Le 19/01/2020 à 15:17, Roland Plüss a écrit :

Hi Lucien,

Depends what you call the same display. The window is created in the render thread while event looping is done in the main thread. In both places XOpenDisplay(getenv("DISPLAY")) is called. Is this not the same display?


It is the same physical display, but each time you call XOpenDisplay(getenv("DISPLAY")) , you create a new Display* structure ; so "display" addresses a Display* structure and "pDisplay" another one. So "display" is affected by XSetWMProtocls, while "pDisplay" is not (I think so).

I don't use threads, but there must be a way to pass "display" variable from render thread to main thread (or "vice versa") in order to use only one Display* structure.

If not how can I "attach" them together? It's a requirement that the render thread creates the window while the main thread has to handle the event loop (to my knowledge only this works).

On 1/19/20 2:43 PM, Lucien Gentis wrote:

Hello Roland,

While defining delAtom and calling XSetWMProtocls, you specifiy "display", and in your loop, you specify "pDisplay" ; is it the same display ?

Le 19/01/2020 à 13:33, Roland Plüss a écrit :
I'm finishing up my software for releasing but run into a big issue. If
I use window mode instead of full-screen mode the user should be able to
close the window using the X button. I can prevent this from happening
using this code:

Atom delAtom = XInternAtom( display, "WM_DELETE_WINDOW", False );
XSetWMProtocols( display, pWindow, &delAtom, 1 );

The window will not be destroyed when X is pressed so I think this
worked. The problem is though that I do not received ClientMessage and
thus I am unable to close the window. This is the event loop:

XEvent event;
while( XPending( pDisplay ) ){
    XNextEvent( pDisplay, &event );
    log("Event %d", event.type);
    switch( event.type ){
    ...
    case ClientMessage:
       log("Quit Request Received");
       break;
    }
}

Window is created like this:

#define BASIC_EVENT_MASK     ( StructureNotifyMask | ExposureMask |
PropertyChangeMask \
                              | EnterWindowMask | LeaveWindowMask |
KeyPressMask \
                              | KeyReleaseMask | KeymapStateMask |
FocusChangeMask )

#define NOT_PROPAGATE_MASK   ( KeyPressMask | KeyReleaseMask |
ButtonPressMask \
                              | ButtonReleaseMask | PointerMotionMask |
ButtonMotionMask )

XSetWindowAttributes swa;
swa.colormap = colMap;
swa.backing_store = NotUseful;
swa.border_pixel = 0;
swa.event_mask = BASIC_EVENT_MASK;
swa.do_not_propagate_mask = NOT_PROPAGATE_MASK;
swa.override_redirect = False;
swa.save_under = False;
swa.cursor = 0;
swa.bit_gravity = ForgetGravity;
swa.win_gravity = NorthWestGravity;

Any idea what else I need to do to get this working?


_______________________________________________
xorg@lists.x.org: X.Org support
Archives:http://lists.freedesktop.org/archives/xorg
Info:https://lists.x.org/mailman/listinfo/xorg
Your subscription address: %(user_address)s

_______________________________________________
xorg@lists.x.org: X.Org support
Archives:http://lists.freedesktop.org/archives/xorg
Info:https://lists.x.org/mailman/listinfo/xorg
Your subscription address: %(user_address)s

--
Mit freundlichen Grüssen
Plüss Roland

Leader und Head Programmer
- Game: Epsylon ( http://www.indiedb.com/games/epsylon )
- Game Engine: Drag[en]gine ( http://www.indiedb.com/engines/dragengine , http://dragengine.rptd.ch/wiki )
- Sowie verschiedene Blender Export-Skripts und Game-Tools

_______________________________________________
xorg@lists.x.org: X.Org support
Archives: http://lists.freedesktop.org/archives/xorg
Info: https://lists.x.org/mailman/listinfo/xorg
Your subscription address: %(user_address)s
_______________________________________________
xorg@lists.x.org: X.Org support
Archives: http://lists.freedesktop.org/archives/xorg
Info: https://lists.x.org/mailman/listinfo/xorg
Your subscription address: %(user_address)s

Reply via email to