We decided to remove them because they contained too little information
for the user to be useful. The assumption is that they were originally
implemented to enable gamepad support, which we already decided we are
not going to add directly to Winit.
This allows the user more control over how they pass their application state
to Winit, and will hopefully allow `Drop` implementations on the application
handler to work in the future on all platforms.
Nothing wrong will happen if we ignore events when compositor is at
wrong, at least crashing because compositor is just _wrong_ probably is
not a great option.
Links: https://github.com/alacritty/alacritty/issues/8065
Let the users wake up the event loop and then they could poll their
user sources.
Co-authored-by: Mads Marquart <mads@marquart.dk>
Co-authored-by: daxpedda <daxpedda@gmail.com>
In rare cases destroying subsurfaces before the main surface could
result in a frame where the window is still shown, but decorations
got hidden, right before the window itself disappears.
Tracing is a modern replacement for the log crate that allows for
annotating log messages with the function that they come from.
Signed-off-by: John Nunley <dev@notgull.net>
Closes: #3482
Replace the `CustomCursorBuilder` with the `CustomCursorSource` and
perform the loading of the cursor via the
`EventLoop::create_custom_cursor` instead of passing it to the builder
itself.
This follows the `EventLoop::create_window` API.
Creating window when event loop is not running generally doesn't work,
since a bunch of events and sync OS requests can't be processed. This
is also an issue on e.g. Android, since window can't be created outside
event loop easily.
Thus deprecate the window creation when event loop is not running,
as well as other resource creation to running event loop.
Given that all the examples use the bad pattern of creating the window
when event loop is not running and also most example existence is
questionable, since they show single thing and the majority of their
code is window/event loop initialization, they wore merged into
a single example 'window.rs' example that showcases very simple
application using winit.
Fixes#3399.
Mainly fix typos in comments, but also some minor code changes:
* Rename `apply_on_poiner` to `apply_on_pointer`.
* Rename `ImeState::Commited` to `ImeState::Committed`
* Correct `cfg_attr` usage: `wayland_platfrom` -> `wayland_platform`.
While there's a separate event to deliver modifiers for keyboard,
unfortunately, it's not even remotely reflects the modifiers state.
Thus use events along side regular modifier updates to correctly
detect the state. Also, apply the modifiers from the regular
key event by converting their state to xkb modifiers state.
Links: https://github.com/alacritty/alacritty/issues/7549Closes: #3388
Given that we merge all the seats, we should consider that window
is not focused once all seats wl_keyboards are no longer present.
We use seats instead of keyboards to track focus to protect against
wl_keyboard::leave not being delivered when removing the seat
(usually it's not the case though).
Fixes: #3376
Change in state requires a redraw, however drawing when getting
`Occluded` with vsync will block indefinitely, thus the event in
it's current state is rather useless.
To solve this issue winit needs a way to determine whether the user
paused/continued their render loop, so it can commit on their behalf.
This commit also forces redraw when getting configure.
Links: https://github.com/rust-windowing/winit/issues/3442
The user may change the size during the on-going resize, meaning that
the size will desync with winit's internal loop which breaks viewporter
setup with fractional scaling.
Links: https://github.com/alacritty/alacritty/issues/7474
There seems to be many PRs relating to this issue, but they don't include all
platforms and for some reason lost steam. This PR again tries to make this
feature happen, and does it for all desktop platforms (x11, wayland, macos,
windows, web).
I think the best user of this feature and the reason I'm doing this is Bevy and
game engines in general. There non laggy hardware cursors with custom images are
very important. Game devs also like their PNGs so supporting platform native
cursor files is not that important, but I guess could be added too.
Co-authored-by: daxpedda <daxpedda@gmail.com>
Co-authored-by: Mads Marquart <mads@marquart.dk>
Co-authored-by: Kirill Chibisov <contact@kchibisov.com>
This protocol is only used for (optional) Client Side Decorations
(where) the compositor still takes the burden of compositing various
window parts together, via subsurfaces that all belong to a single
window.
If this core protocol is not available, as is the case on gamescope,
disable CSD.