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
Qt has problems initializing everything correctly if there is no screen
at startup. E.g. the breeze widget style tries to initialize some pixmaps
and this fails. In worst case hitting asserts in Qt (debug build).
This change creates a dummy screen which gets destroyed as soon as there
is a real screen.
Reviewed-By: notmart and sebas
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