Pekka Paalanen <ppaalanen@...> writes:
> Uh oh, yuk...
> 
> I wonder if one would have serious trouble achieving the same on
> Wayland. X is so much more liberal on what one can do wrt. protocol and
> the C API. For instance, in X I believe one can query a lot of stuff
> from the server, in Wayland nothing. In X a window reference is just an
> integer, and if you get something wrong, I think you get an error that
> you can choose to handle non-fatally. In Wayland, you have a pointer,
> that means you are susceptible to use-after-free and segfaults, and if
> you do something wrong, the server disconnects the whole client on the
> spot.

That would be a problem. Steam was designed so that the content creators
wouldn't have to recompile their games for the distribution platform, which
is why they always do the overlay with hooking.

We're obviously stepping outside of the original topic here, but it's
probably worth looking into whether embedded compositors are up to the task
here, or whether some new hooking extension will be required.

The requirements would be:

* The game should "feel" like any other game, in that task-switching, window
decorations, etc, should not be affected.

* If the game has its own launcher (in Linux it would typically be a Qt or
GTK app that spawns the main game) that should appear to be completely
unaffected.

* Any OpenGL window created by the launched app or any of its spawned apps
needs to be able to draw the overlay and intercept input.

* This should be done with minimal performance overhead.

There are other applications that use similar functionality. One common one
on Windows is called Fraps, which is for recording games. It overlays an FPS
counter, and intercepts the keyboard to turn recording on/off. There's a
Linux clone called "Faps", which I haven't used.

Another one in Windows-land is Afterburner, which is used by overclockers.
It has an option to show GPU temperature, clock speed, etc, in an overlay
over your game.

-Rick-

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