state_configure_key_event(*ss, k, xkb_keycode, pressed)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Ref<InputEventMessage> msg;
|
|
|
|
msg.instantiate();
|
|
|
|
msg->event = k;
|
|
|
|
wayland_thread->push_message(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_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) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
xkb_state_update_mask(ss->xkb_state, mods_depressed, mods_latched, mods_locked, ss->current_layout_index, ss->current_layout_index, group);
|
|
|
|
|
|
|
|
ss->shift_pressed = xkb_state_mod_name_is_active(ss->xkb_state, XKB_MOD_NAME_SHIFT, XKB_STATE_MODS_DEPRESSED);
|
|
|
|
ss->ctrl_pressed = xkb_state_mod_name_is_active(ss->xkb_state, XKB_MOD_NAME_CTRL, XKB_STATE_MODS_DEPRESSED);
|
|
|
|
ss->alt_pressed = xkb_state_mod_name_is_active(ss->xkb_state, XKB_MOD_NAME_ALT, XKB_STATE_MODS_DEPRESSED);
|
|
|
|
ss->meta_pressed = xkb_state_mod_name_is_active(ss->xkb_state, XKB_MOD_NAME_LOGO, XKB_STATE_MODS_DEPRESSED);
|
|
|
|
|
|
|
|
ss->current_layout_index = group;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_keyboard_on_repeat_info(void *data, struct wl_keyboard *wl_keyboard, int32_t rate, int32_t delay) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
ss->repeat_key_delay_msec = 1000 / rate;
|
|
|
|
ss->repeat_start_delay_msec = delay;
|
|
|
|
}
|
|
|
|
|
|
|
|
// NOTE: Don't forget to `memfree` the offer's state.
|
|
|
|
void WaylandThread::_wl_data_device_on_data_offer(void *data, struct wl_data_device *wl_data_device, struct wl_data_offer *id) {
|
|
|
|
wl_proxy_tag_godot((struct wl_proxy *)id);
|
|
|
|
wl_data_offer_add_listener(id, &wl_data_offer_listener, memnew(OfferState));
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_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) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
ss->dnd_enter_serial = serial;
|
|
|
|
ss->wl_data_offer_dnd = id;
|
|
|
|
|
|
|
|
// Godot only supports DnD file copying for now.
|
|
|
|
wl_data_offer_accept(id, serial, "text/uri-list");
|
|
|
|
wl_data_offer_set_actions(id, WL_DATA_DEVICE_MANAGER_DND_ACTION_COPY, WL_DATA_DEVICE_MANAGER_DND_ACTION_COPY);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_data_device_on_leave(void *data, struct wl_data_device *wl_data_device) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (ss->wl_data_offer_dnd) {
|
|
|
|
memdelete(wl_data_offer_get_offer_state(ss->wl_data_offer_dnd));
|
|
|
|
wl_data_offer_destroy(ss->wl_data_offer_dnd);
|
|
|
|
ss->wl_data_offer_dnd = nullptr;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_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) {
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_data_device_on_drop(void *data, struct wl_data_device *wl_data_device) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
WaylandThread *wayland_thread = ss->wayland_thread;
|
|
|
|
ERR_FAIL_NULL(wayland_thread);
|
|
|
|
|
|
|
|
OfferState *os = wl_data_offer_get_offer_state(ss->wl_data_offer_dnd);
|
|
|
|
ERR_FAIL_NULL(os);
|
|
|
|
|
|
|
|
if (os) {
|
|
|
|
Ref<DropFilesEventMessage> msg;
|
|
|
|
msg.instantiate();
|
|
|
|
|
|
|
|
Vector<uint8_t> list_data = _wl_data_offer_read(wayland_thread->wl_display, "text/uri-list", ss->wl_data_offer_dnd);
|
|
|
|
|
|
|
|
msg->files = String::utf8((const char *)list_data.ptr(), list_data.size()).split("\r\n", false);
|
|
|
|
for (int i = 0; i < msg->files.size(); i++) {
|
|
|
|
msg->files.write[i] = msg->files[i].replace("file://", "").uri_decode();
|
|
|
|
}
|
|
|
|
|
|
|
|
wayland_thread->push_message(msg);
|
|
|
|
|
|
|
|
wl_data_offer_finish(ss->wl_data_offer_dnd);
|
|
|
|
}
|
|
|
|
|
|
|
|
memdelete(wl_data_offer_get_offer_state(ss->wl_data_offer_dnd));
|
|
|
|
wl_data_offer_destroy(ss->wl_data_offer_dnd);
|
|
|
|
ss->wl_data_offer_dnd = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_data_device_on_selection(void *data, struct wl_data_device *wl_data_device, struct wl_data_offer *id) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (ss->wl_data_offer_selection) {
|
|
|
|
memdelete(wl_data_offer_get_offer_state(ss->wl_data_offer_selection));
|
|
|
|
wl_data_offer_destroy(ss->wl_data_offer_selection);
|
|
|
|
}
|
|
|
|
|
|
|
|
ss->wl_data_offer_selection = id;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_data_offer_on_offer(void *data, struct wl_data_offer *wl_data_offer, const char *mime_type) {
|
|
|
|
OfferState *os = (OfferState *)data;
|
|
|
|
ERR_FAIL_NULL(os);
|
|
|
|
|
|
|
|
if (os) {
|
|
|
|
os->mime_types.insert(String::utf8(mime_type));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_data_offer_on_source_actions(void *data, struct wl_data_offer *wl_data_offer, uint32_t source_actions) {
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_data_offer_on_action(void *data, struct wl_data_offer *wl_data_offer, uint32_t dnd_action) {
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_data_source_on_target(void *data, struct wl_data_source *wl_data_source, const char *mime_type) {
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_data_source_on_send(void *data, struct wl_data_source *wl_data_source, const char *mime_type, int32_t fd) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
Vector<uint8_t> *data_to_send = nullptr;
|
|
|
|
|
|
|
|
if (wl_data_source == ss->wl_data_source_selection) {
|
|
|
|
data_to_send = &ss->selection_data;
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Clipboard: requested selection.");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (data_to_send) {
|
|
|
|
ssize_t written_bytes = 0;
|
|
|
|
|
|
|
|
bool valid_mime = false;
|
|
|
|
|
|
|
|
if (strcmp(mime_type, "text/plain;charset=utf-8") == 0) {
|
|
|
|
valid_mime = true;
|
|
|
|
} else if (strcmp(mime_type, "text/plain") == 0) {
|
|
|
|
valid_mime = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (valid_mime) {
|
|
|
|
written_bytes = write(fd, data_to_send->ptr(), data_to_send->size());
|
|
|
|
}
|
|
|
|
|
|
|
|
if (written_bytes > 0) {
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD(vformat("Clipboard: sent %d bytes.", written_bytes));
|
|
|
|
} else if (written_bytes == 0) {
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Clipboard: no bytes sent.");
|
|
|
|
} else {
|
|
|
|
ERR_PRINT(vformat("Clipboard: write error %d.", errno));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
close(fd);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_data_source_on_cancelled(void *data, struct wl_data_source *wl_data_source) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
wl_data_source_destroy(wl_data_source);
|
|
|
|
|
|
|
|
if (wl_data_source == ss->wl_data_source_selection) {
|
|
|
|
ss->wl_data_source_selection = nullptr;
|
|
|
|
ss->selection_data.clear();
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Clipboard: selection set by another program.");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_data_source_on_dnd_drop_performed(void *data, struct wl_data_source *wl_data_source) {
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_data_source_on_dnd_finished(void *data, struct wl_data_source *wl_data_source) {
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wl_data_source_on_action(void *data, struct wl_data_source *wl_data_source, uint32_t dnd_action) {
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wp_fractional_scale_on_preferred_scale(void *data, struct wp_fractional_scale_v1 *wp_fractional_scale_v1, uint32_t scale) {
|
|
|
|
WindowState *ws = (WindowState *)data;
|
|
|
|
ERR_FAIL_NULL(ws);
|
|
|
|
|
|
|
|
ws->preferred_fractional_scale = (double)scale / 120;
|
|
|
|
|
|
|
|
window_state_update_size(ws, ws->rect.size.width, ws->rect.size.height);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wp_relative_pointer_on_relative_motion(void *data, struct zwp_relative_pointer_v1 *wp_relative_pointer, 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) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
2024-07-17 10:35:24 +00:00
|
|
|
if (!ss->pointed_surface) {
|
|
|
|
// We're probably on a decoration or some other third-party thing.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
PointerData &pd = ss->pointer_data_buffer;
|
|
|
|
|
2024-07-07 06:39:53 +00:00
|
|
|
WindowState *ws = wl_surface_get_window_state(ss->pointed_surface);
|
|
|
|
ERR_FAIL_NULL(ws);
|
|
|
|
|
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
|
|
|
pd.relative_motion.x = wl_fixed_to_double(dx);
|
|
|
|
pd.relative_motion.y = wl_fixed_to_double(dy);
|
|
|
|
|
2024-07-07 06:39:53 +00:00
|
|
|
pd.relative_motion *= window_state_get_scale_factor(ws);
|
|
|
|
|
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
|
|
|
pd.relative_motion_time = uptime_lo;
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_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) {
|
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
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (fingers == 2) {
|
|
|
|
ss->old_pinch_scale = wl_fixed_from_int(1);
|
|
|
|
ss->active_gesture = Gesture::MAGNIFY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_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) {
|
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
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
WaylandThread *wayland_thread = ss->wayland_thread;
|
|
|
|
ERR_FAIL_NULL(wayland_thread);
|
|
|
|
|
|
|
|
PointerData &pd = ss->pointer_data_buffer;
|
|
|
|
|
|
|
|
if (ss->active_gesture == Gesture::MAGNIFY) {
|
|
|
|
Ref<InputEventMagnifyGesture> mg;
|
|
|
|
mg.instantiate();
|
|
|
|
|
|
|
|
mg->set_window_id(DisplayServer::MAIN_WINDOW_ID);
|
|
|
|
|
|
|
|
// Set all pressed modifiers.
|
|
|
|
mg->set_shift_pressed(ss->shift_pressed);
|
|
|
|
mg->set_ctrl_pressed(ss->ctrl_pressed);
|
|
|
|
mg->set_alt_pressed(ss->alt_pressed);
|
|
|
|
mg->set_meta_pressed(ss->meta_pressed);
|
|
|
|
|
|
|
|
mg->set_position(pd.position);
|
|
|
|
|
|
|
|
wl_fixed_t scale_delta = scale - ss->old_pinch_scale;
|
|
|
|
mg->set_factor(1 + wl_fixed_to_double(scale_delta));
|
|
|
|
|
|
|
|
Ref<InputEventMessage> magnify_msg;
|
|
|
|
magnify_msg.instantiate();
|
|
|
|
magnify_msg->event = mg;
|
|
|
|
|
|
|
|
// Since Wayland allows only one gesture at a time and godot instead expects
|
|
|
|
// both of them, we'll have to create two separate input events: one for
|
|
|
|
// magnification and one for panning.
|
|
|
|
|
|
|
|
Ref<InputEventPanGesture> pg;
|
|
|
|
pg.instantiate();
|
|
|
|
|
|
|
|
pg->set_window_id(DisplayServer::MAIN_WINDOW_ID);
|
|
|
|
|
|
|
|
// Set all pressed modifiers.
|
|
|
|
pg->set_shift_pressed(ss->shift_pressed);
|
|
|
|
pg->set_ctrl_pressed(ss->ctrl_pressed);
|
|
|
|
pg->set_alt_pressed(ss->alt_pressed);
|
|
|
|
pg->set_meta_pressed(ss->meta_pressed);
|
|
|
|
|
|
|
|
pg->set_position(pd.position);
|
|
|
|
pg->set_delta(Vector2(wl_fixed_to_double(dx), wl_fixed_to_double(dy)));
|
|
|
|
|
|
|
|
Ref<InputEventMessage> pan_msg;
|
|
|
|
pan_msg.instantiate();
|
|
|
|
pan_msg->event = pg;
|
|
|
|
|
|
|
|
wayland_thread->push_message(magnify_msg);
|
|
|
|
wayland_thread->push_message(pan_msg);
|
|
|
|
|
|
|
|
ss->old_pinch_scale = scale;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_wp_pointer_gesture_pinch_on_end(void *data, struct zwp_pointer_gesture_pinch_v1 *wp_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
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
ss->active_gesture = Gesture::NONE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// NOTE: Don't forget to `memfree` the offer's state.
|
|
|
|
void WaylandThread::_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) {
|
|
|
|
wl_proxy_tag_godot((struct wl_proxy *)offer);
|
|
|
|
zwp_primary_selection_offer_v1_add_listener(offer, &wp_primary_selection_offer_listener, memnew(OfferState));
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_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) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (ss->wp_primary_selection_offer) {
|
|
|
|
memfree(wp_primary_selection_offer_get_offer_state(ss->wp_primary_selection_offer));
|
|
|
|
zwp_primary_selection_offer_v1_destroy(ss->wp_primary_selection_offer);
|
|
|
|
}
|
|
|
|
|
|
|
|
ss->wp_primary_selection_offer = id;
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_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
|
|
|
OfferState *os = (OfferState *)data;
|
|
|
|
ERR_FAIL_NULL(os);
|
|
|
|
|
|
|
|
if (os) {
|
|
|
|
os->mime_types.insert(String::utf8(mime_type));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_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) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
Vector<uint8_t> *data_to_send = nullptr;
|
|
|
|
|
|
|
|
if (wp_primary_selection_source_v1 == ss->wp_primary_selection_source) {
|
|
|
|
data_to_send = &ss->primary_data;
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Clipboard: requested primary selection.");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (data_to_send) {
|
|
|
|
ssize_t written_bytes = 0;
|
|
|
|
|
|
|
|
if (strcmp(mime_type, "text/plain") == 0) {
|
|
|
|
written_bytes = write(fd, data_to_send->ptr(), data_to_send->size());
|
|
|
|
}
|
|
|
|
|
|
|
|
if (written_bytes > 0) {
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD(vformat("Clipboard: sent %d bytes.", written_bytes));
|
|
|
|
} else if (written_bytes == 0) {
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Clipboard: no bytes sent.");
|
|
|
|
} else {
|
|
|
|
ERR_PRINT(vformat("Clipboard: write error %d.", errno));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
close(fd);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wp_primary_selection_source_on_cancelled(void *data, struct zwp_primary_selection_source_v1 *wp_primary_selection_source_v1) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
if (wp_primary_selection_source_v1 == ss->wp_primary_selection_source) {
|
|
|
|
zwp_primary_selection_source_v1_destroy(ss->wp_primary_selection_source);
|
|
|
|
ss->wp_primary_selection_source = nullptr;
|
|
|
|
|
|
|
|
ss->primary_data.clear();
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Clipboard: primary selection set by another program.");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_wp_tablet_seat_on_tablet_added(void *data, struct zwp_tablet_seat_v2 *wp_tablet_seat_v2, struct zwp_tablet_v2 *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
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_wp_tablet_seat_on_tool_added(void *data, struct zwp_tablet_seat_v2 *wp_tablet_seat_v2, struct zwp_tablet_tool_v2 *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
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
TabletToolState *state = memnew(TabletToolState);
|
|
|
|
state->wl_seat = ss->wl_seat;
|
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
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
wl_proxy_tag_godot((struct wl_proxy *)id);
|
|
|
|
zwp_tablet_tool_v2_add_listener(id, &wp_tablet_tool_listener, state);
|
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
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
ss->tablet_tools.push_back(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
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_wp_tablet_seat_on_pad_added(void *data, struct zwp_tablet_seat_v2 *wp_tablet_seat_v2, struct zwp_tablet_pad_v2 *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
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_wp_tablet_tool_on_type(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, uint32_t tool_type) {
|
|
|
|
TabletToolState *state = wp_tablet_tool_get_state(wp_tablet_tool_v2);
|
2024-02-22 15:32:23 +00:00
|
|
|
|
|
|
|
if (state && tool_type == ZWP_TABLET_TOOL_V2_TYPE_ERASER) {
|
|
|
|
state->is_eraser = true;
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_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) {
|
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
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_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) {
|
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
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_wp_tablet_tool_on_capability(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, uint32_t capability) {
|
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
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_wp_tablet_tool_on_done(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2) {
|
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
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_wp_tablet_tool_on_removed(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2) {
|
|
|
|
TabletToolState *ts = wp_tablet_tool_get_state(wp_tablet_tool_v2);
|
2024-03-09 04:05:30 +00:00
|
|
|
if (!ts) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
SeatState *ss = wl_seat_get_seat_state(ts->wl_seat);
|
2024-03-09 04:05:30 +00:00
|
|
|
if (!ss) {
|
2024-02-22 15:32:23 +00:00
|
|
|
return;
|
|
|
|
}
|
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
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
List<struct zwp_tablet_tool_v2 *>::Element *E = ss->tablet_tools.find(wp_tablet_tool_v2);
|
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
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
if (E && E->get()) {
|
|
|
|
struct zwp_tablet_tool_v2 *tool = E->get();
|
|
|
|
TabletToolState *state = wp_tablet_tool_get_state(tool);
|
|
|
|
if (state) {
|
|
|
|
memdelete(state);
|
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
|
|
|
}
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
zwp_tablet_tool_v2_destroy(tool);
|
|
|
|
ss->tablet_tools.erase(E);
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_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) {
|
2024-07-17 10:35:24 +00:00
|
|
|
if (!surface || !wl_proxy_is_godot((struct wl_proxy *)surface)) {
|
|
|
|
// We're probably on a decoration or something.
|
|
|
|
return;
|
|
|
|
}
|
2024-03-09 04:05:30 +00:00
|
|
|
|
2024-07-17 10:35:24 +00:00
|
|
|
TabletToolState *ts = wp_tablet_tool_get_state(wp_tablet_tool_v2);
|
2024-03-09 04:05:30 +00:00
|
|
|
if (!ts) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
SeatState *ss = wl_seat_get_seat_state(ts->wl_seat);
|
2024-03-09 04:05:30 +00:00
|
|
|
if (!ss) {
|
2024-02-22 15:32:23 +00:00
|
|
|
return;
|
|
|
|
}
|
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
|
|
|
|
|
|
|
WaylandThread *wayland_thread = ss->wayland_thread;
|
|
|
|
ERR_FAIL_NULL(wayland_thread);
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
ts->data_pending.proximity_serial = serial;
|
|
|
|
ts->data_pending.proximal_surface = surface;
|
|
|
|
ts->last_surface = surface;
|
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
|
|
|
|
|
|
|
Ref<WindowEventMessage> msg;
|
|
|
|
msg.instantiate();
|
|
|
|
msg->event = DisplayServer::WINDOW_EVENT_MOUSE_ENTER;
|
|
|
|
wayland_thread->push_message(msg);
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Tablet tool entered window.");
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_wp_tablet_tool_on_proximity_out(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2) {
|
|
|
|
TabletToolState *ts = wp_tablet_tool_get_state(wp_tablet_tool_v2);
|
2024-07-17 10:35:24 +00:00
|
|
|
if (!ts || !ts->data_pending.proximal_surface) {
|
|
|
|
// Not our stuff, we don't care.
|
2024-03-09 04:05:30 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
SeatState *ss = wl_seat_get_seat_state(ts->wl_seat);
|
2024-03-09 04:05:30 +00:00
|
|
|
if (!ss) {
|
2024-02-22 15:32:23 +00:00
|
|
|
return;
|
|
|
|
}
|
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
|
|
|
|
|
|
|
WaylandThread *wayland_thread = ss->wayland_thread;
|
|
|
|
ERR_FAIL_NULL(wayland_thread);
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
ts->data_pending.proximal_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
|
|
|
|
|
|
|
Ref<WindowEventMessage> msg;
|
|
|
|
msg.instantiate();
|
|
|
|
msg->event = DisplayServer::WINDOW_EVENT_MOUSE_EXIT;
|
|
|
|
|
|
|
|
wayland_thread->push_message(msg);
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Tablet tool left window.");
|
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
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_wp_tablet_tool_on_down(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, uint32_t serial) {
|
|
|
|
TabletToolState *ts = wp_tablet_tool_get_state(wp_tablet_tool_v2);
|
2024-02-22 15:32:23 +00:00
|
|
|
if (!ts) {
|
|
|
|
return;
|
|
|
|
}
|
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
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
TabletToolData &td = ts->data_pending;
|
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
|
|
|
|
|
|
|
td.pressed_button_mask.set_flag(mouse_button_to_mask(MouseButton::LEFT));
|
|
|
|
td.last_button_pressed = MouseButton::LEFT;
|
|
|
|
td.double_click_begun = true;
|
|
|
|
|
|
|
|
// The protocol doesn't cover this, but we can use this funky hack to make
|
|
|
|
// double clicking work.
|
|
|
|
td.button_time = OS::get_singleton()->get_ticks_msec();
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_wp_tablet_tool_on_up(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2) {
|
|
|
|
TabletToolState *ts = wp_tablet_tool_get_state(wp_tablet_tool_v2);
|
2024-02-22 15:32:23 +00:00
|
|
|
if (!ts) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
TabletToolData &td = ts->data_pending;
|
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
|
|
|
|
|
|
|
td.pressed_button_mask.clear_flag(mouse_button_to_mask(MouseButton::LEFT));
|
|
|
|
|
|
|
|
// The protocol doesn't cover this, but we can use this funky hack to make
|
|
|
|
// double clicking work.
|
|
|
|
td.button_time = OS::get_singleton()->get_ticks_msec();
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_wp_tablet_tool_on_motion(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, wl_fixed_t x, wl_fixed_t y) {
|
|
|
|
TabletToolState *ts = wp_tablet_tool_get_state(wp_tablet_tool_v2);
|
2024-02-22 15:32:23 +00:00
|
|
|
if (!ts) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2024-07-17 10:35:24 +00:00
|
|
|
if (!ts->data_pending.proximal_surface) {
|
|
|
|
// We're probably on a decoration or some other third-party thing.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
WindowState *ws = wl_surface_get_window_state(ts->data_pending.proximal_surface);
|
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
|
|
|
ERR_FAIL_NULL(ws);
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
TabletToolData &td = ts->data_pending;
|
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
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
double scale_factor = window_state_get_scale_factor(ws);
|
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
|
|
|
|
2024-07-07 06:59:13 +00:00
|
|
|
td.position.x = wl_fixed_to_double(x);
|
|
|
|
td.position.y = wl_fixed_to_double(y);
|
|
|
|
td.position *= scale_factor;
|
2024-02-22 15:32:23 +00:00
|
|
|
|
|
|
|
td.motion_time = OS::get_singleton()->get_ticks_msec();
|
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
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_wp_tablet_tool_on_pressure(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, uint32_t pressure) {
|
|
|
|
TabletToolState *ts = wp_tablet_tool_get_state(wp_tablet_tool_v2);
|
2024-02-22 15:32:23 +00:00
|
|
|
if (!ts) {
|
|
|
|
return;
|
|
|
|
}
|
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
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
ts->data_pending.pressure = pressure;
|
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
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_wp_tablet_tool_on_distance(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, uint32_t distance) {
|
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
|
|
|
// Unsupported
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_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) {
|
|
|
|
TabletToolState *ts = wp_tablet_tool_get_state(wp_tablet_tool_v2);
|
2024-02-22 15:32:23 +00:00
|
|
|
if (!ts) {
|
|
|
|
return;
|
|
|
|
}
|
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
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
TabletToolData &td = ts->data_pending;
|
|
|
|
|
|
|
|
td.tilt.x = wl_fixed_to_double(tilt_x);
|
|
|
|
td.tilt.y = wl_fixed_to_double(tilt_y);
|
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
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_wp_tablet_tool_on_rotation(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, wl_fixed_t degrees) {
|
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
|
|
|
// Unsupported.
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_wp_tablet_tool_on_slider(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, int32_t 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
|
|
|
// Unsupported.
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_wp_tablet_tool_on_wheel(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, wl_fixed_t degrees, int32_t clicks) {
|
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
|
|
|
// TODO
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_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) {
|
|
|
|
TabletToolState *ts = wp_tablet_tool_get_state(wp_tablet_tool_v2);
|
2024-02-22 15:32:23 +00:00
|
|
|
if (!ts) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
TabletToolData &td = ts->data_pending;
|
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
|
|
|
|
|
|
|
MouseButton mouse_button = MouseButton::NONE;
|
|
|
|
|
|
|
|
if (button == BTN_STYLUS) {
|
|
|
|
mouse_button = MouseButton::LEFT;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (button == BTN_STYLUS2) {
|
|
|
|
mouse_button = MouseButton::RIGHT;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mouse_button != MouseButton::NONE) {
|
|
|
|
MouseButtonMask mask = mouse_button_to_mask(mouse_button);
|
|
|
|
|
|
|
|
if (state == ZWP_TABLET_TOOL_V2_BUTTON_STATE_PRESSED) {
|
|
|
|
td.pressed_button_mask.set_flag(mask);
|
|
|
|
td.last_button_pressed = mouse_button;
|
|
|
|
td.double_click_begun = true;
|
|
|
|
} else {
|
|
|
|
td.pressed_button_mask.clear_flag(mask);
|
|
|
|
}
|
|
|
|
|
|
|
|
// The protocol doesn't cover this, but we can use this funky hack to make
|
|
|
|
// double clicking work.
|
|
|
|
td.button_time = OS::get_singleton()->get_ticks_msec();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
void WaylandThread::_wp_tablet_tool_on_frame(void *data, struct zwp_tablet_tool_v2 *wp_tablet_tool_v2, uint32_t time) {
|
|
|
|
TabletToolState *ts = wp_tablet_tool_get_state(wp_tablet_tool_v2);
|
2024-03-09 04:05:30 +00:00
|
|
|
if (!ts) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
SeatState *ss = wl_seat_get_seat_state(ts->wl_seat);
|
2024-03-09 04:05:30 +00:00
|
|
|
if (!ss) {
|
2024-02-22 15:32:23 +00:00
|
|
|
return;
|
|
|
|
}
|
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
|
|
|
|
|
|
|
WaylandThread *wayland_thread = ss->wayland_thread;
|
|
|
|
ERR_FAIL_NULL(wayland_thread);
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
TabletToolData &old_td = ts->data;
|
|
|
|
TabletToolData &td = ts->data_pending;
|
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
|
|
|
|
|
|
|
if (old_td.position != td.position || old_td.tilt != td.tilt || old_td.pressure != td.pressure) {
|
|
|
|
Ref<InputEventMouseMotion> mm;
|
|
|
|
mm.instantiate();
|
|
|
|
|
|
|
|
mm->set_window_id(DisplayServer::MAIN_WINDOW_ID);
|
|
|
|
|
|
|
|
// Set all pressed modifiers.
|
|
|
|
mm->set_shift_pressed(ss->shift_pressed);
|
|
|
|
mm->set_ctrl_pressed(ss->ctrl_pressed);
|
|
|
|
mm->set_alt_pressed(ss->alt_pressed);
|
|
|
|
mm->set_meta_pressed(ss->meta_pressed);
|
|
|
|
|
|
|
|
mm->set_button_mask(td.pressed_button_mask);
|
|
|
|
|
|
|
|
mm->set_position(td.position);
|
|
|
|
mm->set_global_position(td.position);
|
|
|
|
|
|
|
|
// NOTE: The Godot API expects normalized values and we store them raw,
|
|
|
|
// straight from the compositor, so we have to normalize them here.
|
|
|
|
|
|
|
|
// According to the tablet proto spec, tilt is expressed in degrees relative
|
2024-02-22 15:32:23 +00:00
|
|
|
// to the Z axis of the tablet, so it shouldn't go over 90 degrees either way,
|
|
|
|
// I think. We'll clamp it just in case.
|
2024-03-03 13:37:52 +00:00
|
|
|
td.tilt = td.tilt.clampf(-90, 90);
|
2024-02-22 15:32:23 +00:00
|
|
|
|
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
|
|
|
mm->set_tilt(td.tilt / 90);
|
|
|
|
|
|
|
|
// The tablet proto spec explicitly says that pressure is defined as a value
|
|
|
|
// between 0 to 65535.
|
|
|
|
mm->set_pressure(td.pressure / (float)65535);
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
mm->set_pen_inverted(ts->is_eraser);
|
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
|
|
|
|
|
|
|
mm->set_relative(td.position - old_td.position);
|
2023-10-04 17:20:01 +00:00
|
|
|
mm->set_relative_screen_position(mm->get_relative());
|
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
|
|
|
|
2024-07-07 06:59:13 +00:00
|
|
|
Vector2 pos_delta = td.position - old_td.position;
|
2024-03-20 09:37:08 +00:00
|
|
|
uint32_t time_delta = td.motion_time - old_td.motion_time;
|
2024-02-22 15:32:23 +00:00
|
|
|
mm->set_velocity((Vector2)pos_delta / time_delta);
|
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
|
|
|
|
|
|
|
Ref<InputEventMessage> inputev_msg;
|
|
|
|
inputev_msg.instantiate();
|
|
|
|
|
|
|
|
inputev_msg->event = mm;
|
|
|
|
|
|
|
|
wayland_thread->push_message(inputev_msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (old_td.pressed_button_mask != td.pressed_button_mask) {
|
|
|
|
BitField<MouseButtonMask> pressed_mask_delta = BitField<MouseButtonMask>((int64_t)old_td.pressed_button_mask ^ (int64_t)td.pressed_button_mask);
|
|
|
|
|
|
|
|
for (MouseButton test_button : { MouseButton::LEFT, MouseButton::RIGHT }) {
|
|
|
|
MouseButtonMask test_button_mask = mouse_button_to_mask(test_button);
|
|
|
|
|
|
|
|
if (pressed_mask_delta.has_flag(test_button_mask)) {
|
|
|
|
Ref<InputEventMouseButton> mb;
|
|
|
|
mb.instantiate();
|
|
|
|
|
|
|
|
// Set all pressed modifiers.
|
|
|
|
mb->set_shift_pressed(ss->shift_pressed);
|
|
|
|
mb->set_ctrl_pressed(ss->ctrl_pressed);
|
|
|
|
mb->set_alt_pressed(ss->alt_pressed);
|
|
|
|
mb->set_meta_pressed(ss->meta_pressed);
|
|
|
|
|
|
|
|
mb->set_window_id(DisplayServer::MAIN_WINDOW_ID);
|
|
|
|
mb->set_position(td.position);
|
|
|
|
mb->set_global_position(td.position);
|
|
|
|
|
|
|
|
mb->set_button_mask(td.pressed_button_mask);
|
|
|
|
mb->set_button_index(test_button);
|
|
|
|
mb->set_pressed(td.pressed_button_mask.has_flag(test_button_mask));
|
|
|
|
|
|
|
|
// We have to set the last position pressed here as we can't take for
|
|
|
|
// granted what the individual events might have seen due to them not having
|
|
|
|
// a garaunteed order.
|
|
|
|
if (mb->is_pressed()) {
|
|
|
|
td.last_pressed_position = td.position;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (old_td.double_click_begun && mb->is_pressed() && td.last_button_pressed == old_td.last_button_pressed && (td.button_time - old_td.button_time) < 400 && Vector2(td.last_pressed_position).distance_to(Vector2(old_td.last_pressed_position)) < 5) {
|
|
|
|
td.double_click_begun = false;
|
|
|
|
mb->set_double_click(true);
|
|
|
|
}
|
|
|
|
|
|
|
|
Ref<InputEventMessage> msg;
|
|
|
|
msg.instantiate();
|
|
|
|
|
|
|
|
msg->event = mb;
|
|
|
|
|
|
|
|
wayland_thread->push_message(msg);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
old_td = td;
|
|
|
|
}
|
|
|
|
|
2024-06-11 09:24:54 +00:00
|
|
|
void WaylandThread::_wp_text_input_on_enter(void *data, struct zwp_text_input_v3 *wp_text_input_v3, struct wl_surface *surface) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
if (!ss) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ss->ime_enabled = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wp_text_input_on_leave(void *data, struct zwp_text_input_v3 *wp_text_input_v3, struct wl_surface *surface) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
if (!ss) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ss->ime_enabled = false;
|
|
|
|
ss->ime_active = false;
|
|
|
|
ss->ime_text = String();
|
|
|
|
ss->ime_text_commit = String();
|
|
|
|
ss->ime_cursor = Vector2i();
|
|
|
|
|
|
|
|
Ref<IMEUpdateEventMessage> msg;
|
|
|
|
msg.instantiate();
|
|
|
|
msg->text = String();
|
|
|
|
msg->selection = Vector2i();
|
|
|
|
ss->wayland_thread->push_message(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_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) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
if (!ss) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ss->ime_text = String::utf8(text);
|
|
|
|
|
|
|
|
// Convert cursor positions from UTF-8 to UTF-32 offset.
|
|
|
|
int32_t cursor_begin_utf32 = 0;
|
|
|
|
int32_t cursor_end_utf32 = 0;
|
|
|
|
for (int i = 0; i < ss->ime_text.length(); i++) {
|
|
|
|
uint32_t c = ss->ime_text[i];
|
|
|
|
if (c <= 0x7f) { // 7 bits.
|
|
|
|
cursor_begin -= 1;
|
|
|
|
cursor_end -= 1;
|
|
|
|
} else if (c <= 0x7ff) { // 11 bits
|
|
|
|
cursor_begin -= 2;
|
|
|
|
cursor_end -= 2;
|
|
|
|
} else if (c <= 0xffff) { // 16 bits
|
|
|
|
cursor_begin -= 3;
|
|
|
|
cursor_end -= 3;
|
|
|
|
} else if (c <= 0x001fffff) { // 21 bits
|
|
|
|
cursor_begin -= 4;
|
|
|
|
cursor_end -= 4;
|
|
|
|
} else if (c <= 0x03ffffff) { // 26 bits
|
|
|
|
cursor_begin -= 5;
|
|
|
|
cursor_end -= 5;
|
|
|
|
} else if (c <= 0x7fffffff) { // 31 bits
|
|
|
|
cursor_begin -= 6;
|
|
|
|
cursor_end -= 6;
|
|
|
|
} else {
|
|
|
|
cursor_begin -= 1;
|
|
|
|
cursor_end -= 1;
|
|
|
|
}
|
|
|
|
if (cursor_begin == 0) {
|
|
|
|
cursor_begin_utf32 = i + 1;
|
|
|
|
}
|
|
|
|
if (cursor_end == 0) {
|
|
|
|
cursor_end_utf32 = i + 1;
|
|
|
|
}
|
|
|
|
if (cursor_begin <= 0 && cursor_end <= 0) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ss->ime_cursor = Vector2i(cursor_begin_utf32, cursor_end_utf32 - cursor_begin_utf32);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wp_text_input_on_commit_string(void *data, struct zwp_text_input_v3 *wp_text_input_v3, const char *text) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
if (!ss) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ss->ime_text_commit = String::utf8(text);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_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) {
|
|
|
|
// Not implemented.
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::_wp_text_input_on_done(void *data, struct zwp_text_input_v3 *wp_text_input_v3, uint32_t serial) {
|
|
|
|
SeatState *ss = (SeatState *)data;
|
|
|
|
if (!ss) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!ss->ime_text_commit.is_empty()) {
|
|
|
|
Ref<IMECommitEventMessage> msg;
|
|
|
|
msg.instantiate();
|
|
|
|
msg->text = ss->ime_text_commit;
|
|
|
|
ss->wayland_thread->push_message(msg);
|
|
|
|
} else if (!ss->ime_text.is_empty()) {
|
|
|
|
Ref<IMEUpdateEventMessage> msg;
|
|
|
|
msg.instantiate();
|
|
|
|
msg->text = ss->ime_text;
|
|
|
|
msg->selection = ss->ime_cursor;
|
|
|
|
ss->wayland_thread->push_message(msg);
|
|
|
|
}
|
|
|
|
ss->ime_text = String();
|
|
|
|
ss->ime_text_commit = String();
|
|
|
|
ss->ime_cursor = Vector2i();
|
|
|
|
}
|
|
|
|
|
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 WaylandThread::_xdg_activation_token_on_done(void *data, struct xdg_activation_token_v1 *xdg_activation_token, const char *token) {
|
|
|
|
WindowState *ws = (WindowState *)data;
|
|
|
|
ERR_FAIL_NULL(ws);
|
|
|
|
ERR_FAIL_NULL(ws->wayland_thread);
|
|
|
|
ERR_FAIL_NULL(ws->wl_surface);
|
|
|
|
|
|
|
|
xdg_activation_v1_activate(ws->wayland_thread->registry.xdg_activation, token, ws->wl_surface);
|
|
|
|
xdg_activation_token_v1_destroy(xdg_activation_token);
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD(vformat("Received activation token and requested window activation."));
|
|
|
|
}
|
|
|
|
|
|
|
|
// NOTE: This must be started after a valid wl_display is loaded.
|
|
|
|
void WaylandThread::_poll_events_thread(void *p_data) {
|
|
|
|
ThreadData *data = (ThreadData *)p_data;
|
|
|
|
ERR_FAIL_NULL(data);
|
|
|
|
ERR_FAIL_NULL(data->wl_display);
|
|
|
|
|
|
|
|
struct pollfd poll_fd;
|
|
|
|
poll_fd.fd = wl_display_get_fd(data->wl_display);
|
|
|
|
poll_fd.events = POLLIN | POLLHUP;
|
|
|
|
|
|
|
|
while (true) {
|
|
|
|
// Empty the event queue while it's full.
|
|
|
|
while (wl_display_prepare_read(data->wl_display) != 0) {
|
|
|
|
// We aren't using wl_display_dispatch(), instead "manually" handling events
|
|
|
|
// through wl_display_dispatch_pending so that we can use a global mutex and
|
|
|
|
// be sure that this and the main thread won't race over stuff, as long as
|
|
|
|
// the main thread locks it too.
|
|
|
|
//
|
|
|
|
// Note that the main thread can still call wl_display_roundtrip as that
|
|
|
|
// method directly handles all events, effectively bypassing this polling
|
|
|
|
// loop and thus the mutex locking, avoiding a deadlock.
|
|
|
|
MutexLock mutex_lock(data->mutex);
|
|
|
|
|
|
|
|
if (wl_display_dispatch_pending(data->wl_display) == -1) {
|
|
|
|
// Oh no. We'll check and handle any display error below.
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int werror = wl_display_get_error(data->wl_display);
|
|
|
|
|
|
|
|
if (werror) {
|
|
|
|
if (werror == EPROTO) {
|
|
|
|
struct wl_interface *wl_interface = nullptr;
|
|
|
|
uint32_t id = 0;
|
|
|
|
|
|
|
|
int error_code = wl_display_get_protocol_error(data->wl_display, (const struct wl_interface **)&wl_interface, &id);
|
|
|
|
CRASH_NOW_MSG(vformat("Wayland protocol error %d on interface %s@%d.", error_code, wl_interface ? wl_interface->name : "unknown", id));
|
|
|
|
} else {
|
|
|
|
CRASH_NOW_MSG(vformat("Wayland client error code %d.", werror));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
wl_display_flush(data->wl_display);
|
|
|
|
|
|
|
|
// Wait for the event file descriptor to have new data.
|
|
|
|
poll(&poll_fd, 1, -1);
|
|
|
|
|
|
|
|
if (data->thread_done.is_set()) {
|
|
|
|
wl_display_cancel_read(data->wl_display);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (poll_fd.revents | POLLIN) {
|
|
|
|
// Load the queues with fresh new data.
|
|
|
|
wl_display_read_events(data->wl_display);
|
|
|
|
} else {
|
|
|
|
// Oh well... Stop signaling that we want to read.
|
|
|
|
wl_display_cancel_read(data->wl_display);
|
|
|
|
}
|
|
|
|
|
|
|
|
// The docs advise to redispatch unconditionally and it looks like that if we
|
|
|
|
// don't do this we can't catch protocol errors, which is bad.
|
|
|
|
MutexLock mutex_lock(data->mutex);
|
|
|
|
wl_display_dispatch_pending(data->wl_display);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
struct wl_display *WaylandThread::get_wl_display() const {
|
|
|
|
return wl_display;
|
|
|
|
}
|
|
|
|
|
|
|
|
// NOTE: Stuff like libdecor can (and will) register foreign proxies which
|
|
|
|
// aren't formatted as we like. This method is needed to detect whether a proxy
|
|
|
|
// has our tag. Also, be careful! The proxy has to be manually tagged or it
|
|
|
|
// won't be recognized.
|
|
|
|
bool WaylandThread::wl_proxy_is_godot(struct wl_proxy *p_proxy) {
|
|
|
|
ERR_FAIL_NULL_V(p_proxy, false);
|
|
|
|
|
|
|
|
return wl_proxy_get_tag(p_proxy) == &proxy_tag;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::wl_proxy_tag_godot(struct wl_proxy *p_proxy) {
|
|
|
|
ERR_FAIL_NULL(p_proxy);
|
|
|
|
|
|
|
|
wl_proxy_set_tag(p_proxy, &proxy_tag);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Returns the wl_surface's `WindowState`, otherwise `nullptr`.
|
|
|
|
// NOTE: This will fail if the surface isn't tagged as ours.
|
|
|
|
WaylandThread::WindowState *WaylandThread::wl_surface_get_window_state(struct wl_surface *p_surface) {
|
|
|
|
if (p_surface && wl_proxy_is_godot((wl_proxy *)p_surface)) {
|
|
|
|
return (WindowState *)wl_surface_get_user_data(p_surface);
|
|
|
|
}
|
|
|
|
|
|
|
|
return nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Returns the wl_outputs's `ScreenState`, otherwise `nullptr`.
|
|
|
|
// NOTE: This will fail if the output isn't tagged as ours.
|
|
|
|
WaylandThread::ScreenState *WaylandThread::wl_output_get_screen_state(struct wl_output *p_output) {
|
|
|
|
if (p_output && wl_proxy_is_godot((wl_proxy *)p_output)) {
|
|
|
|
return (ScreenState *)wl_output_get_user_data(p_output);
|
|
|
|
}
|
|
|
|
|
|
|
|
return nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Returns the wl_seat's `SeatState`, otherwise `nullptr`.
|
|
|
|
// NOTE: This will fail if the output isn't tagged as ours.
|
|
|
|
WaylandThread::SeatState *WaylandThread::wl_seat_get_seat_state(struct wl_seat *p_seat) {
|
|
|
|
if (p_seat && wl_proxy_is_godot((wl_proxy *)p_seat)) {
|
|
|
|
return (SeatState *)wl_seat_get_user_data(p_seat);
|
|
|
|
}
|
|
|
|
|
|
|
|
return nullptr;
|
|
|
|
}
|
|
|
|
|
2024-02-22 15:32:23 +00:00
|
|
|
// Returns the wp_tablet_tool's `TabletToolState`, otherwise `nullptr`.
|
|
|
|
// NOTE: This will fail if the output isn't tagged as ours.
|
|
|
|
WaylandThread::TabletToolState *WaylandThread::wp_tablet_tool_get_state(struct zwp_tablet_tool_v2 *p_tool) {
|
|
|
|
if (p_tool && wl_proxy_is_godot((wl_proxy *)p_tool)) {
|
|
|
|
return (TabletToolState *)zwp_tablet_tool_v2_get_user_data(p_tool);
|
|
|
|
}
|
|
|
|
|
|
|
|
return 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
|
|
|
// Returns the wl_data_offer's `OfferState`, otherwise `nullptr`.
|
|
|
|
// NOTE: This will fail if the output isn't tagged as ours.
|
|
|
|
WaylandThread::OfferState *WaylandThread::wl_data_offer_get_offer_state(struct wl_data_offer *p_offer) {
|
|
|
|
if (p_offer && wl_proxy_is_godot((wl_proxy *)p_offer)) {
|
|
|
|
return (OfferState *)wl_data_offer_get_user_data(p_offer);
|
|
|
|
}
|
|
|
|
|
|
|
|
return nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Returns the wl_data_offer's `OfferState`, otherwise `nullptr`.
|
|
|
|
// NOTE: This will fail if the output isn't tagged as ours.
|
|
|
|
WaylandThread::OfferState *WaylandThread::wp_primary_selection_offer_get_offer_state(struct zwp_primary_selection_offer_v1 *p_offer) {
|
|
|
|
if (p_offer && wl_proxy_is_godot((wl_proxy *)p_offer)) {
|
|
|
|
return (OfferState *)zwp_primary_selection_offer_v1_get_user_data(p_offer);
|
|
|
|
}
|
|
|
|
|
|
|
|
return nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
// This is implemented as a method because this is the simplest way of
|
|
|
|
// accounting for dynamic output scale changes.
|
|
|
|
int WaylandThread::window_state_get_preferred_buffer_scale(WindowState *p_ws) {
|
|
|
|
ERR_FAIL_NULL_V(p_ws, 1);
|
|
|
|
|
|
|
|
if (p_ws->preferred_fractional_scale > 0) {
|
|
|
|
// We're scaling fractionally. Per spec, the buffer scale is always 1.
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_ws->wl_outputs.is_empty()) {
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Window has no output associated, returning buffer scale of 1.");
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// TODO: Cache value?
|
|
|
|
int max_size = 1;
|
|
|
|
|
|
|
|
// ================================ IMPORTANT =================================
|
|
|
|
// NOTE: Due to a Godot limitation, we can't really rescale the whole UI yet.
|
|
|
|
// Because of this reason, all platforms have resorted to forcing the highest
|
|
|
|
// scale possible of a system on any window, despite of what screen it's onto.
|
|
|
|
// On this backend everything's already in place for dynamic window scale
|
|
|
|
// handling, but in the meantime we'll just select the biggest _global_ output.
|
|
|
|
// To restore dynamic scale selection, simply iterate over `p_ws->wl_outputs`
|
|
|
|
// instead.
|
|
|
|
for (struct wl_output *wl_output : p_ws->registry->wl_outputs) {
|
|
|
|
ScreenState *ss = wl_output_get_screen_state(wl_output);
|
|
|
|
|
|
|
|
if (ss && ss->pending_data.scale > max_size) {
|
|
|
|
// NOTE: For some mystical reason, wl_output.done is emitted _after_ windows
|
|
|
|
// get resized but the scale event gets sent _before_ that. I'm still leaning
|
|
|
|
// towards the idea that rescaling when a window gets a resolution change is a
|
|
|
|
// pretty good approach, but this means that we'll have to use the screen data
|
|
|
|
// before it's "committed".
|
|
|
|
// FIXME: Use the committed data. Somehow.
|
|
|
|
max_size = ss->pending_data.scale;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return max_size;
|
|
|
|
}
|
|
|
|
|
|
|
|
double WaylandThread::window_state_get_scale_factor(WindowState *p_ws) {
|
|
|
|
ERR_FAIL_NULL_V(p_ws, 1);
|
|
|
|
|
|
|
|
if (p_ws->fractional_scale > 0) {
|
|
|
|
// The fractional scale amount takes priority.
|
|
|
|
return p_ws->fractional_scale;
|
|
|
|
}
|
|
|
|
|
|
|
|
return p_ws->buffer_scale;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::window_state_update_size(WindowState *p_ws, int p_width, int p_height) {
|
|
|
|
ERR_FAIL_NULL(p_ws);
|
|
|
|
|
|
|
|
int preferred_buffer_scale = window_state_get_preferred_buffer_scale(p_ws);
|
|
|
|
bool using_fractional = p_ws->preferred_fractional_scale > 0;
|
|
|
|
|
|
|
|
// If neither is true we no-op.
|
|
|
|
bool scale_changed = false;
|
|
|
|
bool size_changed = false;
|
|
|
|
|
|
|
|
if (p_ws->rect.size.width != p_width || p_ws->rect.size.height != p_height) {
|
|
|
|
p_ws->rect.size.width = p_width;
|
|
|
|
p_ws->rect.size.height = p_height;
|
|
|
|
|
|
|
|
size_changed = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (using_fractional && p_ws->fractional_scale != p_ws->preferred_fractional_scale) {
|
|
|
|
p_ws->fractional_scale = p_ws->preferred_fractional_scale;
|
|
|
|
scale_changed = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_ws->buffer_scale != preferred_buffer_scale) {
|
|
|
|
// The buffer scale is always important, even if we use frac scaling.
|
|
|
|
p_ws->buffer_scale = preferred_buffer_scale;
|
|
|
|
p_ws->buffer_scale_changed = true;
|
|
|
|
|
|
|
|
if (!using_fractional) {
|
|
|
|
// We don't bother updating everything else if it's turned on though.
|
|
|
|
scale_changed = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_ws->wl_surface && (size_changed || scale_changed)) {
|
|
|
|
if (p_ws->wp_viewport) {
|
|
|
|
wp_viewport_set_destination(p_ws->wp_viewport, p_width, p_height);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_ws->xdg_surface) {
|
|
|
|
xdg_surface_set_window_geometry(p_ws->xdg_surface, 0, 0, p_width, p_height);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
if (p_ws->libdecor_frame) {
|
|
|
|
struct libdecor_state *state = libdecor_state_new(p_width, p_height);
|
|
|
|
libdecor_frame_commit(p_ws->libdecor_frame, state, p_ws->pending_libdecor_configuration);
|
|
|
|
libdecor_state_free(state);
|
|
|
|
p_ws->pending_libdecor_configuration = nullptr;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (size_changed || scale_changed) {
|
|
|
|
Size2i scaled_size = scale_vector2i(p_ws->rect.size, window_state_get_scale_factor(p_ws));
|
|
|
|
|
|
|
|
if (using_fractional) {
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD(vformat("Resizing the window from %s to %s (fractional scale x%f).", p_ws->rect.size, scaled_size, p_ws->fractional_scale));
|
|
|
|
} else {
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD(vformat("Resizing the window from %s to %s (buffer scale x%d).", p_ws->rect.size, scaled_size, p_ws->buffer_scale));
|
|
|
|
}
|
|
|
|
|
|
|
|
// FIXME: Actually resize the hint instead of centering it.
|
|
|
|
p_ws->wayland_thread->pointer_set_hint(scaled_size / 2);
|
|
|
|
|
|
|
|
Ref<WindowRectMessage> rect_msg;
|
|
|
|
rect_msg.instantiate();
|
|
|
|
rect_msg->rect = p_ws->rect;
|
|
|
|
rect_msg->rect.size = scaled_size;
|
|
|
|
p_ws->wayland_thread->push_message(rect_msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (scale_changed) {
|
|
|
|
Ref<WindowEventMessage> dpi_msg;
|
|
|
|
dpi_msg.instantiate();
|
|
|
|
dpi_msg->event = DisplayServer::WINDOW_EVENT_DPI_CHANGE;
|
|
|
|
p_ws->wayland_thread->push_message(dpi_msg);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Scales a vector according to wp_fractional_scale's rules, where coordinates
|
|
|
|
// must be scaled with away from zero half-rounding.
|
|
|
|
Vector2i WaylandThread::scale_vector2i(const Vector2i &p_vector, double p_amount) {
|
|
|
|
// This snippet is tiny, I know, but this is done a lot.
|
|
|
|
int x = round(p_vector.x * p_amount);
|
|
|
|
int y = round(p_vector.y * p_amount);
|
|
|
|
|
|
|
|
return Vector2i(x, y);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::seat_state_unlock_pointer(SeatState *p_ss) {
|
|
|
|
ERR_FAIL_NULL(p_ss);
|
|
|
|
|
|
|
|
if (p_ss->wl_pointer == nullptr) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_ss->wp_locked_pointer) {
|
|
|
|
zwp_locked_pointer_v1_destroy(p_ss->wp_locked_pointer);
|
|
|
|
p_ss->wp_locked_pointer = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_ss->wp_confined_pointer) {
|
|
|
|
zwp_confined_pointer_v1_destroy(p_ss->wp_confined_pointer);
|
|
|
|
p_ss->wp_confined_pointer = nullptr;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::seat_state_lock_pointer(SeatState *p_ss) {
|
|
|
|
ERR_FAIL_NULL(p_ss);
|
|
|
|
|
|
|
|
if (p_ss->wl_pointer == nullptr) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (registry.wp_pointer_constraints == nullptr) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_ss->wp_locked_pointer == nullptr) {
|
|
|
|
struct wl_surface *locked_surface = p_ss->last_pointed_surface;
|
|
|
|
|
|
|
|
if (locked_surface == nullptr) {
|
|
|
|
locked_surface = window_get_wl_surface(DisplayServer::MAIN_WINDOW_ID);
|
|
|
|
}
|
|
|
|
|
|
|
|
ERR_FAIL_NULL(locked_surface);
|
|
|
|
|
2024-03-12 14:40:40 +00:00
|
|
|
p_ss->wp_locked_pointer = zwp_pointer_constraints_v1_lock_pointer(registry.wp_pointer_constraints, locked_surface, p_ss->wl_pointer, nullptr, ZWP_POINTER_CONSTRAINTS_V1_LIFETIME_PERSISTENT);
|
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 WaylandThread::seat_state_set_hint(SeatState *p_ss, int p_x, int p_y) {
|
|
|
|
if (p_ss->wp_locked_pointer == nullptr) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
zwp_locked_pointer_v1_set_cursor_position_hint(p_ss->wp_locked_pointer, wl_fixed_from_int(p_x), wl_fixed_from_int(p_y));
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::seat_state_confine_pointer(SeatState *p_ss) {
|
|
|
|
ERR_FAIL_NULL(p_ss);
|
|
|
|
|
|
|
|
if (p_ss->wl_pointer == nullptr) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (registry.wp_pointer_constraints == nullptr) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_ss->wp_confined_pointer == nullptr) {
|
|
|
|
struct wl_surface *confined_surface = p_ss->last_pointed_surface;
|
|
|
|
|
|
|
|
if (confined_surface == nullptr) {
|
|
|
|
confined_surface = window_get_wl_surface(DisplayServer::MAIN_WINDOW_ID);
|
|
|
|
}
|
|
|
|
|
|
|
|
ERR_FAIL_NULL(confined_surface);
|
|
|
|
|
2024-03-12 14:40:40 +00:00
|
|
|
p_ss->wp_confined_pointer = zwp_pointer_constraints_v1_confine_pointer(registry.wp_pointer_constraints, confined_surface, p_ss->wl_pointer, nullptr, ZWP_POINTER_CONSTRAINTS_V1_LIFETIME_PERSISTENT);
|
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 WaylandThread::seat_state_update_cursor(SeatState *p_ss) {
|
|
|
|
ERR_FAIL_NULL(p_ss);
|
|
|
|
ERR_FAIL_NULL(p_ss->wayland_thread);
|
|
|
|
|
|
|
|
if (p_ss->wl_pointer && p_ss->cursor_surface) {
|
|
|
|
// NOTE: Those values are valid by default and will hide the cursor when
|
|
|
|
// unchanged, which happens when both the current custom cursor and the
|
|
|
|
// current wl_cursor are `nullptr`.
|
|
|
|
struct wl_buffer *cursor_buffer = nullptr;
|
|
|
|
uint32_t hotspot_x = 0;
|
|
|
|
uint32_t hotspot_y = 0;
|
|
|
|
int scale = 1;
|
|
|
|
|
|
|
|
CustomCursor *custom_cursor = p_ss->wayland_thread->current_custom_cursor;
|
|
|
|
struct wl_cursor *wl_cursor = p_ss->wayland_thread->current_wl_cursor;
|
|
|
|
|
|
|
|
if (custom_cursor) {
|
|
|
|
cursor_buffer = custom_cursor->wl_buffer;
|
|
|
|
hotspot_x = custom_cursor->hotspot.x;
|
|
|
|
hotspot_y = custom_cursor->hotspot.y;
|
|
|
|
|
|
|
|
// We can't really reasonably scale custom cursors, so we'll let the
|
|
|
|
// compositor do it for us (badly).
|
|
|
|
scale = 1;
|
|
|
|
} else if (wl_cursor) {
|
2024-03-06 20:51:06 +00:00
|
|
|
int frame_idx = 0;
|
|
|
|
|
|
|
|
if (wl_cursor->image_count > 1) {
|
|
|
|
// The cursor is animated.
|
|
|
|
frame_idx = wl_cursor_frame(wl_cursor, p_ss->cursor_time_ms);
|
|
|
|
|
|
|
|
if (!p_ss->cursor_frame_callback) {
|
|
|
|
// Since it's animated, we'll re-update it the next frame.
|
|
|
|
p_ss->cursor_frame_callback = wl_surface_frame(p_ss->cursor_surface);
|
|
|
|
wl_callback_add_listener(p_ss->cursor_frame_callback, &cursor_frame_callback_listener, p_ss);
|
|
|
|
}
|
|
|
|
}
|
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 wl_cursor_image *wl_cursor_image = wl_cursor->images[frame_idx];
|
|
|
|
|
|
|
|
scale = p_ss->wayland_thread->cursor_scale;
|
|
|
|
|
|
|
|
cursor_buffer = wl_cursor_image_get_buffer(wl_cursor_image);
|
|
|
|
|
|
|
|
// As the surface's buffer is scaled (thus the surface is smaller) and the
|
|
|
|
// hotspot must be expressed in surface-local coordinates, we need to scale
|
|
|
|
// them down accordingly.
|
|
|
|
hotspot_x = wl_cursor_image->hotspot_x / scale;
|
|
|
|
hotspot_y = wl_cursor_image->hotspot_y / scale;
|
|
|
|
}
|
|
|
|
|
|
|
|
wl_pointer_set_cursor(p_ss->wl_pointer, p_ss->pointer_enter_serial, p_ss->cursor_surface, hotspot_x, hotspot_y);
|
|
|
|
wl_surface_set_buffer_scale(p_ss->cursor_surface, scale);
|
|
|
|
wl_surface_attach(p_ss->cursor_surface, cursor_buffer, 0, 0);
|
|
|
|
wl_surface_damage_buffer(p_ss->cursor_surface, 0, 0, INT_MAX, INT_MAX);
|
|
|
|
|
|
|
|
wl_surface_commit(p_ss->cursor_surface);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::seat_state_echo_keys(SeatState *p_ss) {
|
|
|
|
ERR_FAIL_NULL(p_ss);
|
|
|
|
|
|
|
|
if (p_ss->wl_keyboard == nullptr) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// TODO: Comment and document out properly this block of code.
|
|
|
|
// In short, this implements key repeating.
|
|
|
|
if (p_ss->repeat_key_delay_msec && p_ss->repeating_keycode != XKB_KEYCODE_INVALID) {
|
|
|
|
uint64_t current_ticks = OS::get_singleton()->get_ticks_msec();
|
|
|
|
uint64_t delayed_start_ticks = p_ss->last_repeat_start_msec + p_ss->repeat_start_delay_msec;
|
|
|
|
|
|
|
|
if (p_ss->last_repeat_msec < delayed_start_ticks) {
|
|
|
|
p_ss->last_repeat_msec = delayed_start_ticks;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (current_ticks >= delayed_start_ticks) {
|
|
|
|
uint64_t ticks_delta = current_ticks - p_ss->last_repeat_msec;
|
|
|
|
|
|
|
|
int keys_amount = (ticks_delta / p_ss->repeat_key_delay_msec);
|
|
|
|
|
|
|
|
for (int i = 0; i < keys_amount; i++) {
|
|
|
|
Ref<InputEventKey> k;
|
|
|
|
k.instantiate();
|
|
|
|
|
|
|
|
if (!_seat_state_configure_key_event(*p_ss, k, p_ss->repeating_keycode, true)) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
k->set_echo(true);
|
|
|
|
|
|
|
|
Input::get_singleton()->parse_input_event(k);
|
|
|
|
}
|
|
|
|
|
|
|
|
p_ss->last_repeat_msec += ticks_delta - (ticks_delta % p_ss->repeat_key_delay_msec);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::push_message(Ref<Message> message) {
|
|
|
|
messages.push_back(message);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool WaylandThread::has_message() {
|
|
|
|
return messages.front() != nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
Ref<WaylandThread::Message> WaylandThread::pop_message() {
|
|
|
|
if (messages.front() != nullptr) {
|
|
|
|
Ref<Message> msg = messages.front()->get();
|
|
|
|
messages.pop_front();
|
|
|
|
return msg;
|
|
|
|
}
|
|
|
|
|
|
|
|
// This method should only be called if `has_messages` returns true but if
|
|
|
|
// that isn't the case we'll just return an invalid `Ref`. After all, due to
|
|
|
|
// its `InputEvent`-like interface, we still have to dynamically cast and check
|
|
|
|
// the `Ref`'s validity anyways.
|
|
|
|
return Ref<Message>();
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::window_create(DisplayServer::WindowID p_window_id, int p_width, int p_height) {
|
|
|
|
// TODO: Implement multi-window support.
|
|
|
|
WindowState &ws = main_window;
|
|
|
|
|
|
|
|
ws.registry = ®istry;
|
|
|
|
ws.wayland_thread = this;
|
|
|
|
|
|
|
|
ws.rect.size.width = p_width;
|
|
|
|
ws.rect.size.height = p_height;
|
|
|
|
|
|
|
|
ws.wl_surface = wl_compositor_create_surface(registry.wl_compositor);
|
|
|
|
wl_proxy_tag_godot((struct wl_proxy *)ws.wl_surface);
|
|
|
|
wl_surface_add_listener(ws.wl_surface, &wl_surface_listener, &ws);
|
|
|
|
|
|
|
|
if (registry.wp_viewporter) {
|
|
|
|
ws.wp_viewport = wp_viewporter_get_viewport(registry.wp_viewporter, ws.wl_surface);
|
|
|
|
|
|
|
|
if (registry.wp_fractional_scale_manager) {
|
|
|
|
ws.wp_fractional_scale = wp_fractional_scale_manager_v1_get_fractional_scale(registry.wp_fractional_scale_manager, ws.wl_surface);
|
|
|
|
wp_fractional_scale_v1_add_listener(ws.wp_fractional_scale, &wp_fractional_scale_listener, &ws);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool decorated = false;
|
|
|
|
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
if (!decorated && libdecor_context) {
|
|
|
|
ws.libdecor_frame = libdecor_decorate(libdecor_context, ws.wl_surface, (struct libdecor_frame_interface *)&libdecor_frame_interface, &ws);
|
|
|
|
libdecor_frame_map(ws.libdecor_frame);
|
|
|
|
|
|
|
|
decorated = true;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (!decorated) {
|
|
|
|
// libdecor has failed loading or is disabled, we shall handle xdg_toplevel
|
|
|
|
// creation and decoration ourselves (and by decorating for now I just mean
|
|
|
|
// asking for SSDs and hoping for the best).
|
|
|
|
ws.xdg_surface = xdg_wm_base_get_xdg_surface(registry.xdg_wm_base, ws.wl_surface);
|
|
|
|
xdg_surface_add_listener(ws.xdg_surface, &xdg_surface_listener, &ws);
|
|
|
|
|
|
|
|
ws.xdg_toplevel = xdg_surface_get_toplevel(ws.xdg_surface);
|
|
|
|
xdg_toplevel_add_listener(ws.xdg_toplevel, &xdg_toplevel_listener, &ws);
|
|
|
|
|
|
|
|
if (registry.xdg_decoration_manager) {
|
|
|
|
ws.xdg_toplevel_decoration = zxdg_decoration_manager_v1_get_toplevel_decoration(registry.xdg_decoration_manager, ws.xdg_toplevel);
|
|
|
|
zxdg_toplevel_decoration_v1_add_listener(ws.xdg_toplevel_decoration, &xdg_toplevel_decoration_listener, &ws);
|
|
|
|
|
|
|
|
decorated = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ws.frame_callback = wl_surface_frame(ws.wl_surface);
|
|
|
|
wl_callback_add_listener(ws.frame_callback, &frame_wl_callback_listener, &ws);
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
if (registry.xdg_exporter) {
|
|
|
|
ws.xdg_exported = zxdg_exporter_v1_export(registry.xdg_exporter, ws.wl_surface);
|
2024-01-31 09:43:56 +00:00
|
|
|
zxdg_exported_v1_add_listener(ws.xdg_exported, &xdg_exported_listener, &ws);
|
|
|
|
}
|
|
|
|
|
2024-07-15 20:11:24 +00:00
|
|
|
wl_surface_commit(ws.wl_surface);
|
|
|
|
|
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
|
|
|
// Wait for the surface to be configured before continuing.
|
|
|
|
wl_display_roundtrip(wl_display);
|
|
|
|
}
|
|
|
|
|
|
|
|
struct wl_surface *WaylandThread::window_get_wl_surface(DisplayServer::WindowID p_window_id) const {
|
|
|
|
// TODO: Use window IDs for multiwindow support.
|
|
|
|
const WindowState &ws = main_window;
|
|
|
|
|
|
|
|
return ws.wl_surface;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::window_set_max_size(DisplayServer::WindowID p_window_id, const Size2i &p_size) {
|
|
|
|
// TODO: Use window IDs for multiwindow support.
|
|
|
|
WindowState &ws = main_window;
|
|
|
|
|
|
|
|
Vector2i logical_max_size = p_size / window_state_get_scale_factor(&ws);
|
|
|
|
|
|
|
|
if (ws.wl_surface && ws.xdg_toplevel) {
|
|
|
|
xdg_toplevel_set_max_size(ws.xdg_toplevel, logical_max_size.width, logical_max_size.height);
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
if (ws.libdecor_frame) {
|
|
|
|
libdecor_frame_set_max_content_size(ws.libdecor_frame, logical_max_size.width, logical_max_size.height);
|
|
|
|
}
|
|
|
|
|
|
|
|
// FIXME: I'm not sure whether we have to commit the surface for this to apply.
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::window_set_min_size(DisplayServer::WindowID p_window_id, const Size2i &p_size) {
|
|
|
|
// TODO: Use window IDs for multiwindow support.
|
|
|
|
WindowState &ws = main_window;
|
|
|
|
|
|
|
|
Size2i logical_min_size = p_size / window_state_get_scale_factor(&ws);
|
|
|
|
|
|
|
|
if (ws.wl_surface && ws.xdg_toplevel) {
|
|
|
|
xdg_toplevel_set_min_size(ws.xdg_toplevel, logical_min_size.width, logical_min_size.height);
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
if (ws.libdecor_frame) {
|
|
|
|
libdecor_frame_set_min_content_size(ws.libdecor_frame, logical_min_size.width, logical_min_size.height);
|
|
|
|
}
|
|
|
|
|
|
|
|
// FIXME: I'm not sure whether we have to commit the surface for this to apply.
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
bool WaylandThread::window_can_set_mode(DisplayServer::WindowID p_window_id, DisplayServer::WindowMode p_window_mode) const {
|
|
|
|
// TODO: Use window IDs for multiwindow support.
|
|
|
|
const WindowState &ws = main_window;
|
|
|
|
|
|
|
|
switch (p_window_mode) {
|
|
|
|
case DisplayServer::WINDOW_MODE_WINDOWED: {
|
|
|
|
// Looks like it's guaranteed.
|
|
|
|
return true;
|
|
|
|
};
|
|
|
|
|
|
|
|
case DisplayServer::WINDOW_MODE_MINIMIZED: {
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
if (ws.libdecor_frame) {
|
|
|
|
return libdecor_frame_has_capability(ws.libdecor_frame, LIBDECOR_ACTION_MINIMIZE);
|
|
|
|
}
|
|
|
|
#endif // LIBDECOR_ENABLED
|
|
|
|
|
|
|
|
return ws.can_minimize;
|
|
|
|
};
|
|
|
|
|
|
|
|
case DisplayServer::WINDOW_MODE_MAXIMIZED: {
|
|
|
|
// NOTE: libdecor doesn't seem to have a maximize capability query?
|
|
|
|
// The fact that there's a fullscreen one makes me suspicious.
|
|
|
|
return ws.can_maximize;
|
|
|
|
};
|
|
|
|
|
|
|
|
case DisplayServer::WINDOW_MODE_FULLSCREEN: {
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
if (ws.libdecor_frame) {
|
|
|
|
return libdecor_frame_has_capability(ws.libdecor_frame, LIBDECOR_ACTION_FULLSCREEN);
|
|
|
|
}
|
|
|
|
#endif // LIBDECOR_ENABLED
|
|
|
|
|
|
|
|
return ws.can_fullscreen;
|
|
|
|
};
|
|
|
|
|
|
|
|
case DisplayServer::WINDOW_MODE_EXCLUSIVE_FULLSCREEN: {
|
|
|
|
// I'm not really sure but from what I can find Wayland doesn't really have
|
|
|
|
// the concept of exclusive fullscreen.
|
|
|
|
// TODO: Discuss whether to fallback to regular fullscreen or not.
|
|
|
|
return false;
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::window_try_set_mode(DisplayServer::WindowID p_window_id, DisplayServer::WindowMode p_window_mode) {
|
|
|
|
// TODO: Use window IDs for multiwindow support.
|
|
|
|
WindowState &ws = main_window;
|
|
|
|
|
|
|
|
if (ws.mode == p_window_mode) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Don't waste time with hidden windows and whatnot. Behave like it worked.
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
if ((!ws.wl_surface || !ws.xdg_toplevel) && !ws.libdecor_frame) {
|
|
|
|
#else
|
|
|
|
if (!ws.wl_surface || !ws.xdg_toplevel) {
|
|
|
|
#endif // LIBDECOR_ENABLED
|
|
|
|
ws.mode = p_window_mode;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Return back to a windowed state so that we can apply what the user asked.
|
|
|
|
switch (ws.mode) {
|
|
|
|
case DisplayServer::WINDOW_MODE_WINDOWED: {
|
|
|
|
// Do nothing.
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case DisplayServer::WINDOW_MODE_MINIMIZED: {
|
|
|
|
// We can't do much according to the xdg_shell protocol. I have no idea
|
|
|
|
// whether this implies that we should return or who knows what. For now
|
|
|
|
// we'll do nothing.
|
|
|
|
// TODO: Test this properly.
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case DisplayServer::WINDOW_MODE_MAXIMIZED: {
|
|
|
|
// Try to unmaximize. This isn't garaunteed to work actually, so we'll have
|
|
|
|
// to check whether something changed.
|
|
|
|
if (ws.xdg_toplevel) {
|
|
|
|
xdg_toplevel_unset_maximized(ws.xdg_toplevel);
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
if (ws.libdecor_frame) {
|
|
|
|
libdecor_frame_unset_maximized(ws.libdecor_frame);
|
|
|
|
}
|
|
|
|
#endif // LIBDECOR_ENABLED
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case DisplayServer::WINDOW_MODE_FULLSCREEN:
|
|
|
|
case DisplayServer::WINDOW_MODE_EXCLUSIVE_FULLSCREEN: {
|
|
|
|
// Same thing as above, unset fullscreen and check later if it worked.
|
|
|
|
if (ws.xdg_toplevel) {
|
|
|
|
xdg_toplevel_unset_fullscreen(ws.xdg_toplevel);
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
if (ws.libdecor_frame) {
|
|
|
|
libdecor_frame_unset_fullscreen(ws.libdecor_frame);
|
|
|
|
}
|
|
|
|
#endif // LIBDECOR_ENABLED
|
|
|
|
} break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Wait for a configure event and hope that something changed.
|
|
|
|
wl_display_roundtrip(wl_display);
|
|
|
|
|
|
|
|
if (ws.mode != DisplayServer::WINDOW_MODE_WINDOWED) {
|
|
|
|
// The compositor refused our "normalization" request. It'd be useless or
|
|
|
|
// unpredictable to attempt setting a new state. We're done.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Ask the compositor to set the state indicated by the new mode.
|
|
|
|
switch (p_window_mode) {
|
|
|
|
case DisplayServer::WINDOW_MODE_WINDOWED: {
|
|
|
|
// Do nothing. We're already windowed.
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case DisplayServer::WINDOW_MODE_MINIMIZED: {
|
|
|
|
if (!window_can_set_mode(p_window_id, p_window_mode)) {
|
|
|
|
// Minimization is special (read below). Better not mess with it if the
|
|
|
|
// compositor explicitly announces that it doesn't support it.
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ws.xdg_toplevel) {
|
|
|
|
xdg_toplevel_set_minimized(ws.xdg_toplevel);
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
if (ws.libdecor_frame) {
|
|
|
|
libdecor_frame_set_minimized(ws.libdecor_frame);
|
|
|
|
}
|
|
|
|
#endif // LIBDECOR_ENABLED
|
|
|
|
// We have no way to actually detect this state, so we'll have to report it
|
|
|
|
// manually to the engine (hoping that it worked). In the worst case it'll
|
|
|
|
// get reset by the next configure event.
|
|
|
|
ws.mode = DisplayServer::WINDOW_MODE_MINIMIZED;
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case DisplayServer::WINDOW_MODE_MAXIMIZED: {
|
|
|
|
if (ws.xdg_toplevel) {
|
|
|
|
xdg_toplevel_set_maximized(ws.xdg_toplevel);
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
if (ws.libdecor_frame) {
|
|
|
|
libdecor_frame_set_maximized(ws.libdecor_frame);
|
|
|
|
}
|
|
|
|
#endif // LIBDECOR_ENABLED
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case DisplayServer::WINDOW_MODE_FULLSCREEN: {
|
|
|
|
if (ws.xdg_toplevel) {
|
|
|
|
xdg_toplevel_set_fullscreen(ws.xdg_toplevel, nullptr);
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
if (ws.libdecor_frame) {
|
|
|
|
libdecor_frame_set_fullscreen(ws.libdecor_frame, nullptr);
|
|
|
|
}
|
|
|
|
#endif // LIBDECOR_ENABLED
|
|
|
|
} break;
|
|
|
|
|
|
|
|
default: {
|
|
|
|
} break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::window_set_borderless(DisplayServer::WindowID p_window_id, bool p_borderless) {
|
|
|
|
// TODO: Use window IDs for multiwindow support.
|
|
|
|
WindowState &ws = main_window;
|
|
|
|
|
|
|
|
if (ws.xdg_toplevel_decoration) {
|
|
|
|
if (p_borderless) {
|
|
|
|
// We implement borderless windows by simply asking the compositor to let
|
|
|
|
// us handle decorations (we don't).
|
|
|
|
zxdg_toplevel_decoration_v1_set_mode(ws.xdg_toplevel_decoration, ZXDG_TOPLEVEL_DECORATION_V1_MODE_CLIENT_SIDE);
|
|
|
|
} else {
|
|
|
|
zxdg_toplevel_decoration_v1_set_mode(ws.xdg_toplevel_decoration, ZXDG_TOPLEVEL_DECORATION_V1_MODE_SERVER_SIDE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
if (ws.libdecor_frame) {
|
|
|
|
bool visible_current = libdecor_frame_is_visible(ws.libdecor_frame);
|
|
|
|
bool visible_target = !p_borderless;
|
|
|
|
|
|
|
|
// NOTE: We have to do this otherwise we trip on a libdecor bug where it's
|
|
|
|
// possible to destroy the frame more than once, by setting the visibility
|
|
|
|
// to false multiple times and thus crashing.
|
|
|
|
if (visible_current != visible_target) {
|
|
|
|
print_verbose(vformat("Setting libdecor frame visibility to %d", visible_target));
|
|
|
|
libdecor_frame_set_visibility(ws.libdecor_frame, visible_target);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif // LIBDECOR_ENABLED
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::window_set_title(DisplayServer::WindowID p_window_id, const String &p_title) {
|
|
|
|
// TODO: Use window IDs for multiwindow support.
|
|
|
|
WindowState &ws = main_window;
|
|
|
|
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
if (ws.libdecor_frame) {
|
|
|
|
libdecor_frame_set_title(ws.libdecor_frame, p_title.utf8());
|
|
|
|
}
|
|
|
|
#endif // LIBDECOR_ENABLE
|
|
|
|
|
|
|
|
if (ws.xdg_toplevel) {
|
|
|
|
xdg_toplevel_set_title(ws.xdg_toplevel, p_title.utf8());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::window_set_app_id(DisplayServer::WindowID p_window_id, const String &p_app_id) {
|
|
|
|
// TODO: Use window IDs for multiwindow support.
|
|
|
|
WindowState &ws = main_window;
|
|
|
|
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
if (ws.libdecor_frame) {
|
|
|
|
libdecor_frame_set_app_id(ws.libdecor_frame, p_app_id.utf8());
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#endif // LIBDECOR_ENABLED
|
|
|
|
|
|
|
|
if (ws.xdg_toplevel) {
|
|
|
|
xdg_toplevel_set_app_id(ws.xdg_toplevel, p_app_id.utf8());
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
DisplayServer::WindowMode WaylandThread::window_get_mode(DisplayServer::WindowID p_window_id) const {
|
|
|
|
// TODO: Use window IDs for multiwindow support.
|
|
|
|
const WindowState &ws = main_window;
|
|
|
|
|
|
|
|
return ws.mode;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::window_request_attention(DisplayServer::WindowID p_window_id) {
|
|
|
|
// TODO: Use window IDs for multiwindow support.
|
|
|
|
WindowState &ws = main_window;
|
|
|
|
|
|
|
|
if (registry.xdg_activation) {
|
|
|
|
// Window attention requests are done through the XDG activation protocol.
|
|
|
|
xdg_activation_token_v1 *xdg_activation_token = xdg_activation_v1_get_activation_token(registry.xdg_activation);
|
|
|
|
xdg_activation_token_v1_add_listener(xdg_activation_token, &xdg_activation_token_listener, &ws);
|
|
|
|
xdg_activation_token_v1_commit(xdg_activation_token);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::window_set_idle_inhibition(DisplayServer::WindowID p_window_id, bool p_enable) {
|
|
|
|
// TODO: Use window IDs for multiwindow support.
|
|
|
|
WindowState &ws = main_window;
|
|
|
|
|
|
|
|
if (p_enable) {
|
|
|
|
if (ws.registry->wp_idle_inhibit_manager && !ws.wp_idle_inhibitor) {
|
|
|
|
ERR_FAIL_NULL(ws.wl_surface);
|
|
|
|
ws.wp_idle_inhibitor = zwp_idle_inhibit_manager_v1_create_inhibitor(ws.registry->wp_idle_inhibit_manager, ws.wl_surface);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (ws.wp_idle_inhibitor) {
|
|
|
|
zwp_idle_inhibitor_v1_destroy(ws.wp_idle_inhibitor);
|
|
|
|
ws.wp_idle_inhibitor = nullptr;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool WaylandThread::window_get_idle_inhibition(DisplayServer::WindowID p_window_id) const {
|
|
|
|
// TODO: Use window IDs for multiwindow support.
|
|
|
|
const WindowState &ws = main_window;
|
|
|
|
|
|
|
|
return ws.wp_idle_inhibitor != nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
WaylandThread::ScreenData WaylandThread::screen_get_data(int p_screen) const {
|
|
|
|
ERR_FAIL_INDEX_V(p_screen, registry.wl_outputs.size(), ScreenData());
|
|
|
|
|
2024-04-15 13:18:34 +00:00
|
|
|
return wl_output_get_screen_state(registry.wl_outputs.get(p_screen))->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
|
|
|
}
|
|
|
|
|
|
|
|
int WaylandThread::get_screen_count() const {
|
|
|
|
return registry.wl_outputs.size();
|
|
|
|
}
|
|
|
|
|
|
|
|
DisplayServer::WindowID WaylandThread::pointer_get_pointed_window_id() const {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
|
|
|
|
if (ss) {
|
|
|
|
WindowState *ws = wl_surface_get_window_state(ss->pointed_surface);
|
|
|
|
|
|
|
|
if (ws) {
|
|
|
|
return ws->id;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return DisplayServer::INVALID_WINDOW_ID;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::pointer_set_constraint(PointerConstraint p_constraint) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
|
|
|
|
if (ss) {
|
|
|
|
seat_state_unlock_pointer(ss);
|
|
|
|
|
|
|
|
if (p_constraint == PointerConstraint::LOCKED) {
|
|
|
|
seat_state_lock_pointer(ss);
|
|
|
|
} else if (p_constraint == PointerConstraint::CONFINED) {
|
|
|
|
seat_state_confine_pointer(ss);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
pointer_constraint = p_constraint;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::pointer_set_hint(const Point2i &p_hint) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
if (!ss) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
WindowState *ws = wl_surface_get_window_state(ss->pointed_surface);
|
|
|
|
|
|
|
|
int hint_x = 0;
|
|
|
|
int hint_y = 0;
|
|
|
|
|
|
|
|
if (ws) {
|
|
|
|
// NOTE: It looks like it's not really recommended to convert from
|
|
|
|
// "godot-space" to "wayland-space" and in general I received mixed feelings
|
|
|
|
// discussing about this. I'm not really sure about the maths behind this but,
|
|
|
|
// oh well, we're setting a cursor hint. ¯\_(ツ)_/¯
|
|
|
|
// See: https://oftc.irclog.whitequark.org/wayland/2023-08-23#1692756914-1692816818
|
|
|
|
hint_x = round(p_hint.x / window_state_get_scale_factor(ws));
|
|
|
|
hint_y = round(p_hint.y / window_state_get_scale_factor(ws));
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss) {
|
|
|
|
seat_state_set_hint(ss, hint_x, hint_y);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
WaylandThread::PointerConstraint WaylandThread::pointer_get_constraint() const {
|
|
|
|
return pointer_constraint;
|
|
|
|
}
|
|
|
|
|
|
|
|
BitField<MouseButtonMask> WaylandThread::pointer_get_button_mask() const {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
|
|
|
|
if (ss) {
|
|
|
|
return ss->pointer_data.pressed_button_mask;
|
|
|
|
}
|
|
|
|
|
|
|
|
return BitField<MouseButtonMask>();
|
|
|
|
}
|
|
|
|
|
|
|
|
Error WaylandThread::init() {
|
|
|
|
#ifdef SOWRAP_ENABLED
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
|
|
int dylibloader_verbose = 1;
|
|
|
|
#else
|
|
|
|
int dylibloader_verbose = 0;
|
|
|
|
#endif // DEBUG_ENABLED
|
|
|
|
|
|
|
|
if (initialize_wayland_client(dylibloader_verbose) != 0) {
|
|
|
|
WARN_PRINT("Can't load the Wayland client library.");
|
|
|
|
return ERR_CANT_CREATE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (initialize_wayland_cursor(dylibloader_verbose) != 0) {
|
|
|
|
WARN_PRINT("Can't load the Wayland cursor library.");
|
|
|
|
return ERR_CANT_CREATE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (initialize_xkbcommon(dylibloader_verbose) != 0) {
|
|
|
|
WARN_PRINT("Can't load the XKBcommon library.");
|
|
|
|
return ERR_CANT_CREATE;
|
|
|
|
}
|
|
|
|
#endif // SOWRAP_ENABLED
|
|
|
|
|
|
|
|
KeyMappingXKB::initialize();
|
|
|
|
|
|
|
|
wl_display = wl_display_connect(nullptr);
|
|
|
|
ERR_FAIL_NULL_V_MSG(wl_display, ERR_CANT_CREATE, "Can't connect to a Wayland display.");
|
|
|
|
|
|
|
|
thread_data.wl_display = wl_display;
|
|
|
|
|
|
|
|
events_thread.start(_poll_events_thread, &thread_data);
|
|
|
|
|
|
|
|
wl_registry = wl_display_get_registry(wl_display);
|
|
|
|
|
|
|
|
ERR_FAIL_NULL_V_MSG(wl_registry, ERR_UNAVAILABLE, "Can't obtain the Wayland registry global.");
|
|
|
|
|
|
|
|
registry.wayland_thread = this;
|
|
|
|
|
|
|
|
wl_registry_add_listener(wl_registry, &wl_registry_listener, ®istry);
|
|
|
|
|
|
|
|
// Wait for registry to get notified from the compositor.
|
|
|
|
wl_display_roundtrip(wl_display);
|
|
|
|
|
|
|
|
ERR_FAIL_NULL_V_MSG(registry.wl_shm, ERR_UNAVAILABLE, "Can't obtain the Wayland shared memory global.");
|
|
|
|
ERR_FAIL_NULL_V_MSG(registry.wl_compositor, ERR_UNAVAILABLE, "Can't obtain the Wayland compositor global.");
|
|
|
|
ERR_FAIL_NULL_V_MSG(registry.xdg_wm_base, ERR_UNAVAILABLE, "Can't obtain the Wayland XDG shell global.");
|
|
|
|
|
|
|
|
if (!registry.xdg_decoration_manager) {
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
WARN_PRINT("Can't obtain the XDG decoration manager. Libdecor will be used for drawing CSDs, if available.");
|
|
|
|
#else
|
|
|
|
WARN_PRINT("Can't obtain the XDG decoration manager. Decorations won't show up.");
|
|
|
|
#endif // LIBDECOR_ENABLED
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!registry.xdg_activation) {
|
|
|
|
WARN_PRINT("Can't obtain the XDG activation global. Attention requesting won't work!");
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifndef DBUS_ENABLED
|
|
|
|
if (!registry.wp_idle_inhibit_manager) {
|
|
|
|
WARN_PRINT("Can't obtain the idle inhibition manager. The screen might turn off even after calling screen_set_keep_on()!");
|
|
|
|
}
|
|
|
|
#endif // DBUS_ENABLED
|
|
|
|
|
|
|
|
// Wait for seat capabilities.
|
|
|
|
wl_display_roundtrip(wl_display);
|
|
|
|
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
bool libdecor_found = true;
|
|
|
|
|
|
|
|
#ifdef SOWRAP_ENABLED
|
|
|
|
if (initialize_libdecor(dylibloader_verbose) != 0) {
|
|
|
|
libdecor_found = false;
|
|
|
|
}
|
|
|
|
#endif // SOWRAP_ENABLED
|
|
|
|
|
|
|
|
if (libdecor_found) {
|
|
|
|
libdecor_context = libdecor_new(wl_display, (struct libdecor_interface *)&libdecor_interface);
|
|
|
|
} else {
|
|
|
|
print_verbose("libdecor not found. Client-side decorations disabled.");
|
|
|
|
}
|
|
|
|
#endif // LIBDECOR_ENABLED
|
|
|
|
|
|
|
|
cursor_theme_name = OS::get_singleton()->get_environment("XCURSOR_THEME");
|
|
|
|
|
|
|
|
unscaled_cursor_size = OS::get_singleton()->get_environment("XCURSOR_SIZE").to_int();
|
|
|
|
if (unscaled_cursor_size <= 0) {
|
|
|
|
print_verbose("Detected invalid cursor size preference, defaulting to 24.");
|
|
|
|
unscaled_cursor_size = 24;
|
|
|
|
}
|
|
|
|
|
|
|
|
// NOTE: The scale is useful here as it might've been updated by _update_scale.
|
|
|
|
bool cursor_theme_loaded = _load_cursor_theme(unscaled_cursor_size * cursor_scale);
|
|
|
|
|
|
|
|
if (!cursor_theme_loaded) {
|
|
|
|
return ERR_CANT_CREATE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Update the cursor.
|
|
|
|
cursor_set_shape(DisplayServer::CURSOR_ARROW);
|
|
|
|
|
|
|
|
initialized = true;
|
|
|
|
return OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::cursor_hide() {
|
|
|
|
current_wl_cursor = nullptr;
|
|
|
|
current_custom_cursor = nullptr;
|
|
|
|
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
seat_state_update_cursor(ss);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::cursor_set_shape(DisplayServer::CursorShape p_cursor_shape) {
|
|
|
|
if (!wl_cursors[p_cursor_shape]) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// The point of this method is make the current cursor a "plain" shape and, as
|
|
|
|
// the custom cursor overrides what gets set, we have to clear it too.
|
|
|
|
current_custom_cursor = nullptr;
|
|
|
|
|
|
|
|
current_wl_cursor = wl_cursors[p_cursor_shape];
|
|
|
|
|
|
|
|
for (struct wl_seat *wl_seat : registry.wl_seats) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat);
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
seat_state_update_cursor(ss);
|
|
|
|
}
|
|
|
|
|
|
|
|
last_cursor_shape = p_cursor_shape;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::cursor_set_custom_shape(DisplayServer::CursorShape p_cursor_shape) {
|
|
|
|
ERR_FAIL_COND(!custom_cursors.has(p_cursor_shape));
|
|
|
|
|
|
|
|
current_custom_cursor = &custom_cursors[p_cursor_shape];
|
|
|
|
|
|
|
|
for (struct wl_seat *wl_seat : registry.wl_seats) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat);
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
seat_state_update_cursor(ss);
|
|
|
|
}
|
|
|
|
|
|
|
|
last_cursor_shape = p_cursor_shape;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::cursor_shape_set_custom_image(DisplayServer::CursorShape p_cursor_shape, Ref<Image> p_image, const Point2i &p_hotspot) {
|
|
|
|
ERR_FAIL_COND(!p_image.is_valid());
|
|
|
|
|
|
|
|
Size2i image_size = p_image->get_size();
|
|
|
|
|
|
|
|
// NOTE: The stride is the width of the image in bytes.
|
|
|
|
unsigned int image_stride = image_size.width * 4;
|
|
|
|
unsigned int data_size = image_stride * image_size.height;
|
|
|
|
|
|
|
|
// We need a shared memory object file descriptor in order to create a
|
|
|
|
// wl_buffer through wl_shm.
|
|
|
|
int fd = WaylandThread::_allocate_shm_file(data_size);
|
|
|
|
ERR_FAIL_COND(fd == -1);
|
|
|
|
|
|
|
|
CustomCursor &cursor = custom_cursors[p_cursor_shape];
|
|
|
|
cursor.hotspot = p_hotspot;
|
|
|
|
|
|
|
|
if (cursor.buffer_data) {
|
|
|
|
// Clean up the old buffer data.
|
|
|
|
munmap(cursor.buffer_data, cursor.buffer_data_size);
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
// NOTE: From `wl_keyboard`s of version 7 or later, the spec requires the mmap
|
|
|
|
// operation to be done with MAP_PRIVATE, as "MAP_SHARED may fail". We'll do it
|
|
|
|
// regardless of global version.
|
|
|
|
cursor.buffer_data = (uint32_t *)mmap(nullptr, data_size, PROT_READ | PROT_WRITE, MAP_PRIVATE, fd, 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
|
|
|
|
|
|
|
if (cursor.wl_buffer) {
|
|
|
|
// Clean up the old Wayland buffer.
|
|
|
|
wl_buffer_destroy(cursor.wl_buffer);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create the Wayland buffer.
|
|
|
|
struct wl_shm_pool *wl_shm_pool = wl_shm_create_pool(registry.wl_shm, fd, image_size.height * data_size);
|
|
|
|
// TODO: Make sure that WL_SHM_FORMAT_ARGB8888 format is supported. It
|
|
|
|
// technically isn't garaunteed to be supported, but I think that'd be a
|
|
|
|
// pretty unlikely thing to stumble upon.
|
|
|
|
cursor.wl_buffer = wl_shm_pool_create_buffer(wl_shm_pool, 0, image_size.width, image_size.height, image_stride, WL_SHM_FORMAT_ARGB8888);
|
|
|
|
wl_shm_pool_destroy(wl_shm_pool);
|
|
|
|
|
|
|
|
// Fill the cursor buffer with the image data.
|
|
|
|
for (unsigned int index = 0; index < (unsigned int)(image_size.width * image_size.height); index++) {
|
|
|
|
int row_index = floor(index / image_size.width);
|
|
|
|
int column_index = (index % int(image_size.width));
|
|
|
|
|
|
|
|
cursor.buffer_data[index] = p_image->get_pixel(column_index, row_index).to_argb32();
|
|
|
|
|
|
|
|
// Wayland buffers, unless specified, require associated alpha, so we'll just
|
|
|
|
// associate the alpha in-place.
|
|
|
|
uint8_t *pixel_data = (uint8_t *)&cursor.buffer_data[index];
|
|
|
|
pixel_data[0] = pixel_data[0] * pixel_data[3] / 255;
|
|
|
|
pixel_data[1] = pixel_data[1] * pixel_data[3] / 255;
|
|
|
|
pixel_data[2] = pixel_data[2] * pixel_data[3] / 255;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::cursor_shape_clear_custom_image(DisplayServer::CursorShape p_cursor_shape) {
|
|
|
|
if (custom_cursors.has(p_cursor_shape)) {
|
|
|
|
CustomCursor cursor = custom_cursors[p_cursor_shape];
|
|
|
|
custom_cursors.erase(p_cursor_shape);
|
|
|
|
|
|
|
|
current_custom_cursor = nullptr;
|
|
|
|
|
|
|
|
if (cursor.wl_buffer) {
|
|
|
|
wl_buffer_destroy(cursor.wl_buffer);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (cursor.buffer_data) {
|
|
|
|
munmap(cursor.buffer_data, cursor.buffer_data_size);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-06-11 09:24:54 +00:00
|
|
|
void WaylandThread::window_set_ime_active(const bool p_active, DisplayServer::WindowID p_window_id) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
|
|
|
|
if (ss && ss->wp_text_input && ss->ime_enabled) {
|
|
|
|
if (p_active) {
|
|
|
|
ss->ime_active = true;
|
|
|
|
zwp_text_input_v3_enable(ss->wp_text_input);
|
|
|
|
zwp_text_input_v3_set_cursor_rectangle(ss->wp_text_input, ss->ime_rect.position.x, ss->ime_rect.position.y, ss->ime_rect.size.x, ss->ime_rect.size.y);
|
|
|
|
} else {
|
|
|
|
ss->ime_active = false;
|
|
|
|
ss->ime_text = String();
|
|
|
|
ss->ime_text_commit = String();
|
|
|
|
ss->ime_cursor = Vector2i();
|
|
|
|
zwp_text_input_v3_disable(ss->wp_text_input);
|
|
|
|
}
|
|
|
|
zwp_text_input_v3_commit(ss->wp_text_input);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::window_set_ime_position(const Point2i &p_pos, DisplayServer::WindowID p_window_id) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
|
|
|
|
if (ss && ss->wp_text_input && ss->ime_enabled) {
|
|
|
|
ss->ime_rect = Rect2i(p_pos, Size2i(1, 10));
|
|
|
|
zwp_text_input_v3_set_cursor_rectangle(ss->wp_text_input, ss->ime_rect.position.x, ss->ime_rect.position.y, ss->ime_rect.size.x, ss->ime_rect.size.y);
|
|
|
|
zwp_text_input_v3_commit(ss->wp_text_input);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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 WaylandThread::keyboard_get_layout_count() const {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
|
|
|
|
if (ss && ss->xkb_keymap) {
|
|
|
|
return xkb_keymap_num_layouts(ss->xkb_keymap);
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int WaylandThread::keyboard_get_current_layout_index() const {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
|
|
|
|
if (ss) {
|
|
|
|
return ss->current_layout_index;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::keyboard_set_current_layout_index(int p_index) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
|
|
|
|
if (ss) {
|
|
|
|
ss->current_layout_index = p_index;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
String WaylandThread::keyboard_get_layout_name(int p_index) const {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
|
|
|
|
if (ss && ss->xkb_keymap) {
|
|
|
|
String ret;
|
|
|
|
ret.parse_utf8(xkb_keymap_layout_get_name(ss->xkb_keymap, p_index));
|
|
|
|
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
|
|
|
|
Key WaylandThread::keyboard_get_key_from_physical(Key p_key) const {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
|
|
|
|
if (ss && ss->xkb_state) {
|
|
|
|
xkb_keycode_t xkb_keycode = KeyMappingXKB::get_xkb_keycode(p_key);
|
|
|
|
return KeyMappingXKB::get_keycode(xkb_state_key_get_one_sym(ss->xkb_state, xkb_keycode));
|
|
|
|
}
|
|
|
|
|
|
|
|
return Key::NONE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::keyboard_echo_keys() {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
|
|
|
|
if (ss) {
|
|
|
|
seat_state_echo_keys(ss);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::selection_set_text(const String &p_text) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
|
|
|
|
if (registry.wl_data_device_manager == nullptr) {
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Couldn't set selection, wl_data_device_manager global not available.");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss == nullptr) {
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Couldn't set selection, current seat not set.");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wl_data_device == nullptr) {
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Couldn't set selection, seat doesn't have wl_data_device.");
|
|
|
|
}
|
|
|
|
|
|
|
|
ss->selection_data = p_text.to_utf8_buffer();
|
|
|
|
|
|
|
|
if (ss->wl_data_source_selection == nullptr) {
|
|
|
|
ss->wl_data_source_selection = wl_data_device_manager_create_data_source(registry.wl_data_device_manager);
|
|
|
|
wl_data_source_add_listener(ss->wl_data_source_selection, &wl_data_source_listener, ss);
|
|
|
|
wl_data_source_offer(ss->wl_data_source_selection, "text/plain;charset=utf-8");
|
|
|
|
wl_data_source_offer(ss->wl_data_source_selection, "text/plain");
|
|
|
|
}
|
|
|
|
|
|
|
|
// TODO: Implement a good way of getting the latest serial from the user.
|
|
|
|
wl_data_device_set_selection(ss->wl_data_device, ss->wl_data_source_selection, MAX(ss->pointer_data.button_serial, ss->last_key_pressed_serial));
|
|
|
|
|
|
|
|
// Wait for the message to get to the server before continuing, otherwise the
|
|
|
|
// clipboard update might come with a delay.
|
|
|
|
wl_display_roundtrip(wl_display);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool WaylandThread::selection_has_mime(const String &p_mime) const {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
|
|
|
|
if (ss == nullptr) {
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Couldn't get selection, current seat not set.");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
OfferState *os = wl_data_offer_get_offer_state(ss->wl_data_offer_selection);
|
|
|
|
if (!os) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return os->mime_types.has(p_mime);
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector<uint8_t> WaylandThread::selection_get_mime(const String &p_mime) const {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
if (ss == nullptr) {
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Couldn't get selection, current seat not set.");
|
|
|
|
return Vector<uint8_t>();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wl_data_source_selection) {
|
|
|
|
// We have a source so the stuff we're pasting is ours. We'll have to pass the
|
|
|
|
// data directly or we'd stall waiting for Godot (ourselves) to send us the
|
|
|
|
// data :P
|
|
|
|
|
|
|
|
OfferState *os = wl_data_offer_get_offer_state(ss->wl_data_offer_selection);
|
|
|
|
ERR_FAIL_NULL_V(os, Vector<uint8_t>());
|
|
|
|
|
|
|
|
if (os->mime_types.has(p_mime)) {
|
|
|
|
// All righty, we're offering this type. Let's just return the data as is.
|
|
|
|
return ss->selection_data;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ... we don't offer that type. Oh well.
|
|
|
|
return Vector<uint8_t>();
|
|
|
|
}
|
|
|
|
|
|
|
|
return _wl_data_offer_read(wl_display, p_mime.utf8(), ss->wl_data_offer_selection);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool WaylandThread::primary_has_mime(const String &p_mime) const {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
|
|
|
|
if (ss == nullptr) {
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Couldn't get selection, current seat not set.");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
OfferState *os = wp_primary_selection_offer_get_offer_state(ss->wp_primary_selection_offer);
|
|
|
|
if (!os) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return os->mime_types.has(p_mime);
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector<uint8_t> WaylandThread::primary_get_mime(const String &p_mime) const {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
if (ss == nullptr) {
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Couldn't get primary, current seat not set.");
|
|
|
|
return Vector<uint8_t>();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wp_primary_selection_source) {
|
|
|
|
// We have a source so the stuff we're pasting is ours. We'll have to pass the
|
|
|
|
// data directly or we'd stall waiting for Godot (ourselves) to send us the
|
|
|
|
// data :P
|
|
|
|
|
|
|
|
OfferState *os = wp_primary_selection_offer_get_offer_state(ss->wp_primary_selection_offer);
|
|
|
|
ERR_FAIL_NULL_V(os, Vector<uint8_t>());
|
|
|
|
|
|
|
|
if (os->mime_types.has(p_mime)) {
|
|
|
|
// All righty, we're offering this type. Let's just return the data as is.
|
|
|
|
return ss->selection_data;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ... we don't offer that type. Oh well.
|
|
|
|
return Vector<uint8_t>();
|
|
|
|
}
|
|
|
|
|
|
|
|
return _wp_primary_selection_offer_read(wl_display, p_mime.utf8(), ss->wp_primary_selection_offer);
|
|
|
|
}
|
|
|
|
|
|
|
|
void WaylandThread::primary_set_text(const String &p_text) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat_current);
|
|
|
|
|
|
|
|
if (registry.wp_primary_selection_device_manager == nullptr) {
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Couldn't set primary, protocol not available");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss == nullptr) {
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Couldn't set primary, current seat not set.");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ss->primary_data = p_text.to_utf8_buffer();
|
|
|
|
|
|
|
|
if (ss->wp_primary_selection_source == nullptr) {
|
|
|
|
ss->wp_primary_selection_source = zwp_primary_selection_device_manager_v1_create_source(registry.wp_primary_selection_device_manager);
|
|
|
|
zwp_primary_selection_source_v1_add_listener(ss->wp_primary_selection_source, &wp_primary_selection_source_listener, ss);
|
|
|
|
zwp_primary_selection_source_v1_offer(ss->wp_primary_selection_source, "text/plain;charset=utf-8");
|
|
|
|
zwp_primary_selection_source_v1_offer(ss->wp_primary_selection_source, "text/plain");
|
|
|
|
}
|
|
|
|
|
|
|
|
// TODO: Implement a good way of getting the latest serial from the user.
|
|
|
|
zwp_primary_selection_device_v1_set_selection(ss->wp_primary_selection_device, ss->wp_primary_selection_source, MAX(ss->pointer_data.button_serial, ss->last_key_pressed_serial));
|
|
|
|
|
|
|
|
// Wait for the message to get to the server before continuing, otherwise the
|
|
|
|
// clipboard update might come with a delay.
|
|
|
|
wl_display_roundtrip(wl_display);
|
|
|
|
}
|
|
|
|
|
2024-06-27 21:28:29 +00:00
|
|
|
void WaylandThread::commit_surfaces() {
|
|
|
|
wl_surface_commit(main_window.wl_surface);
|
|
|
|
}
|
|
|
|
|
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 WaylandThread::set_frame() {
|
|
|
|
frame = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool WaylandThread::get_reset_frame() {
|
|
|
|
bool old_frame = frame;
|
|
|
|
frame = false;
|
|
|
|
|
|
|
|
return old_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
|
|
|
// Dispatches events until a frame event is received, a window is reported as
|
|
|
|
// suspended or the timeout expires.
|
|
|
|
bool WaylandThread::wait_frame_suspend_ms(int p_timeout) {
|
|
|
|
if (main_window.suspended) {
|
|
|
|
// The window is suspended! The compositor is telling us _explicitly_ that we
|
|
|
|
// don't need to draw, without letting us guess through the frame event's
|
|
|
|
// timing and stuff like that. Our job here is done.
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (frame) {
|
|
|
|
// We already have a frame! Probably it got there while the caller locked :D
|
|
|
|
frame = false;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
struct pollfd poll_fd;
|
|
|
|
poll_fd.fd = wl_display_get_fd(wl_display);
|
|
|
|
poll_fd.events = POLLIN | POLLHUP;
|
|
|
|
|
|
|
|
int begin_ms = OS::get_singleton()->get_ticks_msec();
|
|
|
|
int remaining_ms = p_timeout;
|
|
|
|
|
|
|
|
while (remaining_ms > 0) {
|
|
|
|
// Empty the event queue while it's full.
|
|
|
|
while (wl_display_prepare_read(wl_display) != 0) {
|
|
|
|
if (wl_display_dispatch_pending(wl_display) == -1) {
|
|
|
|
// Oh no. We'll check and handle any display error below.
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (main_window.suspended) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (frame) {
|
|
|
|
// We had a frame event in the queue :D
|
|
|
|
frame = false;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int werror = wl_display_get_error(wl_display);
|
|
|
|
|
|
|
|
if (werror) {
|
|
|
|
if (werror == EPROTO) {
|
|
|
|
struct wl_interface *wl_interface = nullptr;
|
|
|
|
uint32_t id = 0;
|
|
|
|
|
|
|
|
int error_code = wl_display_get_protocol_error(wl_display, (const struct wl_interface **)&wl_interface, &id);
|
|
|
|
CRASH_NOW_MSG(vformat("Wayland protocol error %d on interface %s@%d.", error_code, wl_interface ? wl_interface->name : "unknown", id));
|
|
|
|
} else {
|
|
|
|
CRASH_NOW_MSG(vformat("Wayland client error code %d.", werror));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
wl_display_flush(wl_display);
|
|
|
|
|
|
|
|
// Wait for the event file descriptor to have new data.
|
|
|
|
poll(&poll_fd, 1, remaining_ms);
|
|
|
|
|
|
|
|
if (poll_fd.revents | POLLIN) {
|
|
|
|
// Load the queues with fresh new data.
|
|
|
|
wl_display_read_events(wl_display);
|
|
|
|
} else {
|
|
|
|
// Oh well... Stop signaling that we want to read.
|
|
|
|
wl_display_cancel_read(wl_display);
|
|
|
|
|
|
|
|
// We've got no new events :(
|
|
|
|
// We won't even bother with checking the frame flag.
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Let's try dispatching now...
|
|
|
|
wl_display_dispatch_pending(wl_display);
|
|
|
|
|
|
|
|
if (main_window.suspended) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (frame) {
|
|
|
|
frame = false;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
remaining_ms -= OS::get_singleton()->get_ticks_msec() - begin_ms;
|
|
|
|
}
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND_THREAD("Frame timeout.");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool WaylandThread::is_suspended() const {
|
|
|
|
return main_window.suspended;
|
|
|
|
}
|
|
|
|
|
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 WaylandThread::destroy() {
|
|
|
|
if (!initialized) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (wl_display && events_thread.is_started()) {
|
|
|
|
thread_data.thread_done.set();
|
|
|
|
|
|
|
|
// By sending a roundtrip message we're unblocking the polling thread so that
|
|
|
|
// it can realize that it's done and also handle every event that's left.
|
|
|
|
wl_display_roundtrip(wl_display);
|
|
|
|
|
|
|
|
events_thread.wait_to_finish();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (main_window.wp_fractional_scale) {
|
|
|
|
wp_fractional_scale_v1_destroy(main_window.wp_fractional_scale);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (main_window.wp_viewport) {
|
|
|
|
wp_viewport_destroy(main_window.wp_viewport);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (main_window.frame_callback) {
|
|
|
|
wl_callback_destroy(main_window.frame_callback);
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef LIBDECOR_ENABLED
|
|
|
|
if (main_window.libdecor_frame) {
|
|
|
|
libdecor_frame_close(main_window.libdecor_frame);
|
|
|
|
}
|
|
|
|
#endif // LIBDECOR_ENABLED
|
|
|
|
|
|
|
|
if (main_window.xdg_toplevel) {
|
|
|
|
xdg_toplevel_destroy(main_window.xdg_toplevel);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (main_window.xdg_surface) {
|
|
|
|
xdg_surface_destroy(main_window.xdg_surface);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (main_window.wl_surface) {
|
|
|
|
wl_surface_destroy(main_window.wl_surface);
|
|
|
|
}
|
|
|
|
|
|
|
|
for (struct wl_seat *wl_seat : registry.wl_seats) {
|
|
|
|
SeatState *ss = wl_seat_get_seat_state(wl_seat);
|
|
|
|
ERR_FAIL_NULL(ss);
|
|
|
|
|
|
|
|
wl_seat_destroy(wl_seat);
|
|
|
|
|
|
|
|
xkb_context_unref(ss->xkb_context);
|
|
|
|
xkb_state_unref(ss->xkb_state);
|
|
|
|
xkb_keymap_unref(ss->xkb_keymap);
|
|
|
|
|
|
|
|
if (ss->wl_keyboard) {
|
|
|
|
wl_keyboard_destroy(ss->wl_keyboard);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->keymap_buffer) {
|
|
|
|
munmap((void *)ss->keymap_buffer, ss->keymap_buffer_size);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wl_pointer) {
|
|
|
|
wl_pointer_destroy(ss->wl_pointer);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->cursor_frame_callback) {
|
|
|
|
// We don't need to set a null userdata for safety as the thread is done.
|
|
|
|
wl_callback_destroy(ss->cursor_frame_callback);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->cursor_surface) {
|
|
|
|
wl_surface_destroy(ss->cursor_surface);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wl_data_device) {
|
|
|
|
wl_data_device_destroy(ss->wl_data_device);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wp_relative_pointer) {
|
|
|
|
zwp_relative_pointer_v1_destroy(ss->wp_relative_pointer);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wp_locked_pointer) {
|
|
|
|
zwp_locked_pointer_v1_destroy(ss->wp_locked_pointer);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wp_confined_pointer) {
|
|
|
|
zwp_confined_pointer_v1_destroy(ss->wp_confined_pointer);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ss->wp_tablet_seat) {
|
|
|
|
zwp_tablet_seat_v2_destroy(ss->wp_tablet_seat);
|
|
|
|
}
|
|
|
|
|
|
|
|
for (struct zwp_tablet_tool_v2 *tool : ss->tablet_tools) {
|
2024-02-22 15:32:23 +00:00
|
|
|
TabletToolState *state = wp_tablet_tool_get_state(tool);
|
|
|
|
if (state) {
|
|
|
|
memdelete(state);
|
|
|
|
}
|
|
|
|
|
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
|
|
|
zwp_tablet_tool_v2_destroy(tool);
|
|
|
|
}
|
|
|
|
|
|
|
|
memdelete(ss);
|
|
|
|
}
|
|
|
|
|
|
|
|
for (struct wl_output *wl_output : registry.wl_outputs) {
|
|
|
|
ERR_FAIL_NULL(wl_output);
|
|
|
|
|
|
|
|
memdelete(wl_output_get_screen_state(wl_output));
|
|
|
|
wl_output_destroy(wl_output);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (wl_cursor_theme) {
|
|
|
|
wl_cursor_theme_destroy(wl_cursor_theme);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (registry.wp_idle_inhibit_manager) {
|
|
|
|
zwp_idle_inhibit_manager_v1_destroy(registry.wp_idle_inhibit_manager);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (registry.wp_pointer_constraints) {
|
|
|
|
zwp_pointer_constraints_v1_destroy(registry.wp_pointer_constraints);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (registry.wp_pointer_gestures) {
|
|
|
|
zwp_pointer_gestures_v1_destroy(registry.wp_pointer_gestures);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (registry.wp_relative_pointer_manager) {
|
|
|
|
zwp_relative_pointer_manager_v1_destroy(registry.wp_relative_pointer_manager);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (registry.xdg_activation) {
|
|
|
|
xdg_activation_v1_destroy(registry.xdg_activation);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (registry.xdg_decoration_manager) {
|
|
|
|
zxdg_decoration_manager_v1_destroy(registry.xdg_decoration_manager);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (registry.wp_fractional_scale_manager) {
|
|
|
|
wp_fractional_scale_manager_v1_destroy(registry.wp_fractional_scale_manager);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (registry.wp_viewporter) {
|
|
|
|
wp_viewporter_destroy(registry.wp_viewporter);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (registry.xdg_wm_base) {
|
|
|
|
xdg_wm_base_destroy(registry.xdg_wm_base);
|
|
|
|
}
|
|
|
|
|
2024-04-24 15:41:43 +00:00
|
|
|
if (registry.xdg_exporter) {
|
|
|
|
zxdg_exporter_v1_destroy(registry.xdg_exporter);
|
2024-01-31 09:43:56 +00:00
|
|
|
}
|
|
|
|
|
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
|
|
|
if (registry.wl_shm) {
|
|
|
|
wl_shm_destroy(registry.wl_shm);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (registry.wl_compositor) {
|
|
|
|
wl_compositor_destroy(registry.wl_compositor);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (wl_registry) {
|
|
|
|
wl_registry_destroy(wl_registry);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (wl_display) {
|
|
|
|
wl_display_disconnect(wl_display);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif // WAYLAND_ENABLED
|