Wayland: Fix window hiding

Corrects the protocol violation when creating an xdg_surface from a
wl_surface that already has a buffer due to EGL buffer swaps.

This commit is based on PR #1731 by @ghost, but adapted and altered:
 - The XDG surface and role are now only created when a window is shown
   to prevent application lists from showing command-line applications
   with off-screen-only windows
 - The special case of Wayland+EGL buffer swap is now in the EGL code
   to mirror how X11 is handled
 - Adaption to run-time platform selection and separate credits file

Fixes #1492
Closes #1731
This commit is contained in:
Jason Francis 2020-07-12 20:47:50 -04:00 committed by Camilla Löwy
parent e24fe4b189
commit 094aa6d3c7
4 changed files with 20 additions and 21 deletions

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@ -58,6 +58,7 @@ video tutorials.
- Ahmad Fatoum
- Felipe Ferreira
- Michael Fogleman
- Jason Francis
- Gerald Franz
- Mário Freitas
- GeO4d

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@ -281,6 +281,7 @@ information on what to include when reporting a bug.
- [Wayland] Bugfix: Key repeat could lead to a race condition (#1710)
- [Wayland] Bugfix: Activating a window would emit two input focus events
- [Wayland] Bugfix: Disable key repeat mechanism when window loses input focus
- [Wayland] Bugfix: Window hiding and showing did not work (#1492,#1731)
- [POSIX] Removed use of deprecated function `gettimeofday`
- [POSIX] Bugfix: `CLOCK_MONOTONIC` was not correctly tested for or enabled
- [WGL] Disabled the DWM swap interval hack for Windows 8 and later (#1072)

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@ -231,6 +231,15 @@ static void swapBuffersEGL(_GLFWwindow* window)
return;
}
#if defined(_GLFW_WAYLAND)
if (_glfw.platform.platformID == GLFW_PLATFORM_WAYLAND)
{
// NOTE: Swapping buffers on a hidden window on Wayland makes it visible
if (!window->wl.visible)
return;
}
#endif
eglSwapBuffers(_glfw.egl.display, window->context.egl.surface);
}

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@ -812,20 +812,6 @@ int _glfwCreateWindowWayland(_GLFWwindow* window,
if (wndconfig->title)
window->wl.title = _glfw_strdup(wndconfig->title);
if (wndconfig->visible)
{
if (!createXdgSurface(window))
return GLFW_FALSE;
window->wl.visible = GLFW_TRUE;
}
else
{
window->wl.xdg.surface = NULL;
window->wl.xdg.toplevel = NULL;
window->wl.visible = GLFW_FALSE;
}
window->wl.currentCursor = NULL;
window->wl.monitors = _glfw_calloc(1, sizeof(_GLFWmonitor*));
@ -1018,21 +1004,23 @@ void _glfwShowWindowWayland(_GLFWwindow* window)
{
if (!window->wl.visible)
{
createXdgSurface(window);
// NOTE: The XDG surface and role are created here so command-line applications
// with off-screen windows do not appear in for example the Unity dock
if (!window->wl.xdg.toplevel)
createXdgSurface(window);
window->wl.visible = GLFW_TRUE;
}
}
void _glfwHideWindowWayland(_GLFWwindow* window)
{
if (window->wl.xdg.toplevel)
if (window->wl.visible)
{
xdg_toplevel_destroy(window->wl.xdg.toplevel);
xdg_surface_destroy(window->wl.xdg.surface);
window->wl.xdg.toplevel = NULL;
window->wl.xdg.surface = NULL;
window->wl.visible = GLFW_FALSE;
wl_surface_attach(window->wl.surface, NULL, 0, 0);
wl_surface_commit(window->wl.surface);
}
window->wl.visible = GLFW_FALSE;
}
void _glfwRequestWindowAttentionWayland(_GLFWwindow* window)