2008-12-02 15:15:01 -05:00
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/*
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* Copyright © 2008 Kristian Høgsberg
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*
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* Permission to use, copy, modify, distribute, and sell this software and its
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* documentation for any purpose is hereby granted without fee, provided that
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* the above copyright notice appear in all copies and that both that copyright
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* notice and this permission notice appear in supporting documentation, and
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* that the name of the copyright holders not be used in advertising or
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* publicity pertaining to distribution of the software without specific,
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* written prior permission. The copyright holders make no representations
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* about the suitability of this software for any purpose. It is provided "as
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* is" without express or implied warranty.
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*
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* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
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* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
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* EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
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* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
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* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
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* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
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* OF THIS SOFTWARE.
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*/
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2008-10-07 10:10:36 -04:00
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#ifndef _WAYLAND_CLIENT_H
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#define _WAYLAND_CLIENT_H
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2010-07-29 15:43:46 -04:00
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#include "wayland-util.h"
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2012-04-11 16:59:05 +01:00
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#include "wayland-version.h"
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2010-06-25 16:51:57 -04:00
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2010-06-10 13:48:44 -04:00
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#ifdef __cplusplus
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extern "C" {
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#endif
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2012-10-12 17:28:57 +03:00
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/** \class wl_proxy
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2012-10-15 17:53:23 +03:00
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*
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* \brief Represents a protocol object on the client side.
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*
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* A wl_proxy acts as a client side proxy to an object existing in the
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* compositor. The proxy is responsible for converting requests made by the
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* clients with \ref wl_proxy_marshal() into Wayland's wire format. Events
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* coming from the compositor are also handled by the proxy, which will in
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* turn call the handler set with \ref wl_proxy_add_listener().
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*
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* \note With the exception of function \ref wl_proxy_set_queue(), functions
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* accessing a \ref wl_proxy are not normally used by client code. Clients
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* should normally use the higher level interface generated by the scanner to
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* interact with compositor objects.
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2012-10-12 17:28:57 +03:00
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*
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*/
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2011-04-13 16:27:06 -04:00
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struct wl_proxy;
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2012-10-12 17:28:57 +03:00
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/** \class wl_display
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2012-10-15 17:53:23 +03:00
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*
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* \brief Represents a connection to the compositor and acts as a proxy to
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* the wl_display singleton object.
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*
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* A \ref wl_display object represents a client connection to a Wayland
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* compositor. It is created with either \ref wl_display_connect() or
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* \ref wl_display_connect_to_fd(). A connection is terminated using
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* \ref wl_display_disconnect().
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*
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* A \ref wl_display is also used as the \ref wl_proxy for the \ref wl_display
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* singleton object on the compositor side.
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*
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* A \ref wl_display object handles all the data sent from and to the
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* compositor. When a \ref wl_proxy marshals a request, it will write its wire
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* representation to the display's write buffer. The data is sent to the
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* compositor when the client calls \ref wl_display_flush().
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*
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* Event handling is done in a thread-safe manner using event queues. The
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* display has a \em main event queue where initially all the events are
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* queued. The listeners for the events queued in it are called when the
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* client calls \ref wl_display_dispatch().
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*
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* The client can create additional event queues with \ref
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* wl_display_create_queue() and assign different \ref wl_proxy objects to it.
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* The events for a proxy are always queued only on its assign queue, that can
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* be dispatched by a different thread with \ref wl_display_dispatch_queue().
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*
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* All the \ref wl_display's functions are thread-safe.
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*
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2012-10-12 17:28:57 +03:00
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*/
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2011-04-13 16:27:06 -04:00
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struct wl_display;
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2012-10-12 17:28:57 +03:00
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/** \class wl_event_queue
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2012-10-15 17:53:23 +03:00
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*
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* \brief A queue for \ref wl_proxy object events.
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*
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* Event queues allows the events on a display to be handled in a thread-safe
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* manner. See \ref wl_display for details.
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*
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2012-10-12 17:28:57 +03:00
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*/
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client: Add wl_event_queue for multi-thread dispatching
This introduces wl_event_queue, which is what will make multi-threaded
wayland clients possible and useful. The driving use case is that of a
GL rendering thread that renders and calls eglSwapBuffer independently of
a "main thread" that owns the wl_display and handles input events and
everything else. In general, the EGL and GL APIs have a threading model
that requires the wayland client library to be usable from several threads.
Finally, the current callback model gets into trouble even in a single
threaded scenario: if we have to block in eglSwapBuffers, we may end up
doing unrelated callbacks from within EGL.
The wl_event_queue mechanism lets the application (or middleware such as
EGL or toolkits) assign a proxy to an event queue. Only events from objects
associated with the queue will be put in the queue, and conversely,
events from objects associated with the queue will not be queue up anywhere
else. The wl_display struct has a built-in event queue, which is considered
the main and default event queue. New proxies are associated with the
same queue as the object that created them (either the object that a
request with a new-id argument was sent to or the object that sent an
event with a new-id argument). A proxy can be moved to a different event
queue by calling wl_proxy_set_queue().
A subsystem, such as EGL, will then create its own event queue and associate
the objects it expects to receive events from with that queue. If EGL
needs to block and wait for a certain event, it can keep dispatching event
from its queue until that events comes in. This wont call out to unrelated
code with an EGL lock held. Similarly, we don't risk the main thread
handling an event from an EGL object and then calling into EGL from a
different thread without the lock held.
2012-10-05 13:49:48 -04:00
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struct wl_event_queue;
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void wl_event_queue_destroy(struct wl_event_queue *queue);
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2011-04-13 16:27:06 -04:00
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void wl_proxy_marshal(struct wl_proxy *p, uint32_t opcode, ...);
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struct wl_proxy *wl_proxy_create(struct wl_proxy *factory,
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const struct wl_interface *interface);
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2011-11-18 21:59:36 -05:00
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2011-04-13 16:27:06 -04:00
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void wl_proxy_destroy(struct wl_proxy *proxy);
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int wl_proxy_add_listener(struct wl_proxy *proxy,
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void (**implementation)(void), void *data);
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void wl_proxy_set_user_data(struct wl_proxy *proxy, void *user_data);
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void *wl_proxy_get_user_data(struct wl_proxy *proxy);
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2012-04-27 11:31:07 -04:00
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uint32_t wl_proxy_get_id(struct wl_proxy *proxy);
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client: Add wl_event_queue for multi-thread dispatching
This introduces wl_event_queue, which is what will make multi-threaded
wayland clients possible and useful. The driving use case is that of a
GL rendering thread that renders and calls eglSwapBuffer independently of
a "main thread" that owns the wl_display and handles input events and
everything else. In general, the EGL and GL APIs have a threading model
that requires the wayland client library to be usable from several threads.
Finally, the current callback model gets into trouble even in a single
threaded scenario: if we have to block in eglSwapBuffers, we may end up
doing unrelated callbacks from within EGL.
The wl_event_queue mechanism lets the application (or middleware such as
EGL or toolkits) assign a proxy to an event queue. Only events from objects
associated with the queue will be put in the queue, and conversely,
events from objects associated with the queue will not be queue up anywhere
else. The wl_display struct has a built-in event queue, which is considered
the main and default event queue. New proxies are associated with the
same queue as the object that created them (either the object that a
request with a new-id argument was sent to or the object that sent an
event with a new-id argument). A proxy can be moved to a different event
queue by calling wl_proxy_set_queue().
A subsystem, such as EGL, will then create its own event queue and associate
the objects it expects to receive events from with that queue. If EGL
needs to block and wait for a certain event, it can keep dispatching event
from its queue until that events comes in. This wont call out to unrelated
code with an EGL lock held. Similarly, we don't risk the main thread
handling an event from an EGL object and then calling into EGL from a
different thread without the lock held.
2012-10-05 13:49:48 -04:00
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void wl_proxy_set_queue(struct wl_proxy *proxy, struct wl_event_queue *queue);
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2011-04-13 16:27:06 -04:00
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#include "wayland-client-protocol.h"
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2008-11-07 14:27:23 -05:00
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typedef int (*wl_display_update_func_t)(uint32_t mask, void *data);
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2011-07-29 19:51:22 -07:00
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typedef void (*wl_callback_func_t)(void *data, uint32_t time);
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2008-11-07 14:27:23 -05:00
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2010-12-01 15:36:20 -05:00
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struct wl_display *wl_display_connect(const char *name);
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2012-08-14 13:16:10 -04:00
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struct wl_display *wl_display_connect_to_fd(int fd);
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2012-02-27 17:10:03 +01:00
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void wl_display_disconnect(struct wl_display *display);
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2012-10-04 16:54:22 -04:00
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int wl_display_get_fd(struct wl_display *display);
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int wl_display_dispatch(struct wl_display *display);
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client: Add wl_event_queue for multi-thread dispatching
This introduces wl_event_queue, which is what will make multi-threaded
wayland clients possible and useful. The driving use case is that of a
GL rendering thread that renders and calls eglSwapBuffer independently of
a "main thread" that owns the wl_display and handles input events and
everything else. In general, the EGL and GL APIs have a threading model
that requires the wayland client library to be usable from several threads.
Finally, the current callback model gets into trouble even in a single
threaded scenario: if we have to block in eglSwapBuffers, we may end up
doing unrelated callbacks from within EGL.
The wl_event_queue mechanism lets the application (or middleware such as
EGL or toolkits) assign a proxy to an event queue. Only events from objects
associated with the queue will be put in the queue, and conversely,
events from objects associated with the queue will not be queue up anywhere
else. The wl_display struct has a built-in event queue, which is considered
the main and default event queue. New proxies are associated with the
same queue as the object that created them (either the object that a
request with a new-id argument was sent to or the object that sent an
event with a new-id argument). A proxy can be moved to a different event
queue by calling wl_proxy_set_queue().
A subsystem, such as EGL, will then create its own event queue and associate
the objects it expects to receive events from with that queue. If EGL
needs to block and wait for a certain event, it can keep dispatching event
from its queue until that events comes in. This wont call out to unrelated
code with an EGL lock held. Similarly, we don't risk the main thread
handling an event from an EGL object and then calling into EGL from a
different thread without the lock held.
2012-10-05 13:49:48 -04:00
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int wl_display_dispatch_queue(struct wl_display *display,
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struct wl_event_queue *queue);
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2012-10-11 17:15:08 -04:00
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int wl_display_dispatch_pending(struct wl_display *display);
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client: Add wl_event_queue for multi-thread dispatching
This introduces wl_event_queue, which is what will make multi-threaded
wayland clients possible and useful. The driving use case is that of a
GL rendering thread that renders and calls eglSwapBuffer independently of
a "main thread" that owns the wl_display and handles input events and
everything else. In general, the EGL and GL APIs have a threading model
that requires the wayland client library to be usable from several threads.
Finally, the current callback model gets into trouble even in a single
threaded scenario: if we have to block in eglSwapBuffers, we may end up
doing unrelated callbacks from within EGL.
The wl_event_queue mechanism lets the application (or middleware such as
EGL or toolkits) assign a proxy to an event queue. Only events from objects
associated with the queue will be put in the queue, and conversely,
events from objects associated with the queue will not be queue up anywhere
else. The wl_display struct has a built-in event queue, which is considered
the main and default event queue. New proxies are associated with the
same queue as the object that created them (either the object that a
request with a new-id argument was sent to or the object that sent an
event with a new-id argument). A proxy can be moved to a different event
queue by calling wl_proxy_set_queue().
A subsystem, such as EGL, will then create its own event queue and associate
the objects it expects to receive events from with that queue. If EGL
needs to block and wait for a certain event, it can keep dispatching event
from its queue until that events comes in. This wont call out to unrelated
code with an EGL lock held. Similarly, we don't risk the main thread
handling an event from an EGL object and then calling into EGL from a
different thread without the lock held.
2012-10-05 13:49:48 -04:00
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2012-10-04 16:54:22 -04:00
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int wl_display_flush(struct wl_display *display);
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2011-07-29 19:51:22 -07:00
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void wl_display_roundtrip(struct wl_display *display);
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client: Add wl_event_queue for multi-thread dispatching
This introduces wl_event_queue, which is what will make multi-threaded
wayland clients possible and useful. The driving use case is that of a
GL rendering thread that renders and calls eglSwapBuffer independently of
a "main thread" that owns the wl_display and handles input events and
everything else. In general, the EGL and GL APIs have a threading model
that requires the wayland client library to be usable from several threads.
Finally, the current callback model gets into trouble even in a single
threaded scenario: if we have to block in eglSwapBuffers, we may end up
doing unrelated callbacks from within EGL.
The wl_event_queue mechanism lets the application (or middleware such as
EGL or toolkits) assign a proxy to an event queue. Only events from objects
associated with the queue will be put in the queue, and conversely,
events from objects associated with the queue will not be queue up anywhere
else. The wl_display struct has a built-in event queue, which is considered
the main and default event queue. New proxies are associated with the
same queue as the object that created them (either the object that a
request with a new-id argument was sent to or the object that sent an
event with a new-id argument). A proxy can be moved to a different event
queue by calling wl_proxy_set_queue().
A subsystem, such as EGL, will then create its own event queue and associate
the objects it expects to receive events from with that queue. If EGL
needs to block and wait for a certain event, it can keep dispatching event
from its queue until that events comes in. This wont call out to unrelated
code with an EGL lock held. Similarly, we don't risk the main thread
handling an event from an EGL object and then calling into EGL from a
different thread without the lock held.
2012-10-05 13:49:48 -04:00
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struct wl_event_queue *wl_display_create_queue(struct wl_display *display);
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2008-10-07 10:10:36 -04:00
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2012-05-29 17:37:02 +02:00
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void wl_log_set_handler_client(wl_log_func_t handler);
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2010-06-10 13:48:44 -04:00
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#ifdef __cplusplus
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}
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#endif
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2008-10-07 10:10:36 -04:00
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#endif
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