This allows creating a wlr_egl from an already-existing EGL display
and context. This is useful to allow compositors to choose the exact
EGL initialization parameters.
This allows getting a wlr_scene_output from a wlr_output. Since an
output can only be added once to a scene-graph there's no ambiguity.
This is useful for compositors using wlr_scene_attach_output_layout:
the output layout integration automatically creates a scene-graph
output for each wlr_output added to the layout.
This allows compositors to get primary formats without manually
calling wlr_output_impl.get_primary_formats.
For example, the Sway patch for linux-dmabuf feedback [1] needs
this.
[1]: https://github.com/swaywm/sway/pull/6313
This allows compositors to easily add an xdg_surface to the
scene-graph while retaining the ability to unconstraint popups
and decide their final position.
Compositors can handle new popups with the wlr_xdg_shell.new_surface
event, get the parent scene-graph node via wlr_xdg_popup.parent.data,
create a new scene-graph node via wlr_scene_xdg_surface_tree_create,
and unconstraint the popup if they want to.
The headless backend no longer needs a parent renderer: it no longer
needs to return it in wlr_backend_impl.get_renderer, nor does it
need to return its DRM FD in wlr_backend_impl.get_drm_fd. Drop this
function altogether since it now behaves exactly like
wlr_headless_backend_create.
This field's ownership is unclear: it's in wlr_input_device, but
it's not managed by the common code, it's up to each individual
backend to use it and clean it up.
Since this is a backend implementation detail, move it to the
backend-specific structs.
The parameters are used when the client is in the process of
building a buffer. There's no reason why this internal
implementation detail should be exposed in our public header.
This change introduces new double buffered state to the wlr_output,
corresponding to the buffer format to render to.
The format being rendered to does not control the bit depth of colors
being sent to the display; it does generally determine the format with
which screenshot data is provided. The DRM backend _may_ sent higher
bit depths if the render format depth is increased, but hardware and
other limitations may apply.
They are never used in practice, which makes all of our flag
handling effectively dead code. Also, APIs such as KMS don't
provide a good way to deal with the flags. Let's just fail the
DMA-BUF import when clients provide flags.
The protocol uses a signed integer here, which is also what the
wlr_input_method_v2_preedit_string struct provides to compositors from
the input method protocol. Sway currently just passes those int32_t
values directly to this function leading to an implicit conversion.
The data field is useful to track metadata about a token. The destroy
events are useful for compositors that track application startup to
let them know they can stop doing that.
These new functions allow a compositor to request new managed tokens
without participating in the xdg-activation procedure as a wayland
client.
This enables the compositor itself to behave as a launcher
application.
This new renderer is implemented with the existing wlr_renderer API
(which is known to be sub-optimal for some operations). It's not
used by default, but users can opt-in by setting WLR_RENDERER=vulkan.
The renderer depends on VK_EXT_image_drm_format_modifier and
VK_EXT_physical_device_drm.
Co-authored-by: Simon Ser <contact@emersion.fr>
Co-authored-by: Jan Beich <jbeich@FreeBSD.org>
Currently these functions remove the node from the scene if the sibling
argument is the same node as the node. To prevent confusion when
misusing this API, assert that the nodes are distinct and document this.
These functions are used mostly for rendering, where including unmapped
surfaces is undesired.
This is a breaking change. However, few to no usages will have to be
updated.
struct wlr_xdg_surface_state is introduced to hold the geometry
and configure serial to be applied on next wl_surface.commit.
This commit fixes our handling for ack_configure: instead of making
the request mutate our current state, it mutates the pending state
only.
Co-authored-by: Simon Ser <contact@emersion.fr>
As touchpad touches are generally fully abstracted, a client cannot
currently know when a user is interacting with the touchpad without
moving. This is solved by hold gestures.
Hold gestures are notifications about one or more fingers being held
down on the touchpad without significant movement.
Hold gestures are primarily designed for two interactions:
- Hold to interact: where a hold gesture is active for some time a
menu could pop up, some object could be selected, etc.
- Hold to cancel: where e.g. kinetic scrolling is currently active,
the start of a hold gesture can be used to stop the scroll.
Unlike swipe and pinch, hold gestures, by definition, do not have
movement, so there is no need for an "update" stage in the gesture.
Create two structs, wlr_event_pointer_hold_begin and
wlr_event_pointer_hold_end, to represent hold gesture events and the
signals to emit them: wlr_pointer->pointer.hold_begin/hold_end.