Doing so is unlikely to work reliably. Instead, switching the keymap
should be done at a time when no key is currently pressed down, but
let's leave that task to higher level code.
This allows us to remove key state tracking at yet another level in
the stack since higher level code likely already tracks this for other
purposes.
https://bugzilla.gnome.org/show_bug.cgi?id=725102
The kernel keyboard repeat functionality isn't configurable and
libinput rightfully ignores it.
This implements keyboard repeat in userspace allowing for consumers to
set the initial delay and repeat intervals.
https://bugzilla.gnome.org/show_bug.cgi?id=725102
The evdev backend has always been excluded from Clutter's API
stability guarantee though in an informal way. This commit makes it
explicit by forcing users to define CLUTTER_ENABLE_COMPOSITOR_API.
https://bugzilla.gnome.org/show_bug.cgi?id=725102
...for all of the copying of the pre-configured headers for Cogl. This
makes it much easier for people using the projects for building Cogl to
clean up files that are "generated", and this commit is the last bit for
it. Also clean up the property sheets as a result.
Also fix the Cogl project that it does indeed look for headers in
cogl/deprecated, so that the build is fixed.
Similar updates to the Visual Studio 2010 Projects will follow.
Instead of having its own evdev input device processing implementation,
make clutter's evdev backend use libinput to do input device processing
for it.
Two GObject parameters of ClutterInputDeviceEvdev (sysfs-path and
device-path) are removed as they are not used any more.
Before ClutterDeviceManagerEvdev had one virtual core keyboard and one
virtual core pointer device. These are now instead separated into seats,
which all have one virtual core keyboard and pointer device respectively.
The 'global' core keyboard and pointer device are the core keyboard and
pointer device of the first seat that is created.
A ClutterInputDeviceEvdev can, as before, both represent a real physical
device or a virtual device, but is now instead created either via
_clutter_input_device_evdev_new() for real devices, and
_clutter_input_device_new_virtual() for virtual devices.
XKB state and button state is moved to the seat structure and is thus
separated per seat. Seats are not a concept exposed outside of clutter's
evdev backend.
Signed-off-by: Jonas Ådahl <jadahl@gmail.com>
https://bugzilla.gnome.org/show_bug.cgi?id=720566
Mouse event handling was duplicated, resulting in weird interactions
if clutter was allowed to see certain events (for example under
wayland, where it gets all events). Because now clutter sees all
X events, even when running as an x11 compositor, we can handle
everything using the clutter variants.
At the same time, rewrite a little the passive button grab code,
to make it clear what is being matched on what and why.
meta_ui_window_is_widget() returns FALSE for frame windows, so we
must filter those explicitly (by letting the event go to gtk
and from there to MetaFrames). Also, for proper gtk widgets
(window menus) we want to let gtk see all events, including
keyboard, otherwise we break keynav in the window menu.
This means that having a window menu open disables keybindings
(because the event doesn't run through clutter)
We must spoof events to clutter even if they are associated
with a MetaWindow, because keyboard events are always associated
with one (the focus window), and we must process keybindings
for window togheter with the global ones if they include Super,
because we're not going to see them again.
... and individually. It turns out that updating the opaque region
was causing the shape region to be updated, which was causing a new
shape mask to be generated and uploaded to the GPU. Considering
GTK+ regenerates the opaque region on pretty much any focus change,
this is not good.
For decorated windows, we don't want to apply any input
shape, because the frame is always rectangular and eats
all the input.
The real check is in meta-window-actor, where we consider
if we need to apply the bounding shape and the input shape
(or the intersection of the two) to the surface-actor,
but as an optimization we avoid querying the server in
meta-window.
Additionally, for undecorated windows, the "has input shape"
check is wrong if the window has a bounding shape but not an
input shape.
... and individually. It turns out that updating the opaque region
was causing the shape region to be updated, which was causing a new
shape mask to be generated and uploaded to the GPU. Considering
GTK+ regenerates the opaque region on pretty much any focus change,
this is not good.
The handler pointer is dangling in MetaKeyBinding until
rebuild_key_binding_table() is run, so we can't dereference it.
Because we only need the flags at ungrab time, store a copy
in the MetaKeyBinding structure.
https://bugzilla.gnome.org/show_bug.cgi?id=724402
The handler pointer is dangling in MetaKeyBinding until
rebuild_key_binding_table() is run, so we can't dereference it.
Because we only need the flags at ungrab time, store a copy
in the MetaKeyBinding structure.
https://bugzilla.gnome.org/show_bug.cgi?id=724402
At some point meta_window_actor_cull_out stopped calling
meta_cullable_cull_out_children which caused the unobscured region
to never be set for the stex.
https://bugzilla.gnome.org/show_bug.cgi?id=725216
Due to the way add_device() invariably adds to the master/slave device
lists, while keeping ClutterInputDevices 1:1 with device IDs, it may
leave invalid pointers in the list if add_device() is called multiple
times for the same device ID. There are two situations where this may
happen:
1) If devices are disabled and later enabled: devices are added invariably
to the master/slave lists on constructed(), but then on XIDeviceEnabled
they'd get added yet again.
2) Racy cases where the ClutterDeviceManager is created around the same time
XIHierarchyEvents are sent. When getting the XIDeviceInfo on constructed(),
these devices may already appear as enabled, even though XIDeviceEnabled
is seen through XIHierarchyEvents processed in the event loop sortly after.
This last case can be seen when starting gnome-shell on a different tty,
and entering in the one it's been spawned on, clutter initialization
happens around the same time devices are added back because of the tty
switch, and multiple extra ClutterInputDevices are created.
https://bugzilla.gnome.org/show_bug.cgi?id=724971
Due to the way add_device() invariably adds to the master/slave device
lists, while keeping ClutterInputDevices 1:1 with device IDs, it may
leave invalid pointers in the list if add_device() is called multiple
times for the same device ID. There are two situations where this may
happen:
1) If devices are disabled and later enabled: devices are added invariably
to the master/slave lists on constructed(), but then on XIDeviceEnabled
they'd get added yet again.
2) Racy cases where the ClutterDeviceManager is created around the same time
XIHierarchyEvents are sent. When getting the XIDeviceInfo on constructed(),
these devices may already appear as enabled, even though XIDeviceEnabled
is seen through XIHierarchyEvents processed in the event loop sortly after.
This last case can be seen when starting gnome-shell on a different tty,
and entering in the one it's been spawned on, clutter initialization
happens around the same time devices are added back because of the tty
switch, and multiple extra ClutterInputDevices are created.
https://bugzilla.gnome.org/show_bug.cgi?id=724971
For decorated windows, we don't want to apply any input
shape, because the frame is always rectangular and eats
all the input.
The real check is in meta-window-actor, where we consider
if we need to apply the bounding shape and the input shape
(or the intersection of the two) to the surface-actor,
but as an optimization we avoid querying the server in
meta-window.
Additionally, for undecorated windows, the "has input shape"
check is wrong if the window has a bounding shape but not an
input shape.
We need a MetaWaylandSurface to build a MetaSurfaceActor, but
we don't have one until we get the set_window_xid() call from
XWayland. On the other hand, plugins expect to see the window
actor right from when the window is created, so we need this
empty state.
Based on a patch by Jasper St. Pierre.
Turns out we only ever need to freeze/thaw whole windows, not
surfaces or subsurfaces.
This will allow removing the surface actor without losing
the count.
This time, to make way for MetaSurfaceActorEmpty. This also fixes
destroy effects as a side effect. It still has issues if we try
to re-assign an actor that's already toplevel (e.g. somebody
re-popping up a menu that's already being destroyed), but this
will be fixed soon.
The idea here is that MetaWindowActor will do the unparenting of
the surface actor when it itself is destroyed. To prevent bad issues
with picking, we only make the surface actor reactive when it's
toplevel.