Fixes a timing issue where dialogs got configured right before having
their parent set. This gave compositors the time to resize/rearrange the
dialog as if it were a normal window, only to be marked as "floating"
right away. On niri, this manifested as huge dialog windows.
This is achieved with the addition of a `p_parent_id` parameter to
`window_create`, akin to its popup counterpart.
`window_create` now also accepts a single `Size2i` parameter instead of
two integers, in line with the rest of the `WaylandThread` API. The
original idea was to have a very "barebones" API, akin to the `drivers/`
directory, but that didn't pan out.
This race condition made me pull my hair. `wl_display_roundtrip` has its
own little event loop, which apparently conflicts hard with the
always-running event loop thread.
I kinda assumed that it would be thread-safe thanks to its internal
`wl_display_prepare_read` call that the docs talk about but that's
clearly not enough.
Luckily this method is called very few times and the only dangerous
instances are in the initialization routine, which first starts the
thread and then does various roundtrips. Libdecor has also some internal
roundtrips of its own which would often fail. Starting the thread after
all initialization fixes the issue.
Tested this by spamming *lots* of `wl_display_roundtrip` in
`WaylandThread::init()` with and without this fix.
* Add a new GodotInstance GDCLASS that provides startup and iteration commands to control a Godot instance.
* Adds a libgodot_create_godot_instance entry point that creates a new Godot instance and returns a GodotInstance object.
* Adds a libgodot_destroy_godot_instance entry point that destroys the Godot instance.
Sample Apps: https://github.com/migeran/libgodot_project
Developed by [Migeran](https://migeran.com)
Sponsors & Acknowledgements:
* Initial development sponsored by [Smirk Software](https://www.smirk.gg/)
* Rebasing to Godot 4.3 and further development sponsored by [Xibbon Inc.](https://xibbon.com)
* The GDExtension registration of the host process & build system changes were based
on @Faolan-Rad's LibGodot PR: https://github.com/godotengine/godot/pull/72883
* Thanks to Ben Rog-Wilhelm (Zorbathut) for creating a smaller, minimal version for easier review.
* Thanks to Ernest Lee (iFire) for his support
Co-Authored-By: Gabor Koncz <gabor.koncz@migeran.com>
Co-Authored-By: Ben Rog-Wilhelm <zorba-github@pavlovian.net>
Without this, the screen does go into idle after a few minutes on a RPi5 with default install (wayland w/ labwc), even
though `screen_keep_on` is set. DBUS is enabled but apparently, the screensaver call is not enough.
Previously, the PIDs of any running instances of the game on the remote
device were found with `pgrep`, whose output was passed as parameters to
`kill`. The problem with doing this is that passing zero arguments to
`kill` (which happens when no instances of the game are running
remotely) is an error: it shows the command usage, and exits with status
2 indicating a command-line syntax error:
$ kill
kill: usage: kill [-s sigspec | -n signum | -sigspec] pid | jobspec ... or kill -l [sigspec]
$ echo $?
2
As far as I can tell, all systems that have a `pgrep` command also have
a `pkill` command which accepts (a superset of) the same parameters as
`pgrep` and kills the matched processes instead of listing them on
STDOUT.
In the case where no processes match, `pkill` exits with status 1; but
does so silently.
Invoke `pkill` rather than `pgrep` + `kill`.