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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/* display_server_wayland.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 "display_server_wayland.h"
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#ifdef WAYLAND_ENABLED
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#define WAYLAND_DISPLAY_SERVER_DEBUG_LOGS_ENABLED
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#ifdef WAYLAND_DISPLAY_SERVER_DEBUG_LOGS_ENABLED
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#define DEBUG_LOG_WAYLAND(...) print_verbose(__VA_ARGS__)
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#else
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#define DEBUG_LOG_WAYLAND(...)
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#endif
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#ifdef VULKAN_ENABLED
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#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
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#endif
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#ifdef GLES3_ENABLED
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#include "detect_prime_egl.h"
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#include "drivers/gles3/rasterizer_gles3.h"
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2024-05-02 15:32:13 +00:00
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#include "wayland/egl_manager_wayland.h"
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#include "wayland/egl_manager_wayland_gles.h"
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
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#endif
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String DisplayServerWayland::_get_app_id_from_context(Context p_context) {
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String app_id;
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switch (p_context) {
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case CONTEXT_EDITOR: {
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app_id = "org.godotengine.Editor";
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} break;
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case CONTEXT_PROJECTMAN: {
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app_id = "org.godotengine.ProjectManager";
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} break;
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case CONTEXT_ENGINE:
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default: {
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String config_name = GLOBAL_GET("application/config/name");
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if (config_name.length() != 0) {
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app_id = config_name;
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} else {
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app_id = "org.godotengine.Godot";
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}
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}
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}
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return app_id;
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}
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void DisplayServerWayland::_send_window_event(WindowEvent p_event) {
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WindowData &wd = main_window;
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if (wd.window_event_callback.is_valid()) {
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Variant event = int(p_event);
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wd.window_event_callback.call(event);
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}
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}
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void DisplayServerWayland::dispatch_input_events(const Ref<InputEvent> &p_event) {
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((DisplayServerWayland *)(get_singleton()))->_dispatch_input_event(p_event);
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}
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void DisplayServerWayland::_dispatch_input_event(const Ref<InputEvent> &p_event) {
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Callable callable = main_window.input_event_callback;
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if (callable.is_valid()) {
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callable.call(p_event);
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}
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}
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void DisplayServerWayland::_resize_window(const Size2i &p_size) {
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WindowData &wd = main_window;
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wd.rect.size = p_size;
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#ifdef RD_ENABLED
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2023-12-19 17:57:56 +00:00
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if (wd.visible && rendering_context) {
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rendering_context->window_set_size(MAIN_WINDOW_ID, wd.rect.size.width, wd.rect.size.height);
|
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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#endif
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#ifdef GLES3_ENABLED
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if (wd.visible && egl_manager) {
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wl_egl_window_resize(wd.wl_egl_window, wd.rect.size.width, wd.rect.size.height, 0, 0);
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}
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#endif
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if (wd.rect_changed_callback.is_valid()) {
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wd.rect_changed_callback.call(wd.rect);
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}
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}
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void DisplayServerWayland::_show_window() {
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MutexLock mutex_lock(wayland_thread.mutex);
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WindowData &wd = main_window;
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if (!wd.visible) {
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DEBUG_LOG_WAYLAND("Showing window.");
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// Showing this window will reset its mode with whatever the compositor
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// reports. We'll save the mode beforehand so that we can reapply it later.
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// TODO: Fix/Port/Move/Whatever to `WaylandThread` APIs.
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WindowMode setup_mode = wd.mode;
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wayland_thread.window_create(MAIN_WINDOW_ID, wd.rect.size.width, wd.rect.size.height);
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wayland_thread.window_set_min_size(MAIN_WINDOW_ID, wd.min_size);
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wayland_thread.window_set_max_size(MAIN_WINDOW_ID, wd.max_size);
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wayland_thread.window_set_app_id(MAIN_WINDOW_ID, _get_app_id_from_context(context));
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wayland_thread.window_set_borderless(MAIN_WINDOW_ID, window_get_flag(WINDOW_FLAG_BORDERLESS));
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// NOTE: The XDG shell protocol is built in a way that causes the window to
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// be immediately shown as soon as a valid buffer is assigned to it. Hence,
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// the only acceptable way of implementing window showing is to move the
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// graphics context window creation logic here.
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#ifdef RD_ENABLED
|
2023-12-19 17:57:56 +00:00
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if (rendering_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
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union {
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#ifdef VULKAN_ENABLED
|
2023-12-19 17:57:56 +00:00
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RenderingContextDriverVulkanWayland::WindowPlatformData vulkan;
|
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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#endif
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} wpd;
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#ifdef VULKAN_ENABLED
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if (rendering_driver == "vulkan") {
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wpd.vulkan.surface = wayland_thread.window_get_wl_surface(wd.id);
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wpd.vulkan.display = wayland_thread.get_wl_display();
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}
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#endif
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2023-12-19 17:57:56 +00:00
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Error err = rendering_context->window_create(wd.id, &wpd);
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ERR_FAIL_COND_MSG(err != OK, vformat("Can't create a %s window", rendering_driver));
|
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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|
2023-12-19 17:57:56 +00:00
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rendering_context->window_set_size(wd.id, wd.rect.size.width, wd.rect.size.height);
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rendering_context->window_set_vsync_mode(wd.id, wd.vsync_mode);
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emulate_vsync = (rendering_context->window_get_vsync_mode(wd.id) == DisplayServer::VSYNC_ENABLED);
|
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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if (emulate_vsync) {
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print_verbose("VSYNC: manually throttling frames using MAILBOX.");
|
2023-12-19 17:57:56 +00:00
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rendering_context->window_set_vsync_mode(wd.id, DisplayServer::VSYNC_MAILBOX);
|
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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|
}
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|
|
#endif
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#ifdef GLES3_ENABLED
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if (egl_manager) {
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struct wl_surface *wl_surface = wayland_thread.window_get_wl_surface(wd.id);
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wd.wl_egl_window = wl_egl_window_create(wl_surface, wd.rect.size.width, wd.rect.size.height);
|
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|
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|
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Error err = egl_manager->window_create(MAIN_WINDOW_ID, wayland_thread.get_wl_display(), wd.wl_egl_window, wd.rect.size.width, wd.rect.size.height);
|
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ERR_FAIL_COND_MSG(err == ERR_CANT_CREATE, "Can't show a GLES3 window.");
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window_set_vsync_mode(wd.vsync_mode, MAIN_WINDOW_ID);
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|
}
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|
#endif
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|
// NOTE: The public window-handling methods might depend on this flag being
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|
// set. Ensure to not make any of these calls before this assignment.
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|
wd.visible = true;
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|
// Actually try to apply the window's mode now that it's visible.
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window_set_mode(setup_mode);
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wayland_thread.window_set_title(MAIN_WINDOW_ID, wd.title);
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}
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|
}
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|
|
// Interface methods.
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|
bool DisplayServerWayland::has_feature(Feature p_feature) const {
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|
|
|
switch (p_feature) {
|
2024-01-19 17:41:01 +00:00
|
|
|
#ifndef DISABLE_DEPRECATED
|
|
|
|
case FEATURE_GLOBAL_MENU: {
|
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|
|
return (native_menu && native_menu->has_feature(NativeMenu::FEATURE_GLOBAL_MENU));
|
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|
|
} break;
|
|
|
|
#endif
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
case FEATURE_MOUSE:
|
2024-03-04 20:02:21 +00:00
|
|
|
case FEATURE_MOUSE_WARP:
|
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
|
|
|
case FEATURE_CLIPBOARD:
|
|
|
|
case FEATURE_CURSOR_SHAPE:
|
2024-03-04 20:02:21 +00:00
|
|
|
case FEATURE_CUSTOM_CURSOR_SHAPE:
|
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
|
|
|
case FEATURE_WINDOW_TRANSPARENCY:
|
2024-03-04 20:02:21 +00:00
|
|
|
case FEATURE_HIDPI:
|
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
|
|
|
case FEATURE_SWAP_BUFFERS:
|
|
|
|
case FEATURE_KEEP_SCREEN_ON:
|
2024-06-11 09:24:54 +00:00
|
|
|
case FEATURE_IME:
|
2024-03-04 20:02:21 +00:00
|
|
|
case FEATURE_CLIPBOARD_PRIMARY: {
|
|
|
|
return true;
|
|
|
|
} break;
|
|
|
|
|
2024-03-26 13:18:06 +00:00
|
|
|
//case FEATURE_NATIVE_DIALOG:
|
|
|
|
//case FEATURE_NATIVE_DIALOG_INPUT:
|
2024-01-31 09:43:56 +00:00
|
|
|
#ifdef DBUS_ENABLED
|
2024-03-26 13:18:06 +00:00
|
|
|
case FEATURE_NATIVE_DIALOG_FILE: {
|
2024-03-04 20:02:21 +00:00
|
|
|
return true;
|
|
|
|
} break;
|
2024-01-31 09:43:56 +00:00
|
|
|
#endif
|
2024-03-04 20:02:21 +00:00
|
|
|
|
|
|
|
#ifdef SPEECHD_ENABLED
|
|
|
|
case FEATURE_TEXT_TO_SPEECH: {
|
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 true;
|
|
|
|
} break;
|
2024-03-04 20:02:21 +00:00
|
|
|
#endif
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
|
|
|
|
default: {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
String DisplayServerWayland::get_name() const {
|
|
|
|
return "Wayland";
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef SPEECHD_ENABLED
|
|
|
|
|
|
|
|
bool DisplayServerWayland::tts_is_speaking() const {
|
|
|
|
ERR_FAIL_NULL_V(tts, false);
|
|
|
|
return tts->is_speaking();
|
|
|
|
}
|
|
|
|
|
|
|
|
bool DisplayServerWayland::tts_is_paused() const {
|
|
|
|
ERR_FAIL_NULL_V(tts, false);
|
|
|
|
return tts->is_paused();
|
|
|
|
}
|
|
|
|
|
|
|
|
TypedArray<Dictionary> DisplayServerWayland::tts_get_voices() const {
|
|
|
|
ERR_FAIL_NULL_V(tts, TypedArray<Dictionary>());
|
|
|
|
return tts->get_voices();
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::tts_speak(const String &p_text, const String &p_voice, int p_volume, float p_pitch, float p_rate, int p_utterance_id, bool p_interrupt) {
|
|
|
|
ERR_FAIL_NULL(tts);
|
|
|
|
tts->speak(p_text, p_voice, p_volume, p_pitch, p_rate, p_utterance_id, p_interrupt);
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::tts_pause() {
|
|
|
|
ERR_FAIL_NULL(tts);
|
|
|
|
tts->pause();
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::tts_resume() {
|
|
|
|
ERR_FAIL_NULL(tts);
|
|
|
|
tts->resume();
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::tts_stop() {
|
|
|
|
ERR_FAIL_NULL(tts);
|
|
|
|
tts->stop();
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef DBUS_ENABLED
|
|
|
|
|
|
|
|
bool DisplayServerWayland::is_dark_mode_supported() const {
|
|
|
|
return portal_desktop->is_supported();
|
|
|
|
}
|
|
|
|
|
|
|
|
bool DisplayServerWayland::is_dark_mode() const {
|
|
|
|
switch (portal_desktop->get_appearance_color_scheme()) {
|
|
|
|
case 1:
|
|
|
|
// Prefers dark theme.
|
|
|
|
return true;
|
|
|
|
case 2:
|
|
|
|
// Prefers light theme.
|
|
|
|
return false;
|
|
|
|
default:
|
|
|
|
// Preference unknown.
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-01-19 18:46:26 +00:00
|
|
|
void DisplayServerWayland::set_system_theme_change_callback(const Callable &p_callable) {
|
|
|
|
portal_desktop->set_system_theme_change_callback(p_callable);
|
|
|
|
}
|
|
|
|
|
2024-01-31 09:43:56 +00:00
|
|
|
Error DisplayServerWayland::file_dialog_show(const String &p_title, const String &p_current_directory, const String &p_filename, bool p_show_hidden, FileDialogMode p_mode, const Vector<String> &p_filters, const Callable &p_callback) {
|
|
|
|
WindowID window_id = MAIN_WINDOW_ID;
|
|
|
|
// TODO: Use window IDs for multiwindow support.
|
|
|
|
|
|
|
|
WaylandThread::WindowState *ws = wayland_thread.wl_surface_get_window_state(wayland_thread.window_get_wl_surface(window_id));
|
|
|
|
return portal_desktop->file_dialog_show(window_id, (ws ? ws->exported_handle : String()), p_title, p_current_directory, String(), p_filename, p_mode, p_filters, TypedArray<Dictionary>(), p_callback, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
Error DisplayServerWayland::file_dialog_with_options_show(const String &p_title, const String &p_current_directory, const String &p_root, const String &p_filename, bool p_show_hidden, FileDialogMode p_mode, const Vector<String> &p_filters, const TypedArray<Dictionary> &p_options, const Callable &p_callback) {
|
|
|
|
WindowID window_id = MAIN_WINDOW_ID;
|
|
|
|
// TODO: Use window IDs for multiwindow support.
|
|
|
|
|
|
|
|
WaylandThread::WindowState *ws = wayland_thread.wl_surface_get_window_state(wayland_thread.window_get_wl_surface(window_id));
|
|
|
|
return portal_desktop->file_dialog_show(window_id, (ws ? ws->exported_handle : String()), p_title, p_current_directory, p_root, p_filename, p_mode, p_filters, p_options, p_callback, 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
|
|
|
#endif
|
|
|
|
|
|
|
|
void DisplayServerWayland::mouse_set_mode(MouseMode p_mode) {
|
|
|
|
if (p_mode == mouse_mode) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
bool show_cursor = (p_mode == MOUSE_MODE_VISIBLE || p_mode == MOUSE_MODE_CONFINED);
|
|
|
|
|
2024-09-13 16:59:38 +00:00
|
|
|
wayland_thread.cursor_set_visible(show_cursor);
|
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::PointerConstraint constraint = WaylandThread::PointerConstraint::NONE;
|
|
|
|
|
|
|
|
switch (p_mode) {
|
|
|
|
case DisplayServer::MOUSE_MODE_CAPTURED: {
|
|
|
|
constraint = WaylandThread::PointerConstraint::LOCKED;
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case DisplayServer::MOUSE_MODE_CONFINED:
|
|
|
|
case DisplayServer::MOUSE_MODE_CONFINED_HIDDEN: {
|
|
|
|
constraint = WaylandThread::PointerConstraint::CONFINED;
|
|
|
|
} break;
|
|
|
|
|
|
|
|
default: {
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
wayland_thread.pointer_set_constraint(constraint);
|
|
|
|
|
|
|
|
mouse_mode = p_mode;
|
|
|
|
}
|
|
|
|
|
|
|
|
DisplayServerWayland::MouseMode DisplayServerWayland::mouse_get_mode() const {
|
|
|
|
return mouse_mode;
|
|
|
|
}
|
|
|
|
|
|
|
|
// NOTE: This is hacked together (and not guaranteed to work in the first place)
|
|
|
|
// as for some reason the there's no proper way to ask the compositor to warp
|
|
|
|
// the pointer, although, at the time of writing, there's a proposal for a
|
|
|
|
// proper protocol for this. See:
|
|
|
|
// https://gitlab.freedesktop.org/wayland/wayland-protocols/-/issues/158
|
|
|
|
void DisplayServerWayland::warp_mouse(const Point2i &p_to) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
WaylandThread::PointerConstraint old_constraint = wayland_thread.pointer_get_constraint();
|
|
|
|
|
|
|
|
wayland_thread.pointer_set_constraint(WaylandThread::PointerConstraint::LOCKED);
|
|
|
|
wayland_thread.pointer_set_hint(p_to);
|
|
|
|
|
|
|
|
wayland_thread.pointer_set_constraint(old_constraint);
|
|
|
|
}
|
|
|
|
|
|
|
|
Point2i DisplayServerWayland::mouse_get_position() const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
// We can't properly implement this method by design.
|
|
|
|
// This is the best we can do unfortunately.
|
|
|
|
return Input::get_singleton()->get_mouse_position();
|
|
|
|
|
|
|
|
return Point2i();
|
|
|
|
}
|
|
|
|
|
|
|
|
BitField<MouseButtonMask> DisplayServerWayland::mouse_get_button_state() const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
// Are we sure this is the only way? This seems sus.
|
|
|
|
// TODO: Handle tablets properly.
|
|
|
|
//mouse_button_mask.set_flag(MouseButtonMask((int64_t)wls.current_seat->tablet_tool_data.pressed_button_mask));
|
|
|
|
|
|
|
|
return wayland_thread.pointer_get_button_mask();
|
|
|
|
}
|
|
|
|
|
|
|
|
// NOTE: According to the Wayland specification, this method will only do
|
|
|
|
// anything if the user has interacted with the application by sending a
|
|
|
|
// "recent enough" input event.
|
|
|
|
// TODO: Add this limitation to the documentation.
|
|
|
|
void DisplayServerWayland::clipboard_set(const String &p_text) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
wayland_thread.selection_set_text(p_text);
|
|
|
|
}
|
|
|
|
|
|
|
|
String DisplayServerWayland::clipboard_get() const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
Vector<uint8_t> data;
|
|
|
|
|
|
|
|
const String text_mimes[] = {
|
|
|
|
"text/plain;charset=utf-8",
|
|
|
|
"text/plain",
|
|
|
|
};
|
|
|
|
|
|
|
|
for (String mime : text_mimes) {
|
|
|
|
if (wayland_thread.selection_has_mime(mime)) {
|
|
|
|
print_verbose(vformat("Selecting media type \"%s\" from offered types.", mime));
|
|
|
|
data = wayland_thread.selection_get_mime(mime);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return String::utf8((const char *)data.ptr(), data.size());
|
|
|
|
}
|
|
|
|
|
|
|
|
Ref<Image> DisplayServerWayland::clipboard_get_image() const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
Ref<Image> image;
|
|
|
|
image.instantiate();
|
|
|
|
|
|
|
|
Error err = OK;
|
|
|
|
|
|
|
|
// TODO: Fallback to next media type on missing module or parse error.
|
|
|
|
if (wayland_thread.selection_has_mime("image/png")) {
|
|
|
|
err = image->load_png_from_buffer(wayland_thread.selection_get_mime("image/png"));
|
|
|
|
} else if (wayland_thread.selection_has_mime("image/jpeg")) {
|
|
|
|
err = image->load_jpg_from_buffer(wayland_thread.selection_get_mime("image/jpeg"));
|
|
|
|
} else if (wayland_thread.selection_has_mime("image/webp")) {
|
|
|
|
err = image->load_webp_from_buffer(wayland_thread.selection_get_mime("image/webp"));
|
|
|
|
} else if (wayland_thread.selection_has_mime("image/svg+xml")) {
|
|
|
|
err = image->load_svg_from_buffer(wayland_thread.selection_get_mime("image/svg+xml"));
|
|
|
|
} else if (wayland_thread.selection_has_mime("image/bmp")) {
|
|
|
|
err = image->load_bmp_from_buffer(wayland_thread.selection_get_mime("image/bmp"));
|
|
|
|
} else if (wayland_thread.selection_has_mime("image/x-tga")) {
|
|
|
|
err = image->load_tga_from_buffer(wayland_thread.selection_get_mime("image/x-tga"));
|
|
|
|
} else if (wayland_thread.selection_has_mime("image/x-targa")) {
|
|
|
|
err = image->load_tga_from_buffer(wayland_thread.selection_get_mime("image/x-targa"));
|
|
|
|
} else if (wayland_thread.selection_has_mime("image/ktx")) {
|
|
|
|
err = image->load_ktx_from_buffer(wayland_thread.selection_get_mime("image/ktx"));
|
|
|
|
}
|
|
|
|
|
|
|
|
ERR_FAIL_COND_V(err != OK, Ref<Image>());
|
|
|
|
|
|
|
|
return image;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::clipboard_set_primary(const String &p_text) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
wayland_thread.primary_set_text(p_text);
|
|
|
|
}
|
|
|
|
|
|
|
|
String DisplayServerWayland::clipboard_get_primary() const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
Vector<uint8_t> data;
|
|
|
|
|
|
|
|
const String text_mimes[] = {
|
|
|
|
"text/plain;charset=utf-8",
|
|
|
|
"text/plain",
|
|
|
|
};
|
|
|
|
|
|
|
|
for (String mime : text_mimes) {
|
|
|
|
if (wayland_thread.primary_has_mime(mime)) {
|
|
|
|
print_verbose(vformat("Selecting media type \"%s\" from offered types.", mime));
|
2024-09-04 01:51:03 +00:00
|
|
|
data = wayland_thread.primary_get_mime(mime);
|
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
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return String::utf8((const char *)data.ptr(), data.size());
|
|
|
|
}
|
|
|
|
|
|
|
|
int DisplayServerWayland::get_screen_count() const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
return wayland_thread.get_screen_count();
|
|
|
|
}
|
|
|
|
|
|
|
|
int DisplayServerWayland::get_primary_screen() const {
|
|
|
|
// AFAIK Wayland doesn't allow knowing (nor we care) about which screen is
|
|
|
|
// primary.
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
Point2i DisplayServerWayland::screen_get_position(int p_screen) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
if (p_screen == SCREEN_OF_MAIN_WINDOW) {
|
|
|
|
p_screen = window_get_current_screen();
|
|
|
|
}
|
|
|
|
|
|
|
|
return wayland_thread.screen_get_data(p_screen).position;
|
|
|
|
}
|
|
|
|
|
|
|
|
Size2i DisplayServerWayland::screen_get_size(int p_screen) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
if (p_screen == SCREEN_OF_MAIN_WINDOW) {
|
|
|
|
p_screen = window_get_current_screen();
|
|
|
|
}
|
|
|
|
|
|
|
|
return wayland_thread.screen_get_data(p_screen).size;
|
|
|
|
}
|
|
|
|
|
|
|
|
Rect2i DisplayServerWayland::screen_get_usable_rect(int p_screen) const {
|
|
|
|
// Unsupported on wayland.
|
|
|
|
return Rect2i(Point2i(), screen_get_size(p_screen));
|
|
|
|
}
|
|
|
|
|
|
|
|
int DisplayServerWayland::screen_get_dpi(int p_screen) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
if (p_screen == SCREEN_OF_MAIN_WINDOW) {
|
|
|
|
p_screen = window_get_current_screen();
|
|
|
|
}
|
|
|
|
|
|
|
|
const WaylandThread::ScreenData &data = wayland_thread.screen_get_data(p_screen);
|
|
|
|
|
|
|
|
int width_mm = data.physical_size.width;
|
|
|
|
int height_mm = data.physical_size.height;
|
|
|
|
|
|
|
|
double xdpi = (width_mm ? data.size.width / (double)width_mm * 25.4 : 0);
|
|
|
|
double ydpi = (height_mm ? data.size.height / (double)height_mm * 25.4 : 0);
|
|
|
|
|
|
|
|
if (xdpi || ydpi) {
|
|
|
|
return (xdpi + ydpi) / (xdpi && ydpi ? 2 : 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Could not get DPI.
|
|
|
|
return 96;
|
|
|
|
}
|
|
|
|
|
|
|
|
float DisplayServerWayland::screen_get_scale(int p_screen) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
if (p_screen == SCREEN_OF_MAIN_WINDOW) {
|
2024-03-16 13:48:11 +00:00
|
|
|
// Wayland does not expose fractional scale factors at the screen-level, but
|
|
|
|
// some code relies on it. Since this special screen is the default and a lot
|
|
|
|
// of code relies on it, we'll return the window's scale, which is what we
|
|
|
|
// really care about. After all, we have very little use of the actual screen
|
|
|
|
// enumeration APIs and we're (for now) in single-window mode anyways.
|
|
|
|
struct wl_surface *wl_surface = wayland_thread.window_get_wl_surface(MAIN_WINDOW_ID);
|
|
|
|
WaylandThread::WindowState *ws = wayland_thread.wl_surface_get_window_state(wl_surface);
|
|
|
|
|
|
|
|
return wayland_thread.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
|
|
|
}
|
|
|
|
|
|
|
|
return wayland_thread.screen_get_data(p_screen).scale;
|
|
|
|
}
|
|
|
|
|
|
|
|
float DisplayServerWayland::screen_get_refresh_rate(int p_screen) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
if (p_screen == SCREEN_OF_MAIN_WINDOW) {
|
|
|
|
p_screen = window_get_current_screen();
|
|
|
|
}
|
|
|
|
|
|
|
|
return wayland_thread.screen_get_data(p_screen).refresh_rate;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::screen_set_keep_on(bool p_enable) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
if (screen_is_kept_on() == p_enable) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef DBUS_ENABLED
|
|
|
|
if (screensaver) {
|
|
|
|
if (p_enable) {
|
|
|
|
screensaver->inhibit();
|
|
|
|
} else {
|
|
|
|
screensaver->uninhibit();
|
|
|
|
}
|
|
|
|
|
|
|
|
screensaver_inhibited = p_enable;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
bool DisplayServerWayland::screen_is_kept_on() const {
|
|
|
|
#ifdef DBUS_ENABLED
|
|
|
|
return wayland_thread.window_get_idle_inhibition(MAIN_WINDOW_ID) || screensaver_inhibited;
|
2024-03-09 03:16:20 +00:00
|
|
|
#else
|
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 wayland_thread.window_get_idle_inhibition(MAIN_WINDOW_ID);
|
2024-03-09 03:16:20 +00:00
|
|
|
#endif
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
Vector<DisplayServer::WindowID> DisplayServerWayland::get_window_list() const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
Vector<int> ret;
|
|
|
|
ret.push_back(MAIN_WINDOW_ID);
|
|
|
|
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
2024-01-26 15:27:44 +00:00
|
|
|
int64_t DisplayServerWayland::window_get_native_handle(HandleType p_handle_type, WindowID p_window) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
switch (p_handle_type) {
|
|
|
|
case DISPLAY_HANDLE: {
|
|
|
|
return (int64_t)wayland_thread.get_wl_display();
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case WINDOW_HANDLE: {
|
|
|
|
return (int64_t)wayland_thread.window_get_wl_surface(p_window);
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case WINDOW_VIEW: {
|
|
|
|
return 0; // Not supported.
|
|
|
|
} break;
|
|
|
|
|
|
|
|
#ifdef GLES3_ENABLED
|
|
|
|
case OPENGL_CONTEXT: {
|
|
|
|
if (egl_manager) {
|
|
|
|
return (int64_t)egl_manager->get_context(p_window);
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
} break;
|
|
|
|
#endif // GLES3_ENABLED
|
|
|
|
|
|
|
|
default: {
|
|
|
|
return 0;
|
|
|
|
} 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
|
|
|
DisplayServer::WindowID DisplayServerWayland::get_window_at_screen_position(const Point2i &p_position) const {
|
|
|
|
// Standard Wayland APIs don't support this.
|
|
|
|
return MAIN_WINDOW_ID;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_attach_instance_id(ObjectID p_instance, WindowID p_window_id) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
main_window.instance_id = p_instance;
|
|
|
|
}
|
|
|
|
|
|
|
|
ObjectID DisplayServerWayland::window_get_attached_instance_id(WindowID p_window_id) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
return main_window.instance_id;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_set_title(const String &p_title, DisplayServer::WindowID p_window_id) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
WindowData &wd = main_window;
|
|
|
|
|
|
|
|
wd.title = p_title;
|
|
|
|
|
|
|
|
wayland_thread.window_set_title(MAIN_WINDOW_ID, wd.title);
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_set_mouse_passthrough(const Vector<Vector2> &p_region, DisplayServer::WindowID p_window_id) {
|
|
|
|
// TODO
|
|
|
|
DEBUG_LOG_WAYLAND(vformat("wayland stub window_set_mouse_passthrough region %s", p_region));
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_set_rect_changed_callback(const Callable &p_callable, DisplayServer::WindowID p_window_id) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
main_window.rect_changed_callback = p_callable;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_set_window_event_callback(const Callable &p_callable, DisplayServer::WindowID p_window_id) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
main_window.window_event_callback = p_callable;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_set_input_event_callback(const Callable &p_callable, DisplayServer::WindowID p_window_id) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
main_window.input_event_callback = p_callable;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_set_input_text_callback(const Callable &p_callable, WindowID p_window_id) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
main_window.input_text_callback = p_callable;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_set_drop_files_callback(const Callable &p_callable, DisplayServer::WindowID p_window_id) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
main_window.drop_files_callback = p_callable;
|
|
|
|
}
|
|
|
|
|
|
|
|
int DisplayServerWayland::window_get_current_screen(DisplayServer::WindowID p_window_id) const {
|
|
|
|
// Standard Wayland APIs don't support getting the screen of a window.
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_set_current_screen(int p_screen, DisplayServer::WindowID p_window_id) {
|
|
|
|
// Standard Wayland APIs don't support setting the screen of a window.
|
|
|
|
}
|
|
|
|
|
|
|
|
Point2i DisplayServerWayland::window_get_position(DisplayServer::WindowID p_window_id) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
// We can't know the position of toplevels with the standard protocol.
|
|
|
|
return Point2i();
|
|
|
|
}
|
|
|
|
|
|
|
|
Point2i DisplayServerWayland::window_get_position_with_decorations(DisplayServer::WindowID p_window_id) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
// We can't know the position of toplevels with the standard protocol, nor can
|
|
|
|
// we get information about the decorations, at least with SSDs.
|
|
|
|
return Point2i();
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_set_position(const Point2i &p_position, DisplayServer::WindowID p_window_id) {
|
|
|
|
// Unsupported with toplevels.
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_set_max_size(const Size2i p_size, DisplayServer::WindowID p_window_id) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND(vformat("window max size set to %s", p_size));
|
|
|
|
|
|
|
|
if (p_size.x < 0 || p_size.y < 0) {
|
|
|
|
ERR_FAIL_MSG("Maximum window size can't be negative!");
|
|
|
|
}
|
|
|
|
|
|
|
|
WindowData &wd = main_window;
|
|
|
|
|
|
|
|
// FIXME: Is `p_size.x < wd.min_size.x || p_size.y < wd.min_size.y` == `p_size < wd.min_size`?
|
|
|
|
if ((p_size != Size2i()) && ((p_size.x < wd.min_size.x) || (p_size.y < wd.min_size.y))) {
|
|
|
|
ERR_PRINT("Maximum window size can't be smaller than minimum window size!");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
wd.max_size = p_size;
|
|
|
|
|
|
|
|
wayland_thread.window_set_max_size(MAIN_WINDOW_ID, p_size);
|
|
|
|
}
|
|
|
|
|
|
|
|
Size2i DisplayServerWayland::window_get_max_size(DisplayServer::WindowID p_window_id) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
return main_window.max_size;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::gl_window_make_current(DisplayServer::WindowID p_window_id) {
|
|
|
|
#ifdef GLES3_ENABLED
|
|
|
|
if (egl_manager) {
|
|
|
|
egl_manager->window_make_current(MAIN_WINDOW_ID);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_set_transient(WindowID p_window_id, WindowID p_parent) {
|
|
|
|
// Currently unsupported.
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_set_min_size(const Size2i p_size, DisplayServer::WindowID p_window_id) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND(vformat("window minsize set to %s", p_size));
|
|
|
|
|
|
|
|
WindowData &wd = main_window;
|
|
|
|
|
|
|
|
if (p_size.x < 0 || p_size.y < 0) {
|
|
|
|
ERR_FAIL_MSG("Minimum window size can't be negative!");
|
|
|
|
}
|
|
|
|
|
|
|
|
// FIXME: Is `p_size.x > wd.max_size.x || p_size.y > wd.max_size.y` == `p_size > wd.max_size`?
|
|
|
|
if ((p_size != Size2i()) && (wd.max_size != Size2i()) && ((p_size.x > wd.max_size.x) || (p_size.y > wd.max_size.y))) {
|
|
|
|
ERR_PRINT("Minimum window size can't be larger than maximum window size!");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
wd.min_size = p_size;
|
|
|
|
|
|
|
|
wayland_thread.window_set_min_size(MAIN_WINDOW_ID, p_size);
|
|
|
|
}
|
|
|
|
|
|
|
|
Size2i DisplayServerWayland::window_get_min_size(DisplayServer::WindowID p_window_id) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
return main_window.min_size;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_set_size(const Size2i p_size, DisplayServer::WindowID p_window_id) {
|
|
|
|
// The XDG spec doesn't allow non-interactive resizes.
|
|
|
|
}
|
|
|
|
|
|
|
|
Size2i DisplayServerWayland::window_get_size(DisplayServer::WindowID p_window_id) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
return main_window.rect.size;
|
|
|
|
}
|
|
|
|
|
|
|
|
Size2i DisplayServerWayland::window_get_size_with_decorations(DisplayServer::WindowID p_window_id) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
// I don't think there's a way of actually knowing the size of the window
|
|
|
|
// decoration in Wayland, at least in the case of SSDs, nor that it would be
|
|
|
|
// that useful in this case. We'll just return the main window's size.
|
|
|
|
return main_window.rect.size;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_set_mode(WindowMode p_mode, DisplayServer::WindowID p_window_id) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
WindowData &wd = main_window;
|
|
|
|
|
|
|
|
if (!wd.visible) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
wayland_thread.window_try_set_mode(p_window_id, p_mode);
|
|
|
|
}
|
|
|
|
|
|
|
|
DisplayServer::WindowMode DisplayServerWayland::window_get_mode(DisplayServer::WindowID p_window_id) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
const WindowData &wd = main_window;
|
|
|
|
|
|
|
|
if (!wd.visible) {
|
|
|
|
return WINDOW_MODE_WINDOWED;
|
|
|
|
}
|
|
|
|
|
|
|
|
return wayland_thread.window_get_mode(p_window_id);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool DisplayServerWayland::window_is_maximize_allowed(DisplayServer::WindowID p_window_id) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
return wayland_thread.window_can_set_mode(p_window_id, WINDOW_MODE_MAXIMIZED);
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_set_flag(WindowFlags p_flag, bool p_enabled, DisplayServer::WindowID p_window_id) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
WindowData &wd = main_window;
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND(vformat("Window set flag %d", p_flag));
|
|
|
|
|
|
|
|
switch (p_flag) {
|
|
|
|
case WINDOW_FLAG_BORDERLESS: {
|
|
|
|
wayland_thread.window_set_borderless(MAIN_WINDOW_ID, p_enabled);
|
|
|
|
} break;
|
|
|
|
|
|
|
|
default: {
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_enabled) {
|
|
|
|
wd.flags |= 1 << p_flag;
|
|
|
|
} else {
|
|
|
|
wd.flags &= ~(1 << p_flag);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool DisplayServerWayland::window_get_flag(WindowFlags p_flag, DisplayServer::WindowID p_window_id) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
return main_window.flags & (1 << p_flag);
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_request_attention(DisplayServer::WindowID p_window_id) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
DEBUG_LOG_WAYLAND("Requested attention.");
|
|
|
|
|
|
|
|
wayland_thread.window_request_attention(MAIN_WINDOW_ID);
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_move_to_foreground(DisplayServer::WindowID p_window_id) {
|
|
|
|
// Standard Wayland APIs don't support this.
|
|
|
|
}
|
|
|
|
|
|
|
|
bool DisplayServerWayland::window_is_focused(WindowID p_window_id) const {
|
|
|
|
return wayland_thread.pointer_get_pointed_window_id() == p_window_id;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool DisplayServerWayland::window_can_draw(DisplayServer::WindowID p_window_id) const {
|
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
|
|
|
return !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
|
|
|
}
|
|
|
|
|
|
|
|
bool DisplayServerWayland::can_any_window_draw() const {
|
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
|
|
|
return !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 DisplayServerWayland::window_set_ime_active(const bool p_active, DisplayServer::WindowID p_window_id) {
|
2024-06-11 09:24:54 +00:00
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
wayland_thread.window_set_ime_active(p_active, MAIN_WINDOW_ID);
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::window_set_ime_position(const Point2i &p_pos, DisplayServer::WindowID p_window_id) {
|
2024-06-11 09:24:54 +00:00
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
wayland_thread.window_set_ime_position(p_pos, MAIN_WINDOW_ID);
|
|
|
|
}
|
|
|
|
|
|
|
|
Point2i DisplayServerWayland::ime_get_selection() const {
|
|
|
|
return ime_selection;
|
|
|
|
}
|
|
|
|
|
|
|
|
String DisplayServerWayland::ime_get_text() const {
|
|
|
|
return ime_text;
|
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
|
|
|
}
|
|
|
|
|
|
|
|
// NOTE: While Wayland is supposed to be tear-free, wayland-protocols version
|
|
|
|
// 1.30 added a protocol for allowing async flips which is supposed to be
|
|
|
|
// handled by drivers such as Vulkan. We can then just ask to disable v-sync and
|
|
|
|
// hope for the best. See: https://gitlab.freedesktop.org/wayland/wayland-protocols/-/commit/6394f0b4f3be151076f10a845a2fb131eeb56706
|
|
|
|
void DisplayServerWayland::window_set_vsync_mode(DisplayServer::VSyncMode p_vsync_mode, DisplayServer::WindowID p_window_id) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
#ifdef RD_ENABLED
|
2023-12-19 17:57:56 +00:00
|
|
|
if (rendering_context) {
|
|
|
|
rendering_context->window_set_vsync_mode(p_window_id, p_vsync_mode);
|
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
|
|
|
|
2023-12-19 17:57:56 +00:00
|
|
|
emulate_vsync = (rendering_context->window_get_vsync_mode(p_window_id) == DisplayServer::VSYNC_ENABLED);
|
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 (emulate_vsync) {
|
|
|
|
print_verbose("VSYNC: manually throttling frames using MAILBOX.");
|
2023-12-19 17:57:56 +00:00
|
|
|
rendering_context->window_set_vsync_mode(p_window_id, DisplayServer::VSYNC_MAILBOX);
|
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
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif // VULKAN_ENABLED
|
|
|
|
|
|
|
|
#ifdef GLES3_ENABLED
|
|
|
|
if (egl_manager) {
|
|
|
|
egl_manager->set_use_vsync(p_vsync_mode != DisplayServer::VSYNC_DISABLED);
|
|
|
|
|
|
|
|
emulate_vsync = egl_manager->is_using_vsync();
|
|
|
|
|
|
|
|
if (emulate_vsync) {
|
|
|
|
print_verbose("VSYNC: manually throttling frames with swap delay 0.");
|
|
|
|
egl_manager->set_use_vsync(false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif // GLES3_ENABLED
|
|
|
|
}
|
|
|
|
|
|
|
|
DisplayServer::VSyncMode DisplayServerWayland::window_get_vsync_mode(DisplayServer::WindowID p_window_id) const {
|
|
|
|
if (emulate_vsync) {
|
|
|
|
return DisplayServer::VSYNC_ENABLED;
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef VULKAN_ENABLED
|
2023-12-19 17:57:56 +00:00
|
|
|
if (rendering_context) {
|
|
|
|
return rendering_context->window_get_vsync_mode(p_window_id);
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
}
|
|
|
|
#endif // VULKAN_ENABLED
|
|
|
|
|
|
|
|
#ifdef GLES3_ENABLED
|
|
|
|
if (egl_manager) {
|
|
|
|
return egl_manager->is_using_vsync() ? DisplayServer::VSYNC_ENABLED : DisplayServer::VSYNC_DISABLED;
|
|
|
|
}
|
|
|
|
#endif // GLES3_ENABLED
|
|
|
|
|
|
|
|
return DisplayServer::VSYNC_ENABLED;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::cursor_set_shape(CursorShape p_shape) {
|
|
|
|
ERR_FAIL_INDEX(p_shape, CURSOR_MAX);
|
|
|
|
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
if (p_shape == cursor_shape) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
cursor_shape = p_shape;
|
|
|
|
|
|
|
|
if (mouse_mode != MOUSE_MODE_VISIBLE && mouse_mode != MOUSE_MODE_CONFINED) {
|
|
|
|
// Hidden.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2024-09-13 16:59:38 +00:00
|
|
|
wayland_thread.cursor_set_shape(p_shape);
|
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
|
|
|
}
|
|
|
|
|
|
|
|
DisplayServerWayland::CursorShape DisplayServerWayland::cursor_get_shape() const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
return cursor_shape;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::cursor_set_custom_image(const Ref<Resource> &p_cursor, CursorShape p_shape, const Vector2 &p_hotspot) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
if (p_cursor.is_valid()) {
|
|
|
|
HashMap<CursorShape, CustomCursor>::Iterator cursor_c = custom_cursors.find(p_shape);
|
|
|
|
|
|
|
|
if (cursor_c) {
|
|
|
|
if (cursor_c->value.rid == p_cursor->get_rid() && cursor_c->value.hotspot == p_hotspot) {
|
|
|
|
// We have a cached cursor. Nice.
|
2024-09-13 16:59:38 +00:00
|
|
|
wayland_thread.cursor_set_shape(p_shape);
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
// We're changing this cursor; we'll have to rebuild it.
|
|
|
|
custom_cursors.erase(p_shape);
|
|
|
|
wayland_thread.cursor_shape_clear_custom_image(p_shape);
|
|
|
|
}
|
|
|
|
|
2024-06-02 20:05:21 +00:00
|
|
|
Ref<Image> image = _get_cursor_image_from_resource(p_cursor, p_hotspot);
|
2024-02-28 17:38:15 +00:00
|
|
|
ERR_FAIL_COND(image.is_null());
|
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
|
|
|
|
|
|
|
CustomCursor &cursor = custom_cursors[p_shape];
|
|
|
|
|
|
|
|
cursor.rid = p_cursor->get_rid();
|
|
|
|
cursor.hotspot = p_hotspot;
|
|
|
|
|
|
|
|
wayland_thread.cursor_shape_set_custom_image(p_shape, image, p_hotspot);
|
|
|
|
|
2024-09-13 16:59:38 +00:00
|
|
|
wayland_thread.cursor_set_shape(p_shape);
|
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 {
|
|
|
|
// Clear cache and reset to default system cursor.
|
2024-09-13 16:59:38 +00:00
|
|
|
wayland_thread.cursor_shape_clear_custom_image(p_shape);
|
|
|
|
|
|
|
|
if (cursor_shape == p_shape) {
|
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
|
|
|
wayland_thread.cursor_set_shape(p_shape);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (custom_cursors.has(p_shape)) {
|
|
|
|
custom_cursors.erase(p_shape);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int DisplayServerWayland::keyboard_get_layout_count() const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
return wayland_thread.keyboard_get_layout_count();
|
|
|
|
}
|
|
|
|
|
|
|
|
int DisplayServerWayland::keyboard_get_current_layout() const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
return wayland_thread.keyboard_get_current_layout_index();
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::keyboard_set_current_layout(int p_index) {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
wayland_thread.keyboard_set_current_layout_index(p_index);
|
|
|
|
}
|
|
|
|
|
|
|
|
String DisplayServerWayland::keyboard_get_layout_language(int p_index) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
// xkbcommon exposes only the layout's name, which looks like it overlaps with
|
|
|
|
// its language.
|
|
|
|
return wayland_thread.keyboard_get_layout_name(p_index);
|
|
|
|
}
|
|
|
|
|
|
|
|
String DisplayServerWayland::keyboard_get_layout_name(int p_index) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
return wayland_thread.keyboard_get_layout_name(p_index);
|
|
|
|
}
|
|
|
|
|
|
|
|
Key DisplayServerWayland::keyboard_get_keycode_from_physical(Key p_keycode) const {
|
|
|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
|
|
|
|
|
|
|
Key key = wayland_thread.keyboard_get_key_from_physical(p_keycode);
|
|
|
|
|
|
|
|
// If not found, fallback to QWERTY.
|
|
|
|
// This should match the behavior of the event pump.
|
|
|
|
if (key == Key::NONE) {
|
|
|
|
return p_keycode;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (key >= Key::A + 32 && key <= Key::Z + 32) {
|
|
|
|
key -= 'a' - 'A';
|
|
|
|
}
|
|
|
|
|
|
|
|
// Make it consistent with the keys returned by `Input`.
|
|
|
|
if (key == Key::BACKTAB) {
|
|
|
|
key = Key::TAB;
|
|
|
|
}
|
|
|
|
|
|
|
|
return key;
|
|
|
|
}
|
|
|
|
|
2024-06-27 21:28:29 +00:00
|
|
|
void DisplayServerWayland::try_suspend() {
|
|
|
|
// Due to various reasons, we manually handle display synchronization by
|
|
|
|
// waiting for a frame event (request to draw) or, if available, the actual
|
|
|
|
// window's suspend status. When a window is suspended, we can avoid drawing
|
|
|
|
// altogether, either because the compositor told us that we don't need to or
|
|
|
|
// because the pace of the frame events became unreliable.
|
|
|
|
if (emulate_vsync) {
|
|
|
|
bool frame = wayland_thread.wait_frame_suspend_ms(1000);
|
|
|
|
if (!frame) {
|
|
|
|
suspended = true;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (wayland_thread.is_suspended()) {
|
|
|
|
suspended = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (suspended) {
|
|
|
|
DEBUG_LOG_WAYLAND("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
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void DisplayServerWayland::process_events() {
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wayland_thread.mutex.lock();
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while (wayland_thread.has_message()) {
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Ref<WaylandThread::Message> msg = wayland_thread.pop_message();
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Ref<WaylandThread::WindowRectMessage> winrect_msg = msg;
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if (winrect_msg.is_valid()) {
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_resize_window(winrect_msg->rect.size);
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}
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Ref<WaylandThread::WindowEventMessage> winev_msg = msg;
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if (winev_msg.is_valid()) {
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_send_window_event(winev_msg->event);
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if (winev_msg->event == WINDOW_EVENT_FOCUS_IN) {
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if (OS::get_singleton()->get_main_loop()) {
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OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_APPLICATION_FOCUS_IN);
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}
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} else if (winev_msg->event == WINDOW_EVENT_FOCUS_OUT) {
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if (OS::get_singleton()->get_main_loop()) {
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OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_APPLICATION_FOCUS_OUT);
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}
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}
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}
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Ref<WaylandThread::InputEventMessage> inputev_msg = msg;
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if (inputev_msg.is_valid()) {
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Input::get_singleton()->parse_input_event(inputev_msg->event);
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}
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Ref<WaylandThread::DropFilesEventMessage> dropfiles_msg = msg;
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if (dropfiles_msg.is_valid()) {
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WindowData wd = main_window;
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if (wd.drop_files_callback.is_valid()) {
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2024-03-01 07:52:21 +00:00
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Variant v_files = dropfiles_msg->files;
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const Variant *v_args[1] = { &v_files };
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Variant ret;
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Callable::CallError ce;
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wd.drop_files_callback.callp((const Variant **)&v_args, 1, ret, ce);
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if (ce.error != Callable::CallError::CALL_OK) {
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ERR_PRINT(vformat("Failed to execute drop files callback: %s.", Variant::get_callable_error_text(wd.drop_files_callback, v_args, 1, ce)));
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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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}
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}
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2024-06-11 09:24:54 +00:00
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Ref<WaylandThread::IMECommitEventMessage> ime_commit_msg = msg;
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if (ime_commit_msg.is_valid()) {
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for (int i = 0; i < ime_commit_msg->text.length(); i++) {
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const char32_t codepoint = ime_commit_msg->text[i];
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Ref<InputEventKey> ke;
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ke.instantiate();
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ke->set_window_id(MAIN_WINDOW_ID);
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ke->set_pressed(true);
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ke->set_echo(false);
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ke->set_keycode(Key::NONE);
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ke->set_physical_keycode(Key::NONE);
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ke->set_key_label(Key::NONE);
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ke->set_unicode(codepoint);
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Input::get_singleton()->parse_input_event(ke);
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}
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ime_text = String();
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ime_selection = Vector2i();
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OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_OS_IME_UPDATE);
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}
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Ref<WaylandThread::IMEUpdateEventMessage> ime_update_msg = msg;
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if (ime_update_msg.is_valid()) {
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ime_text = ime_update_msg->text;
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ime_selection = ime_update_msg->selection;
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OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_OS_IME_UPDATE);
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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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}
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wayland_thread.keyboard_echo_keys();
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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
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if (!suspended) {
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2024-06-27 21:28:29 +00:00
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// Due to the way legacy suspension works, we have to treat low processor
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// usage mode very differently than the regular one.
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if (OS::get_singleton()->is_in_low_processor_usage_mode()) {
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// NOTE: We must avoid committing a surface if we expect a new frame, as we
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// might otherwise commit some inconsistent data (e.g. buffer scale). Note
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// that if a new frame is expected it's going to be committed by the renderer
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// soon anyways.
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if (!RenderingServer::get_singleton()->has_changed()) {
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// We _can't_ commit in a different thread (such as in the frame callback
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// itself) because we would risk to step on the renderer's feet, which would
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// cause subtle but severe issues, such as crashes on setups with explicit
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// sync. This isn't normally a problem, as the renderer commits at every
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// frame (which is what we need for atomic surface updates anyways), but in
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// low processor usage mode that expectation is broken. When it's on, our
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// frame rate stops being constant. This also reflects in the frame
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// information we use for legacy suspension. In order to avoid issues, let's
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// manually commit all surfaces, so that we can get fresh frame data.
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wayland_thread.commit_surfaces();
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try_suspend();
|
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
|
|
|
}
|
|
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|
} else {
|
2024-06-27 21:28:29 +00:00
|
|
|
try_suspend();
|
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
|
|
|
}
|
2024-07-15 21:41:44 +00:00
|
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} else if (!wayland_thread.is_suspended() || wayland_thread.get_reset_frame()) {
|
2024-06-27 21:28:29 +00:00
|
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|
// At last, a sign of life! We're no longer suspended.
|
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|
|
suspended = false;
|
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
|
|
|
}
|
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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|
|
2024-04-23 15:33:33 +00:00
|
|
|
#ifdef DBUS_ENABLED
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if (portal_desktop) {
|
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|
|
portal_desktop->process_file_dialog_callbacks();
|
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}
|
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#endif
|
|
|
|
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
wayland_thread.mutex.unlock();
|
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|
|
|
|
|
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Input::get_singleton()->flush_buffered_events();
|
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|
}
|
|
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|
|
void DisplayServerWayland::release_rendering_thread() {
|
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|
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#ifdef GLES3_ENABLED
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if (egl_manager) {
|
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|
|
egl_manager->release_current();
|
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|
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}
|
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|
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#endif
|
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|
}
|
|
|
|
|
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|
|
void DisplayServerWayland::swap_buffers() {
|
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|
|
#ifdef GLES3_ENABLED
|
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if (egl_manager) {
|
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|
|
egl_manager->swap_buffers();
|
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|
|
}
|
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|
|
#endif
|
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|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::set_context(Context p_context) {
|
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|
|
MutexLock mutex_lock(wayland_thread.mutex);
|
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|
|
DEBUG_LOG_WAYLAND(vformat("Setting context %d.", p_context));
|
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|
context = p_context;
|
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|
|
String app_id = _get_app_id_from_context(p_context);
|
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|
|
wayland_thread.window_set_app_id(MAIN_WINDOW_ID, app_id);
|
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|
|
}
|
|
|
|
|
2024-05-25 12:11:52 +00:00
|
|
|
bool DisplayServerWayland::is_window_transparency_available() const {
|
|
|
|
#if defined(RD_ENABLED)
|
|
|
|
if (rendering_device && !rendering_device->is_composite_alpha_supported()) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
return OS::get_singleton()->is_layered_allowed();
|
|
|
|
}
|
|
|
|
|
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
|
|
|
Vector<String> DisplayServerWayland::get_rendering_drivers_func() {
|
|
|
|
Vector<String> drivers;
|
|
|
|
|
|
|
|
#ifdef VULKAN_ENABLED
|
|
|
|
drivers.push_back("vulkan");
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef GLES3_ENABLED
|
|
|
|
drivers.push_back("opengl3");
|
2024-05-02 15:32:13 +00:00
|
|
|
drivers.push_back("opengl3_es");
|
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
|
|
|
#endif
|
|
|
|
|
|
|
|
return drivers;
|
|
|
|
}
|
|
|
|
|
2024-05-22 12:06:04 +00:00
|
|
|
DisplayServer *DisplayServerWayland::create_func(const String &p_rendering_driver, WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Point2i *p_position, const Size2i &p_resolution, int p_screen, Context p_context, Error &r_error) {
|
|
|
|
DisplayServer *ds = memnew(DisplayServerWayland(p_rendering_driver, p_mode, p_vsync_mode, p_flags, p_resolution, p_context, r_error));
|
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 (r_error != OK) {
|
|
|
|
ERR_PRINT("Can't create the Wayland display server.");
|
|
|
|
memdelete(ds);
|
|
|
|
|
|
|
|
return nullptr;
|
|
|
|
}
|
|
|
|
return ds;
|
|
|
|
}
|
|
|
|
|
2024-05-22 12:06:04 +00:00
|
|
|
DisplayServerWayland::DisplayServerWayland(const String &p_rendering_driver, WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i &p_resolution, Context p_context, Error &r_error) {
|
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
|
|
|
#ifdef GLES3_ENABLED
|
|
|
|
#ifdef SOWRAP_ENABLED
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
|
|
int dylibloader_verbose = 1;
|
|
|
|
#else
|
|
|
|
int dylibloader_verbose = 0;
|
|
|
|
#endif // DEBUG_ENABLED
|
|
|
|
#endif // SOWRAP_ENABLED
|
|
|
|
#endif // GLES3_ENABLED
|
|
|
|
|
|
|
|
r_error = ERR_UNAVAILABLE;
|
2024-05-22 12:06:04 +00:00
|
|
|
context = p_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
|
|
|
|
|
|
|
Error thread_err = wayland_thread.init();
|
|
|
|
|
|
|
|
if (thread_err != OK) {
|
|
|
|
r_error = thread_err;
|
|
|
|
ERR_FAIL_MSG("Could not initialize the Wayland thread.");
|
|
|
|
}
|
|
|
|
|
|
|
|
// Input.
|
|
|
|
Input::get_singleton()->set_event_dispatch_function(dispatch_input_events);
|
|
|
|
|
2024-01-19 17:41:01 +00:00
|
|
|
native_menu = memnew(NativeMenu);
|
|
|
|
|
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
|
|
|
#ifdef SPEECHD_ENABLED
|
|
|
|
// Init TTS
|
|
|
|
tts = memnew(TTS_Linux);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
rendering_driver = p_rendering_driver;
|
|
|
|
|
2024-05-10 00:06:28 +00:00
|
|
|
bool driver_found = false;
|
|
|
|
String executable_name = OS::get_singleton()->get_executable_path().get_file();
|
|
|
|
|
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
|
|
|
#ifdef RD_ENABLED
|
|
|
|
#ifdef VULKAN_ENABLED
|
2024-05-02 15:32:13 +00:00
|
|
|
if (rendering_driver == "vulkan") {
|
2023-12-19 17:57:56 +00:00
|
|
|
rendering_context = memnew(RenderingContextDriverVulkanWayland);
|
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
|
|
|
}
|
2024-05-10 00:06:28 +00:00
|
|
|
#endif // VULKAN_ENABLED
|
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
|
|
|
|
2023-12-19 17:57:56 +00:00
|
|
|
if (rendering_context) {
|
|
|
|
if (rendering_context->initialize() != OK) {
|
|
|
|
memdelete(rendering_context);
|
|
|
|
rendering_context = nullptr;
|
2024-09-21 05:35:35 +00:00
|
|
|
bool fallback_to_opengl3 = GLOBAL_GET("rendering/rendering_device/fallback_to_opengl3");
|
|
|
|
if (fallback_to_opengl3 && rendering_driver != "opengl3") {
|
|
|
|
WARN_PRINT("Your video card drivers seem not to support the required Vulkan version, switching to OpenGL 3.");
|
|
|
|
rendering_driver = "opengl3";
|
|
|
|
OS::get_singleton()->set_current_rendering_method("gl_compatibility");
|
|
|
|
OS::get_singleton()->set_current_rendering_driver_name(rendering_driver);
|
|
|
|
} else {
|
|
|
|
r_error = ERR_CANT_CREATE;
|
|
|
|
|
|
|
|
if (p_rendering_driver == "vulkan") {
|
|
|
|
OS::get_singleton()->alert(
|
|
|
|
vformat("Your video card drivers seem not to support the required Vulkan version.\n\n"
|
|
|
|
"If possible, consider updating your video card drivers or using the OpenGL 3 driver.\n\n"
|
|
|
|
"You can enable the OpenGL 3 driver by starting the engine from the\n"
|
|
|
|
"command line with the command:\n\n \"%s\" --rendering-driver opengl3\n\n"
|
|
|
|
"If you recently updated your video card drivers, try rebooting.",
|
|
|
|
executable_name),
|
|
|
|
"Unable to initialize Vulkan video driver");
|
|
|
|
}
|
2024-05-10 00:06:28 +00:00
|
|
|
|
2024-09-21 05:35:35 +00:00
|
|
|
ERR_FAIL_MSG(vformat("Could not initialize %s", rendering_driver));
|
|
|
|
}
|
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
|
|
|
}
|
2024-05-10 00:06:28 +00:00
|
|
|
|
|
|
|
driver_found = 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
|
|
|
}
|
2024-05-10 00:06:28 +00:00
|
|
|
#endif // RD_ENABLED
|
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
|
|
|
|
|
|
|
#ifdef GLES3_ENABLED
|
2024-05-02 15:32:13 +00:00
|
|
|
if (rendering_driver == "opengl3" || rendering_driver == "opengl3_es") {
|
|
|
|
#ifdef SOWRAP_ENABLED
|
|
|
|
if (initialize_wayland_egl(dylibloader_verbose) != 0) {
|
|
|
|
WARN_PRINT("Can't load the Wayland EGL library.");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#endif // SOWRAP_ENABLED
|
|
|
|
|
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 (getenv("DRI_PRIME") == nullptr) {
|
|
|
|
int prime_idx = -1;
|
|
|
|
|
|
|
|
if (getenv("PRIMUS_DISPLAY") ||
|
|
|
|
getenv("PRIMUS_libGLd") ||
|
|
|
|
getenv("PRIMUS_libGLa") ||
|
|
|
|
getenv("PRIMUS_libGL") ||
|
|
|
|
getenv("PRIMUS_LOAD_GLOBAL") ||
|
|
|
|
getenv("BUMBLEBEE_SOCKET") ||
|
|
|
|
getenv("__NV_PRIME_RENDER_OFFLOAD")) {
|
|
|
|
print_verbose("Optirun/primusrun detected. Skipping GPU detection");
|
|
|
|
prime_idx = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Some tools use fake libGL libraries and have them override the real one using
|
|
|
|
// LD_LIBRARY_PATH, so we skip them. *But* Steam also sets LD_LIBRARY_PATH for its
|
|
|
|
// runtime and includes system `/lib` and `/lib64`... so ignore Steam.
|
|
|
|
if (prime_idx == -1 && getenv("LD_LIBRARY_PATH") && !getenv("STEAM_RUNTIME_LIBRARY_PATH")) {
|
|
|
|
String ld_library_path(getenv("LD_LIBRARY_PATH"));
|
|
|
|
Vector<String> libraries = ld_library_path.split(":");
|
|
|
|
|
|
|
|
for (int i = 0; i < libraries.size(); ++i) {
|
|
|
|
if (FileAccess::exists(libraries[i] + "/libGL.so.1") ||
|
|
|
|
FileAccess::exists(libraries[i] + "/libGL.so")) {
|
|
|
|
print_verbose("Custom libGL override detected. Skipping GPU detection");
|
|
|
|
prime_idx = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (prime_idx == -1) {
|
|
|
|
print_verbose("Detecting GPUs, set DRI_PRIME in the environment to override GPU detection logic.");
|
2024-06-01 18:04:16 +00:00
|
|
|
prime_idx = DetectPrimeEGL::detect_prime(EGL_PLATFORM_WAYLAND_KHR);
|
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 (prime_idx) {
|
|
|
|
print_line(vformat("Found discrete GPU, setting DRI_PRIME=%d to use it.", prime_idx));
|
|
|
|
print_line("Note: Set DRI_PRIME=0 in the environment to disable Godot from using the discrete GPU.");
|
|
|
|
setenv("DRI_PRIME", itos(prime_idx).utf8().ptr(), 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-05-02 15:32:13 +00:00
|
|
|
if (rendering_driver == "opengl3") {
|
|
|
|
egl_manager = memnew(EGLManagerWayland);
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
|
2024-06-01 18:04:16 +00:00
|
|
|
if (egl_manager->initialize(wayland_thread.get_wl_display()) != OK || egl_manager->open_display(wayland_thread.get_wl_display()) != OK) {
|
2024-05-02 15:32:13 +00:00
|
|
|
memdelete(egl_manager);
|
|
|
|
egl_manager = 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
|
|
|
|
2024-05-02 15:32:13 +00:00
|
|
|
bool fallback = GLOBAL_GET("rendering/gl_compatibility/fallback_to_gles");
|
|
|
|
if (fallback) {
|
|
|
|
WARN_PRINT("Your video card drivers seem not to support the required OpenGL version, switching to OpenGLES.");
|
|
|
|
rendering_driver = "opengl3_es";
|
2024-08-21 06:56:58 +00:00
|
|
|
OS::get_singleton()->set_current_rendering_driver_name(rendering_driver);
|
2024-05-02 15:32:13 +00:00
|
|
|
} else {
|
|
|
|
r_error = ERR_UNAVAILABLE;
|
2024-05-10 00:06:28 +00:00
|
|
|
|
|
|
|
OS::get_singleton()->alert(
|
|
|
|
vformat("Your video card drivers seem not to support the required OpenGL 3.3 version.\n\n"
|
|
|
|
"If possible, consider updating your video card drivers or using the Vulkan driver.\n\n"
|
|
|
|
"You can enable the Vulkan driver by starting the engine from the\n"
|
|
|
|
"command line with the command:\n\n \"%s\" --rendering-driver vulkan\n\n"
|
|
|
|
"If you recently updated your video card drivers, try rebooting.",
|
|
|
|
executable_name),
|
|
|
|
"Unable to initialize OpenGL video driver");
|
|
|
|
|
2024-05-02 15:32:13 +00:00
|
|
|
ERR_FAIL_MSG("Could not initialize OpenGL.");
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
RasterizerGLES3::make_current(true);
|
2024-05-10 00:06:28 +00:00
|
|
|
driver_found = true;
|
2024-05-02 15:32:13 +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
|
|
|
}
|
|
|
|
|
2024-05-02 15:32:13 +00:00
|
|
|
if (rendering_driver == "opengl3_es") {
|
|
|
|
egl_manager = memnew(EGLManagerWaylandGLES);
|
|
|
|
|
2024-05-10 00:06:28 +00:00
|
|
|
if (egl_manager->initialize(wayland_thread.get_wl_display()) != OK || egl_manager->open_display(wayland_thread.get_wl_display()) != OK) {
|
2024-05-02 15:32:13 +00:00
|
|
|
memdelete(egl_manager);
|
|
|
|
egl_manager = nullptr;
|
|
|
|
r_error = ERR_CANT_CREATE;
|
2024-05-10 00:06:28 +00:00
|
|
|
|
|
|
|
OS::get_singleton()->alert(
|
|
|
|
vformat("Your video card drivers seem not to support the required OpenGL ES 3.0 version.\n\n"
|
|
|
|
"If possible, consider updating your video card drivers or using the Vulkan driver.\n\n"
|
|
|
|
"You can enable the Vulkan driver by starting the engine from the\n"
|
|
|
|
"command line with the command:\n\n \"%s\" --rendering-driver vulkan\n\n"
|
|
|
|
"If you recently updated your video card drivers, try rebooting.",
|
|
|
|
executable_name),
|
|
|
|
"Unable to initialize OpenGL ES video driver");
|
|
|
|
|
|
|
|
ERR_FAIL_MSG("Could not initialize OpenGL ES.");
|
2024-05-02 15:32:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
RasterizerGLES3::make_current(false);
|
2024-05-10 00:06:28 +00:00
|
|
|
driver_found = true;
|
2024-05-02 15:32:13 +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
|
|
|
}
|
2024-05-10 00:06:28 +00:00
|
|
|
|
|
|
|
if (!driver_found) {
|
|
|
|
r_error = ERR_UNAVAILABLE;
|
|
|
|
ERR_FAIL_MSG("Video driver not found.");
|
|
|
|
}
|
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
|
|
|
#endif // GLES3_ENABLED
|
|
|
|
|
|
|
|
cursor_set_shape(CURSOR_BUSY);
|
|
|
|
|
|
|
|
WindowData &wd = main_window;
|
|
|
|
|
|
|
|
wd.id = MAIN_WINDOW_ID;
|
|
|
|
wd.mode = p_mode;
|
|
|
|
wd.flags = p_flags;
|
|
|
|
wd.vsync_mode = p_vsync_mode;
|
|
|
|
wd.rect.size = p_resolution;
|
|
|
|
wd.title = "Godot";
|
|
|
|
|
|
|
|
_show_window();
|
|
|
|
|
|
|
|
#ifdef RD_ENABLED
|
2023-12-19 17:57:56 +00:00
|
|
|
if (rendering_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
|
|
|
rendering_device = memnew(RenderingDevice);
|
2024-06-28 15:17:20 +00:00
|
|
|
if (rendering_device->initialize(rendering_context, MAIN_WINDOW_ID) != OK) {
|
|
|
|
memdelete(rendering_device);
|
|
|
|
rendering_device = nullptr;
|
|
|
|
memdelete(rendering_context);
|
|
|
|
rendering_context = nullptr;
|
|
|
|
r_error = ERR_UNAVAILABLE;
|
|
|
|
return;
|
|
|
|
}
|
2023-12-19 17:57:56 +00:00
|
|
|
rendering_device->screen_create(MAIN_WINDOW_ID);
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
|
|
|
|
RendererCompositorRD::make_current();
|
|
|
|
}
|
2024-05-10 00:06:28 +00:00
|
|
|
#endif // RD_ENABLED
|
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
|
|
|
|
|
|
|
#ifdef DBUS_ENABLED
|
|
|
|
portal_desktop = memnew(FreeDesktopPortalDesktop);
|
|
|
|
screensaver = memnew(FreeDesktopScreenSaver);
|
2024-05-10 00:06:28 +00:00
|
|
|
#endif // DBUS_ENABLED
|
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
|
|
|
|
|
|
|
screen_set_keep_on(GLOBAL_GET("display/window/energy_saving/keep_screen_on"));
|
|
|
|
|
|
|
|
r_error = OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
DisplayServerWayland::~DisplayServerWayland() {
|
|
|
|
// TODO: Multiwindow support.
|
2024-01-19 17:41:01 +00:00
|
|
|
|
|
|
|
if (native_menu) {
|
|
|
|
memdelete(native_menu);
|
|
|
|
native_menu = 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
|
|
|
if (main_window.visible) {
|
|
|
|
#ifdef VULKAN_ENABLED
|
2023-12-19 17:57:56 +00:00
|
|
|
if (rendering_device) {
|
|
|
|
rendering_device->screen_free(MAIN_WINDOW_ID);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (rendering_context) {
|
|
|
|
rendering_context->window_destroy(MAIN_WINDOW_ID);
|
Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef GLES3_ENABLED
|
|
|
|
if (egl_manager) {
|
|
|
|
egl_manager->window_destroy(MAIN_WINDOW_ID);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef GLES3_ENABLED
|
|
|
|
if (main_window.wl_egl_window) {
|
|
|
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wl_egl_window_destroy(main_window.wl_egl_window);
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|
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}
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|
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#endif
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|
|
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|
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wayland_thread.destroy();
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|
|
|
|
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|
// Destroy all drivers.
|
|
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#ifdef RD_ENABLED
|
|
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|
if (rendering_device) {
|
|
|
|
memdelete(rendering_device);
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|
|
|
}
|
|
|
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|
2023-12-19 17:57:56 +00:00
|
|
|
if (rendering_context) {
|
|
|
|
memdelete(rendering_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
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef SPEECHD_ENABLED
|
|
|
|
if (tts) {
|
|
|
|
memdelete(tts);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef DBUS_ENABLED
|
|
|
|
if (portal_desktop) {
|
|
|
|
memdelete(portal_desktop);
|
|
|
|
memdelete(screensaver);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void DisplayServerWayland::register_wayland_driver() {
|
|
|
|
register_create_function("wayland", create_func, get_rendering_drivers_func);
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif //WAYLAND_ENABLED
|