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<title>yasl.git/tests/wayland/test_reconnect.c, branch main</title>
<subtitle>[no description]</subtitle>
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<updated>2026-10-15T17:38:14+00:00</updated>
<entry>
<title>Make the loop public and let the display drive it</title>
<updated>2026-10-15T17:38:14+00:00</updated>
<author>
<name>Berke Güzel</name>
<email>wenekar1@gmail.com</email>
</author>
<published>2026-10-15T17:38:14+00:00</published>
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<content type='text'>
An application that has its own descriptors and timers needed a second
loop next to yasl's, and could not see yasl's key-repeat timer, clipboard
pipes or reconnect timer. Now there is one wait: the application owns a
yasl_loop, and yasl_init can run the display on it.

- Public yasl_loop_*: descriptors, timers and signals. Descriptor
  callbacks return void. Timer IDs are 64 bits and never reused; a zero
  delay runs in the next step. A nested step or run fails with EBUSY, a
  step off the loop's thread with EPERM, and a quit made before a run ends
  it at once. An interrupted wait keeps its deadline. Creating a loop
  fails when it cannot make its wake pipe.
- The display drives the loop through prepare, wait and check hooks
  instead of wrapping its step. Wayland finishes its read before any
  callback runs, so loop callbacks may create surfaces and do roundtrips.
  Readiness (queued events, an owed REFRESH) is derived in the step, so
  the wait never blocks over pending work. A draw that cannot proceed for
  want of a buffer is no longer counted as work.
- yasl_init takes struct yasl_options. With loop and on_event, each step
  delivers events to on_event and yasl_wait_event fails with EBUSY.
  EALREADY only for the same options, EBUSY for others.
- yasl_surface_request_frame: a REFRESH once the window can show a new
  frame, for pacing animation.
- DISPLAY_LOST reports whether the display reconnects. Pull waits still
  fail with ENOTCONN after a final loss.
- Events pushed from another thread wake the loop.

Co-Authored-By: Claude Opus 5.5 &lt;noreply@anthropic.com&gt;
</content>
</entry>
<entry>
<title>Simplify the public API into one dense header</title>
<updated>2026-10-14T10:56:48+00:00</updated>
<author>
<name>Berke Güzel</name>
<email>wenekar1@gmail.com</email>
</author>
<published>2026-10-14T10:56:48+00:00</published>
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<id>urn:sha1:87279f6903343e621c0446b20d1e7d6a495f1125</id>
<content type='text'>
yasl.h now holds everything except Vulkan: 45 functions instead of 62,
and three installed headers instead of ten.

- One constructor: yasl_surface_create takes CPU, GL or NATIVE, with
  zero-initialized GL options meaning 3.2 core, RGBA8, D24S8.
- Events carry action, mods, x, y and text at the top level; pen
  positions are now logical like pointer positions.
- yasl_cpu_pixels/yasl_cpu_present draw into one persistent canvas,
  cutting three full-frame copies per frame.
- yasl_surface_get_info, yasl_surface_request, YASL_CURSOR_LOCKED,
  yasl_surface_set_text_input, yasl_surface_begin_move_resize and
  yasl_surface_get_native replace groups of narrower calls.
- Interactive calls drop the decorative trigger event argument.
- yasl_wait_event returns 0 only on timeout or yasl_wake, the refresh
  callback runs only in native modal loops, focus loss sends
  INPUT_RESET, and a lost event no longer fails every later wait.
- Unsupported operations and bad arguments report ENOTSUP and EINVAL
  instead of EIO; the keycodes header no longer needs C23.
- The shared library gets a versioned SONAME and version macros.

Co-Authored-By: Claude Opus 5.5 &lt;noreply@anthropic.com&gt;
</content>
</entry>
<entry>
<title>Redefine public and rendering APIs with explicit contracts</title>
<updated>2026-10-14T10:13:52+00:00</updated>
<author>
<name>Berke Güzel</name>
<email>wenekar1@gmail.com</email>
</author>
<published>2026-10-14T10:13:52+00:00</published>
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<id>urn:sha1:1ab3e5a123109704789c2768e11a4f9af515821d</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Reconnect to a restarted Wayland compositor</title>
<updated>2026-10-13T20:52:22+00:00</updated>
<author>
<name>Berke Güzel</name>
<email>wenekar1@gmail.com</email>
</author>
<published>2026-10-13T20:52:22+00:00</published>
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<id>urn:sha1:563b23a33726289387193b85d90fb569631ee05f</id>
<content type='text'>
Windows now outlive the compositor. On connection loss YASL sends
DISPLAY_LOST instead of closing every window, retries the connection on
a loop timer, rebuilds each toplevel with its title, size, state and GL
context, and sends DISPLAY_RESTORED. CPU windows keep their pixels;
GPU renderers drop Vulkan surfaces and GL objects on loss and rebuild
them on restore.

- Free the dead connection's objects on the next wait, after the
  application has released GPU objects built on them.
- Report a lost connection as an event rather than a failed wait.
- Refuse window and Vulkan surface creation while offline with the new
  YASL_ERROR_DISCONNECTED.
- Close popups, cancel drags and fail pending clipboard requests on loss.
- Print only protocol errors, not ordinary disconnects.
- Examples survive a restart; game.c rebinds its GL context.
- Add an end-to-end test that kills Weston under CPU, GL and Vulkan
  windows and requires them to recover.

Co-Authored-By: Claude Opus 5.5 &lt;noreply@anthropic.com&gt;
</content>
</entry>
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