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Wayland support #10
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Oh, this might be bug in winit actually. I'm working on Windows, but checking linux version in Ubuntu on virtual machine, and I have some weird input issues there too, need a closer look at this. Also there is might be a chance that I misused winit someway. |
Just to give an update on this, I use Ubuntu 21.04 on wayland and winit 0.25.0, and I haven't noticed any input issues so far. I can rotate the model in the example "simple" using A and D keys. In my own app, I use mouse movement (device event) and keyboard (window) events successfully. The screenshot in this bug report no longer works. However, I have noticed that the "simple" example and my own app have issues when manually enlarging or maximizing the window. The window decoration resizes correctly and the rg3d rendering process apparently "updates" correctly to produce a larger frame, but then frame is cropped in old, smaller dimensions. When manually shrinking the window to smaller than default dimensions, the renderer correctly produces a smaller frame, but then a black border/frame/box is added "outside" the window decorations using the same size as the "original" window. Resizing the window again won't fix it this time. |
This is an API-breaking change for anyone not using the `Framework` helper. Instead of calling the `set_frame_size()` method on the `Renderer` after a window size change, it is now necessary to call the `set_frame_size()` method on the `Engine`. `Framework` was updated to handle this correctly. Explicitly changing the GL context size (backbuffer) after window resize events happens automatically on most platforms, but is needed for Wayland and macOS according to glutin docs. This fixes an issue on Wayland, where the window content size did not change after a window resize, only the window title bar. Might help for issues FyroxEngine#167 and FyroxEngine#10.
Github fault, they delete stored contend like attached pictures.
Async and simple example is working in sway and in weston on Artix Linux. |
* still experimenting.. * Have gizmo moving need to hook into camera functionality. * feat(586): added on click functionality for scene gizmo to sync rotations with the scene camera. need to smooth out interaction. * chore(586): cleanup imports * chore(586): refactoring to pass mutable ref of camera to scene_gizmo.on_mouse_move() * chore(586): restoring match any to parenthesis * chore(586): reformatted mod.rs to invoke on_mouse_move once passing left mouse state * chore(586): updated gizmo rotation to be based on delta, with an orbital rotation * Save progress before applying clippy suggestions * feat(#586): allow gizmo drag, fixed camera reset issue. * chore(#586): undo change * reverting mutable reference * #586 scene gizmo (#10) chore(#586): added SceneGizmo::DragContext * chore(586): reference gizmo:: to for readability
I'v tested the examples using sway, weston (wayland) and i3 (X11) WM and key input in wayland seems to be broken, it does nothing when in X11 it turn the model.
Also related to wayland and to tiling WM (this bug appear only in sway and not in weston) the display size of the content of the window is cut, resizing the windows fix it.

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