This lets us mark a rectangle in a texture and force the alpha to one
inside. This is useful for textures coming from X windows, where the X
window part is xRGB, that is 32 bit RGB with an undefined alpha channel
and the decorations are rendered with a well-defined alpha channel.
wl_input_device has been both renamed and split. wl_seat is now a
virtual object representing a group of logically related input devices
with related focus.
It now only generates one event: to let clients know that it has new
capabilities. It takes requests which hand back objects for the
wl_pointer, wl_keyboard and wl_touch interfaces it exposes which all
provide the old input interface, just under different names.
This commit tracks these changes in weston and the clients, as well as
similar renames (e.g. weston_input_device -> weston_seat). Some other
changes were necessary, e.g. renaming the name for the visible mouse
sprite from 'pointer' to 'cursor' so as to not conflict.
For simplicity, every seat is always exposed with all three interfaces,
although this will change as time goes on.
Signed-off-by: Daniel Stone <daniel@fooishbar.org>
The type of fields x and y in wl_input_device was changed to wl_fixed_t
but input_device_attach() was still using it as if it were integer.
This bug caused the pointer sprite to be configured in the wrong place
on the screen (usually outside the visible area) but it would soon be
corrected in notify_motion() making it hard to notice and usually only
causing a quick flicker.
We were testing if the pointer were outside any output and doing a lot of
work to compute the bounding box of all output and then clip against that.
Just clip against previous (valid) output and don't bother with the
bounding box.
Add an xkb_names member to the base compositor info which contains the
RMLVO to use when building an XKB keymap. Add support for filling this
from the config file or from the underlying X11 server, with the usual
defaults.
Signed-off-by: Daniel Stone <daniel@fooishbar.org>
To add greater precision when working with transformed surfaces and/or
high-resolution input devices.
Signed-off-by: Daniel Stone <daniel@fooishbar.org>
To be used by input code, paralleling the existing integer versions.
Enlarge the surface_{to,from}_global_float input types to GLfloat to
avoid losing precision.
Signed-off-by: Daniel Stone <daniel@fooishbar.org>
No functional changes; it's only opening space for modifications coming along
on the next commits.
Signed-off-by: Tiago Vignatti <tiago.vignatti@intel.com>
and shut-up valgrind:
Conditional jump or move depends on uninitialised value(s)
at 0xB5AFB05: shell_surface_configure (shell.c:2162)
by 0x407B0C: surface_attach (compositor.c:1225)
by 0x621FA13: ffi_call_unix64
by 0x621F434: ffi_call
by 0x4E3D3F5: wl_closure_invoke (connection.c:758)
by 0x4E3786C: wl_client_connection_data (wayland-server.c:255)
by 0x4E3AA19: wl_event_source_fd_dispatch (event-loop.c:78)
by 0x4E3B533: wl_event_loop_dispatch (event-loop.c:460)
by 0x4E38D2C: wl_display_run (wayland-server.c:907)
by 0x40B5DD: main (compositor.c:2748)
Signed-off-by: Tiago Vignatti <tiago.vignatti@intel.com>
Currently, the drm backend will create and destroy a KMS FB for each
frame. However, the bos for a gbm surface are reused (at least with
mesa) so we can store the fb_id on it and destroy it only on the bo's
destroy callback.
To use the same path for scanning out client buffers, some refactor
was needed. Previously, the bo for the client buffer was destroyed
early so that gbm_surface_release_buffer() would not be called with
it, since at the page flip handler output->scanout_buffer can be
NULL even if the current frame is a client buffer.
This was solved by adding a drm_fb structure that holds a gbm_bo,
an fb_id, and information about the fb coming from a client buffer
or not. A drm_fb is created in such a way that it is destroyed
whenever the bo it references is destroyed. The fields current_*
and next_* in drm_output are changed into only two pointers to
drm_fb's.
Going from fullscreen to toplevel will restore the surface position
immediately. This will move the fullscreen surface to where the toplevel
surface was before, which will flicker for a frame of two before the
resized, non-fullscreen buffer is attached.
Instead, only change the surface geometry when we get the new buffer.