Create or delete evas_devices with class EVAS_DEVICE_CLASS_SEAT
for seats on each ecore_evas created so far.
Initially it's named considering its Wayland id.
add support for reconnecting wayland applications if the compositor dies
disconnect -> destroy gl ctx + image textures -> block rendering ->
reconnect -> create gl ctx -> create image textures -> unblock rendering ->
sprinkle special seasoning on top -> just like ma used to make
#SamsungFeatures
@feature
This include is leftover from the porting to Ecore_Wl2. Remove
unused include for old Ecore_Wayland library
@fix
Signed-off-by: Chris Michael <cpmichael@osg.samsung.com>
the only way to accurately calculate the "evas" size in the engine from
window geometry is to have the size of the frame available to subtract from
window geometry
window geometry is NOT framespace--framespace is the entire csd region, possibly
containing a shadow, and window geometry is explicitly the region occupied by the
window, ie. not the shadowed part.
not my ideal solution to the synchronization issue here, but I guess this is a
benefit of the unified tree
fix T3396
This code adds support for deferring of surface creation and showing
inside Ecore_Evas Wayland. This is needed for Enlightenment so that it
does not try to create or show surfaces until the compositor has had a
chance to sync globals. This fixes an issue where early surface
creation would cause a crash in the compositor due to globals not
being syncd.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
If we acknowledge a configure from xdg during post render, we end up
breaking maximize of EFL clients inside Weston (and perhaps other
compositors). In order to fix that, we will now send the configure ack
post render but pre flush.
@fix
Signed-off-by: Chris Michael <cpmichael@osg.samsung.com>
This fixes a potential issue where we may have been sending the
configure acknowledgement before applying the actual new configuration
to the surface. Sending the ack_configure during post-render ensures
that we have already rendered according to the new configure
(addresses deferred rendering issue).
@fix
Signed-off-by: Chris Michael <cpmichael@osg.samsung.com>
when running in a wayland compositor, the ideal mode of operation is to
only prepare/send frames when the compositor has finished with the previous
frame
to achieve this, manual rendering can be toggled upon creating and completing
a frame callback, ensuring that a canvas never has multiple pending buffers at
any given time
fix T2784
when a render occurs, frame callbacks must be managed in order to ensure
successful rendering for future frames. the best place to do this is in the
engine here, since this is the lowest-level place which has access to both
the wl_surface as well as the evas rendering state
ref T2784
engine
Summary: Frame callbacks are now handled inside the engine itself and
are thus not needed here anymore
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
This callback must be manually destroyed and removed on
ecore_evas_hide(), because it won't be delivered anymore after the
surface is destroyed. If the callback still exists, the engine will find
it and avoid doing a new redraw until it is finally called.
Maybe the correct thing to do is to keep this callback in the
Ecore_Wl_Window struct, and have some functions to set/unset it, so it
gets destroyed when the window is hidden. Or when the surface is
destroyed.
It is needed to set the engine internal borderless property.
Also update the border (frame) object, showing/hiding it as needed, and
updating the framespace size when the frame object is handled by the
engine.
Since we don't have a changed state callback on Wayland, just call the
changed_state callback of Ecore_Evas from the configure callback.
There's no need to add the Ecore_Job that will send the event later.
This makes the code cleaner, simpler, and will call the callback when
the configure event is received, which is a good place to check for the
changes.
Add 4 rectangles to be used as border of the window, instead of a single
rectangle under the framespace. This allows to move the frame object to
the top layer, instead of staying on the lowest layer. With the frame
over the other objects, there's no need of framespace clipper object,
which causes several bugs.
It is a very tricky things to get header order right on windows. Having that
order only in .c files simplify the work a lot. So let's try to do it with
Ecore_Evas after it rewrite and split into modules.
This will allow it to report to Ecore_Evas that the window has changed
its state. Elementary uses this to update its maximized/fullscreen/other
window states internal information.
The code that uses this callback is also added to Ecore_Evas.
SVN revision: 83625
Implementing support for loadables modules. It makes the engines been
loaded when they are needed. It not breakes the api, so each engine
still has its own api.
The implementation basically is:
* Functions that creates Ecore_Evas, for example
ecore_evas_software_x11_new, request to load its module and then get
the module's function to create the Ecore_Evas.
* The other functions such as \(.*\)_window_get from the Ecore_Evas
its interface and then call the appropriate method.
* As there is no unified interface to communicate with the engines
(not break api problem), all interfaces were declared in
ecore_evas_private.h
* Now the data necessary for each module is not declared in the
Ecore_Evas_Engine structure, instead of this, the struct has a void
pointer that is used by the modules.
* In this first moment engines as software_x11 and gl_x11 were put
together in the same module, but obviously exporting all the things
necessary.
SVN revision: 80280