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Wayland: Fix behavior of leaving full screen mode
These changes make GLFW fullscreen more consistent, but unfortunately
also make GLFW even more oblivious to user-initiated XDG shell
fullscreen changes.
Fixes #1995
(cherry picked from commit ddd087d662
)
This commit is contained in:
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@ -156,6 +156,7 @@ video tutorials.
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- Christopher Pelloux
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- Arturo J. Pérez
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- Vladimir Perminov
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- Olivier Perret
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- Anthony Pesch
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- Orson Peters
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- Emmanuel Gil Peyrot
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@ -150,6 +150,10 @@ information on what to include when reporting a bug.
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- [Wayland] Bugfix: The OSMesa library was not unloaded on termination
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- [Wayland] Bugfix: `glfwCreateWindow` could emit `GLFW_PLATFORM_ERROR`
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- [Wayland] Bugfix: Lock key modifier bits were only set when lock keys were pressed
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- [Wayland] Bugfix: A window leaving full screen mode would be iconified (#1995)
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- [Wayland] Bugfix: A window leaving full screen mode ignored its desired size
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- [Wayland] Bugfix: `glfwSetWindowMonitor` did not update windowed mode size
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- [Wayland] Bugfix: `glfwRestoreWindow` would make a full screen window windowed
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## Contact
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@ -181,6 +181,7 @@ typedef struct _GLFWwindowWayland
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int width, height;
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GLFWbool visible;
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GLFWbool maximized;
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GLFWbool activated;
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GLFWbool hovered;
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GLFWbool transparent;
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struct wl_surface* surface;
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@ -212,8 +213,6 @@ typedef struct _GLFWwindowWayland
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struct zwp_idle_inhibitor_v1* idleInhibitor;
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GLFWbool wasFullscreen;
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struct {
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GLFWbool serverSide;
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struct wl_buffer* buffer;
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@ -471,21 +471,35 @@ static void setIdleInhibitor(_GLFWwindow* window, GLFWbool enable)
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}
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}
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static void setFullscreen(_GLFWwindow* window, _GLFWmonitor* monitor,
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int refreshRate)
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// Make the specified window and its video mode active on its monitor
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//
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static void acquireMonitor(_GLFWwindow* window)
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{
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if (window->wl.xdg.toplevel)
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{
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xdg_toplevel_set_fullscreen(
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window->wl.xdg.toplevel,
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monitor->wl.output);
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xdg_toplevel_set_fullscreen(window->wl.xdg.toplevel,
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window->monitor->wl.output);
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}
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setIdleInhibitor(window, GLFW_TRUE);
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if (!window->wl.decorations.serverSide)
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destroyDecorations(window);
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}
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// Remove the window and restore the original video mode
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//
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static void releaseMonitor(_GLFWwindow* window)
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{
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if (window->wl.xdg.toplevel)
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xdg_toplevel_unset_fullscreen(window->wl.xdg.toplevel);
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setIdleInhibitor(window, GLFW_FALSE);
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if (!_glfw.wl.decorationManager)
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createDecorations(window);
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}
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static void xdgToplevelHandleConfigure(void* userData,
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struct xdg_toplevel* toplevel,
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int32_t width,
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@ -538,16 +552,13 @@ static void xdgToplevelHandleConfigure(void* userData,
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_glfwInputWindowDamage(window);
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}
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if (window->wl.wasFullscreen && window->autoIconify)
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if (window->wl.activated && !activated)
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{
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if (!activated || !fullscreen)
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{
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if (window->monitor && window->autoIconify)
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_glfwPlatformIconifyWindow(window);
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window->wl.wasFullscreen = GLFW_FALSE;
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}
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}
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if (fullscreen && activated)
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window->wl.wasFullscreen = GLFW_TRUE;
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window->wl.activated = activated;
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}
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static void xdgToplevelHandleClose(void* userData,
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@ -1960,15 +1971,12 @@ void _glfwPlatformRestoreWindow(_GLFWwindow* window)
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{
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if (window->wl.xdg.toplevel)
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{
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if (window->monitor)
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xdg_toplevel_unset_fullscreen(window->wl.xdg.toplevel);
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if (window->wl.maximized)
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xdg_toplevel_unset_maximized(window->wl.xdg.toplevel);
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// There is no way to unset minimized, or even to know if we are
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// minimized, so there is nothing to do here.
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}
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_glfwInputWindowMonitor(window, NULL);
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window->wl.maximized = GLFW_FALSE;
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}
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@ -2025,19 +2033,23 @@ void _glfwPlatformSetWindowMonitor(_GLFWwindow* window,
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int width, int height,
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int refreshRate)
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{
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if (monitor)
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if (window->monitor == monitor)
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{
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setFullscreen(window, monitor, refreshRate);
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}
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else
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{
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if (window->wl.xdg.toplevel)
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xdg_toplevel_unset_fullscreen(window->wl.xdg.toplevel);
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setIdleInhibitor(window, GLFW_FALSE);
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if (!_glfw.wl.decorationManager)
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createDecorations(window);
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if (!monitor)
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_glfwPlatformSetWindowSize(window, width, height);
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return;
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}
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if (window->monitor)
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releaseMonitor(window);
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_glfwInputWindowMonitor(window, monitor);
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if (window->monitor)
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acquireMonitor(window);
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else
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_glfwPlatformSetWindowSize(window, width, height);
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}
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int _glfwPlatformWindowFocused(_GLFWwindow* window)
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