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Wayland: implement window_get_native_handle
This will be the most useful for stuff like OpenXR, although we'd need a way to eventually also expose the EGL handles.
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@ -557,6 +557,37 @@ Vector<DisplayServer::WindowID> DisplayServerWayland::get_window_list() const {
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return ret;
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}
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int64_t DisplayServerWayland::window_get_native_handle(HandleType p_handle_type, WindowID p_window) const {
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MutexLock mutex_lock(wayland_thread.mutex);
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switch (p_handle_type) {
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case DISPLAY_HANDLE: {
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return (int64_t)wayland_thread.get_wl_display();
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} break;
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case WINDOW_HANDLE: {
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return (int64_t)wayland_thread.window_get_wl_surface(p_window);
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} break;
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case WINDOW_VIEW: {
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return 0; // Not supported.
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} break;
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#ifdef GLES3_ENABLED
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case OPENGL_CONTEXT: {
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if (egl_manager) {
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return (int64_t)egl_manager->get_context(p_window);
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}
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return 0;
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} break;
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#endif // GLES3_ENABLED
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default: {
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return 0;
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} break;
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}
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}
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DisplayServer::WindowID DisplayServerWayland::get_window_at_screen_position(const Point2i &p_position) const {
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// Standard Wayland APIs don't support this.
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return MAIN_WINDOW_ID;
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@ -200,6 +200,8 @@ public:
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virtual Vector<DisplayServer::WindowID> get_window_list() const override;
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virtual int64_t window_get_native_handle(HandleType p_handle_type, WindowID p_window = MAIN_WINDOW_ID) const override;
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virtual WindowID get_window_at_screen_position(const Point2i &p_position) const override;
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virtual void window_attach_instance_id(ObjectID p_instance, WindowID p_window_id = MAIN_WINDOW_ID) override;
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