Previously we pretty much hardcoded most of the globals we requested,
causing compatibility issues with certain compositors like Weston, which
support only some pretty old versions or miss some more advanced
protocols.
To put fuel on the fire, we also errored out when certain protocols
weren't available, despite us being able to boot a game just fine (but
obviously with a degraded featureset).
The solution is to simply allow all the way from version 1 to the
current latest, adding some compatibility code (such as for older
`wl_output`s or newer `wl_pointer`s).
While we're at it, this commit also fixes a few typos and naming inconsistencies
I found.
Before, the cursor kept updating for no good reason really.
It's also a bit neater and it ever-so-slightly makes `WAYLAND_DEBUG`
logs easier to read, although they're still spammed by the window's
frame logic (which is needed).
This code was already partially there, although heavily incomplete and
nowadays commented out.
It got broken after the `WaylandThread` refactor and I didn't bother to
bring it over, preferring to `#if 0` it into oblivion for the time
being as I don't have a tablet/pen which support an eraser and tilt
reporting.
This commit brings it back and adds proper multi-tool support (needed
for eraser detection) thanks to winston-yallow, who could test this code
with their more capable tablet.
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.
Using 2.2.7.dev115+g0eb441d6.
Had to add `cancelled` to the ignore list, as it's a Wayland signal which
we're handling in our code, so we don't want codespell to fix that "typo".
Also includes the typo fix from #87927.
Co-authored-by: Divyanshu Shekhar <61140213+divshekhar@users.noreply.github.com>
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.