Remove support for Wayland

Yes, this is a fancy new feature, but our Wayland support was
particularly bitrotten, and ideally this would be handled by a platform
layer like SDL. If not, we can always add this back in when GLInterface
has caught up. We might be able to even support wxWidgets and GL
together with subsurfaces!
This commit is contained in:
Jasper St. Pierre
2014-08-05 20:33:50 -04:00
parent 355f7b366b
commit 8bd4b9d2f9
11 changed files with 17 additions and 758 deletions

View File

@ -29,10 +29,6 @@
#include "DolphinWX/X11Utils.h"
#endif
#if HAVE_WAYLAND
#include <wayland-client.h>
#endif
#ifdef USE_EGL
#include "DolphinWX/GLInterface/GLInterface.h"
#endif
@ -262,23 +258,6 @@ static void X11_MainLoop()
}
#endif
#if HAVE_WAYLAND
static void Wayland_MainLoop()
{
// Wait for display to be initialized
while (!GLWin.wl_display)
usleep(20000);
GLWin.running = 1;
while (GLWin.running)
wl_display_dispatch(GLWin.wl_display);
if (GLWin.wl_display)
wl_display_disconnect(GLWin.wl_display);
}
#endif
int main(int argc, char* argv[])
{
#ifdef __APPLE__
@ -330,34 +309,12 @@ int main(int argc, char* argv[])
m_LocalCoreStartupParameter.m_strVideoBackend);
WiimoteReal::LoadSettings();
#if USE_EGL
GLWin.platform = EGL_PLATFORM_NONE;
#endif
#if HAVE_WAYLAND
GLWin.wl_display = nullptr;
#endif
// No use running the loop when booting fails
if (BootManager::BootCore(argv[optind]))
{
#if USE_EGL
while (GLWin.platform == EGL_PLATFORM_NONE)
usleep(20000);
#endif
#if HAVE_WAYLAND
if (GLWin.platform == EGL_PLATFORM_WAYLAND)
Wayland_MainLoop();
#endif
#if HAVE_X11
#if USE_EGL
if (GLWin.platform == EGL_PLATFORM_X11)
{
#endif
XInitThreads();
X11_MainLoop();
#if USE_EGL
}
#endif
XInitThreads();
X11_MainLoop();
#endif
#ifdef __APPLE__
while (running)