Summary: Basically just a copy and paste from the relevant Qt Wayland
parts.
Reviewers: #plasma
Subscribers: plasma-devel
Tags: #plasma
Differential Revision: https://phabricator.kde.org/D5172
On build.kde.org the autotests started to crash on tear down due to a
newer Wayland library. The reason is that the KWayland::Client::Outputs
are destroyed after the internal Wayland connection is destroyed.
This change parents the created Outputs to the Registry like the other
objects. To ensure that the KWin::QPA::Screen doesn't have a problem
with that, it is changed to a QPointer - nullptr checks are already in
place.
Hopefully that will fix the crashes on build.kde.org, but there is a
chance that more errors are hidden.
Summary:
If a user specifies the QT_WAYLAND_FORCE_DPI env variable, KWin uses
it to force a logicalDPI, just like QtWayland.
Test Plan: Normally sized window decorations
Reviewers: #plasma
Subscribers: plasma-devel
Projects: #plasma
Differential Revision: https://phabricator.kde.org/D1605
This makes QCursor::pos and QCursor::setPos function correctly. KWin
actually wouldn't need it as KWin has the KWin::Cursor replacement, but
it allows Qt internal API to have it function correctly and also the
zoom effect does use QCursor::setPos.
This introduces an own QPA plugin for KWin. QtWayland's plugin is not
a good solution for KWin as QtWayland is meant for Wayland clients and
not for a Wayland server. Given that it makes more sense to have a very
minimal QPA plugin which supports the use cases we actually have.
With our own QPA plugin we should be able to improve the following
areas:
* no need to create Wayland server before QApplication
* Qt::BypassWindowManagerHint can be supported
* no workaround for creating OpenGL context in main thread
* sharing OpenGL context with Qt
* OpenGL context for Qt on libhybris backend
The plugin supports so far the following features:
* creating a QPlatformWindow using KWayland::Client (ShellSurface)
* creating a QPlatformBackingStore using a ShmPool
* creating a QPlatformOpenGLContext with Wayland::EGL
* or creating a QPlatformOpenGLContext which shares with KWin's scene
* creating a QPlatformScreen for each KWayland::Client::Output
* QPlatformNativeInterface compatible to QtWayland