It seems we used to rely on the repaint scheduled by the cursor motion.
But if there's no cursor, there's no cursor motion, so we need to schedule
our own repaint.
Print an user friendly error mesage when
the variable is not a valid directory.
krh: Edited to make message a litle more precise and added a check to
verify XDG_RUNTIME_DIR ownership and access mode.
Since we now batch up damage and only handle it at repaint time, we need
to apply it in case a buffer is destroyed so we don't lose it.
Ander found the problem, but we need to fix it in the compositor so we
don't change the behavior of the compositor.
weston_surface_update_transform() is typically called as part of the
repaint cycle so don't schedule a repaint here. There are still a couple
of places where we call weston_surface_update_transform() manually, but
they don't rely on the repaint being scheduled.
We need to initialize prev when we handle the initial pixel in a
rectangle, or we may detect the following pixel as identical or different
when it's not. This causes the top-left pixel in a rectangle to
occasionally be wrong leaving a trail of "dirty pixels" in the capture.
This is the point where we have just finished rendering the new scene
but before we swap it to the front buffer. At this point, the
output->previous_damage region exactly corresponds to what was just
renders, as compared to previous frame.
We start tracking which hardware plane a surface is displayed on, which
lets us avoid generating damage when a hardware overlay/cursor is moved
around.
EGLDisplay is helpfully typedeffed as void *, which means that you won't
get conflicting-pointer-type warnings if you accidentally confuse it
with weston_compositor::wl_display. Rename it to make it more clear
which display you're dealing with, and also rename compositor-wayland's
parent.display member to parent.wl_display.
Signed-off-by: Daniel Stone <daniel@fooishbar.org>
We transform the surface damage to global damage at weston_output_repaint()
time. This way we don't touch the transform when it might not be valid
and in case of overlapping damage, we only copy pixels once for shm textures.
Expecting the link to be initialized breaks when compositor-drm.c
takes surfaces out of the list. We could fix that to also
wl_list_init() the link, but we're moving to making the surface list
local to weston_output_repaint(), rebuilt in and only valid during
weston_output_repaint() so just don't touch it instead.
If a surface is map'd and unmap'd before an output repaint occurs, it
is not added to the compositor's surface list, so the field
weston_surface::link might be invalid (the field is initialized on
weston_surface_create()), and it that case Weston will crash on the
call to wl_list_remove(&surface->link) in weston_surface_unmap().
Initialize the surface->link after the call to wl_list_remove() to make
sure a following call to wl_list_remove() won't cause a crash.
Iterate the frame_counter before calling animation->frame() because the animation might be
destroyed in this path. The first frame is now 1 (not 0) in the animation frame handlers.
When moving moving back to a workspace or resuming a locked desktop the
keyboard focus state information was lost. By pushing the state to the
workspace when navigating away from a workspace, or locking a desktop,
we can restore it when navigating back, or resuming.
Signed-off-by: Jonas Ådahl <jadahl@gmail.com>
A workspace is a list of top level surfaces visible at a time. New
toplevel surfaces are added to the current workspace. Default
keybindings (modifier - Up, modifier - Down, modifier - F1 up to F6) are
used for navigating between workspaces. By default a single workspace is
created.
Surfaces of inactive workspaces have their outputs NULL:ed so that frame
callbacks gets queued instead of emitted. When workspace gets visible
again surface's outputs are assigned.
Signed-off-by: Jonas Ådahl <jadahl@gmail.com>
We need to update the temp grab pointer after weston_compositor_run_key_binding()
before calling the key handler because it may have installed a new grab.