Commit 350078de authored by denniskempin's avatar denniskempin Committed by Commit bot

wayland-protocols: Add gaming-input-unstable-v1 protocol

This protocol allows the wayland server to notify the client of
connected gamepads and their state.
The protocol does not support axis mapping but assumes the use of the
'Standard Gamepad' as defined by the W3C gamepad API.

BUG=620977

Review-Url: https://codereview.chromium.org/2093803002
Cr-Commit-Position: refs/heads/master@{#405238}
parent 7117eadc
...@@ -148,3 +148,24 @@ source_set("remote_shell_protocol") { ...@@ -148,3 +148,24 @@ source_set("remote_shell_protocol") {
public_configs = [ ":remote_shell_protocol_config" ] public_configs = [ ":remote_shell_protocol_config" ]
} }
config("gaming_input_protocol_config") {
include_dirs = [ "include/protocol" ]
}
source_set("gaming_input_protocol") {
sources = [
"include/protocol/gaming-input-unstable-v1-client-protocol.h",
"include/protocol/gaming-input-unstable-v1-server-protocol.h",
"protocol/gaming-input-protocol.c",
]
deps = [
"//third_party/wayland:wayland_util",
]
configs -= [ "//build/config/compiler:chromium_code" ]
configs += [ "//build/config/compiler:no_chromium_code" ]
public_configs = [ ":gaming_input_protocol_config" ]
}
...@@ -37,4 +37,7 @@ To import a new snapshot of wayland-protocols: ...@@ -37,4 +37,7 @@ To import a new snapshot of wayland-protocols:
wayland-scanner code < */vsync-feedback/vsync-feedback-unstable-v1.xml > protocol/vsync-feedback-protocol.c wayland-scanner code < */vsync-feedback/vsync-feedback-unstable-v1.xml > protocol/vsync-feedback-protocol.c
wayland-scanner server-header < unstable/vsync-feedback/vsync-feedback-unstable-v1.xml > include/protocol/vsync-feedback-unstable-v1-server-protocol.h wayland-scanner server-header < unstable/vsync-feedback/vsync-feedback-unstable-v1.xml > include/protocol/vsync-feedback-unstable-v1-server-protocol.h
wayland-scanner client-header < unstable/vsync-feedback/vsync-feedback-unstable-v1.xml > include/protocol/vsync-feedback-unstable-v1-client-protocol.h wayland-scanner client-header < unstable/vsync-feedback/vsync-feedback-unstable-v1.xml > include/protocol/vsync-feedback-unstable-v1-client-protocol.h
wayland-scanner code < */gaming-input/gaming-input-unstable-v1.xml > protocol/gaming-input-protocol.c
wayland-scanner server-header < unstable/gaming-input/gaming-input-unstable-v1.xml > include/protocol/gaming-input-unstable-v1-server-protocol.h
wayland-scanner client-header < unstable/gaming-input/gaming-input-unstable-v1.xml > include/protocol/gaming-input-unstable-v1-client-protocol.h
- Update this README to reflect the new version number. - Update this README to reflect the new version number.
/*
* Copyright 2016 The Chromium Authors.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#ifndef GAMING_INPUT_UNSTABLE_V1_CLIENT_PROTOCOL_H
#define GAMING_INPUT_UNSTABLE_V1_CLIENT_PROTOCOL_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#include <stddef.h>
#include "wayland-client.h"
struct wl_client;
struct wl_resource;
struct zwp_gaming_input_v1;
struct zwp_gamepad_v1;
extern const struct wl_interface zwp_gaming_input_v1_interface;
extern const struct wl_interface zwp_gamepad_v1_interface;
#define ZWP_GAMING_INPUT_V1_GET_GAMEPAD 0
static inline void
zwp_gaming_input_v1_set_user_data(struct zwp_gaming_input_v1 *zwp_gaming_input_v1, void *user_data)
{
wl_proxy_set_user_data((struct wl_proxy *) zwp_gaming_input_v1, user_data);
}
static inline void *
zwp_gaming_input_v1_get_user_data(struct zwp_gaming_input_v1 *zwp_gaming_input_v1)
{
return wl_proxy_get_user_data((struct wl_proxy *) zwp_gaming_input_v1);
}
static inline void
zwp_gaming_input_v1_destroy(struct zwp_gaming_input_v1 *zwp_gaming_input_v1)
{
wl_proxy_destroy((struct wl_proxy *) zwp_gaming_input_v1);
}
static inline struct zwp_gamepad_v1 *
zwp_gaming_input_v1_get_gamepad(struct zwp_gaming_input_v1 *zwp_gaming_input_v1, struct wl_seat *seat)
{
struct wl_proxy *id;
id = wl_proxy_marshal_constructor((struct wl_proxy *) zwp_gaming_input_v1,
ZWP_GAMING_INPUT_V1_GET_GAMEPAD, &zwp_gamepad_v1_interface, NULL, seat);
return (struct zwp_gamepad_v1 *) id;
}
#ifndef ZWP_GAMEPAD_V1_GAMEPAD_STATE_ENUM
#define ZWP_GAMEPAD_V1_GAMEPAD_STATE_ENUM
/**
* zwp_gamepad_v1_gamepad_state - connection state
* @ZWP_GAMEPAD_V1_GAMEPAD_STATE_OFF: no gamepads are connected or on.
* @ZWP_GAMEPAD_V1_GAMEPAD_STATE_ON: at least one gamepad is connected.
*
*
*/
enum zwp_gamepad_v1_gamepad_state {
ZWP_GAMEPAD_V1_GAMEPAD_STATE_OFF = 0,
ZWP_GAMEPAD_V1_GAMEPAD_STATE_ON = 1,
};
#endif /* ZWP_GAMEPAD_V1_GAMEPAD_STATE_ENUM */
#ifndef ZWP_GAMEPAD_V1_BUTTON_STATE_ENUM
#define ZWP_GAMEPAD_V1_BUTTON_STATE_ENUM
/**
* zwp_gamepad_v1_button_state - physical button state
* @ZWP_GAMEPAD_V1_BUTTON_STATE_RELEASED: the button is not pressed
* @ZWP_GAMEPAD_V1_BUTTON_STATE_PRESSED: the button is pressed
*
* Describes the physical state of a button that produced the button
* event.
*/
enum zwp_gamepad_v1_button_state {
ZWP_GAMEPAD_V1_BUTTON_STATE_RELEASED = 0,
ZWP_GAMEPAD_V1_BUTTON_STATE_PRESSED = 1,
};
#endif /* ZWP_GAMEPAD_V1_BUTTON_STATE_ENUM */
/**
* zwp_gamepad_v1 - gamepad input device
* @state_change: state change event
* @axis: axis change event
* @button: Gamepad button changed
* @frame: Notifies end of a series of gamepad changes.
*
* The zwp_gamepad_v1 interface represents one or more gamepad input
* devices, which are reported as a normalized 'Standard Gamepad' as it is
* specified by the W3C Gamepad API at:
* https://w3c.github.io/gamepad/#remapping
*/
struct zwp_gamepad_v1_listener {
/**
* state_change - state change event
* @state: new state
*
* Notification that this seat's connection state has changed.
*/
void (*state_change)(void *data,
struct zwp_gamepad_v1 *zwp_gamepad_v1,
uint32_t state);
/**
* axis - axis change event
* @time: timestamp with millisecond granularity
* @axis: axis that produced this event
* @value: new value of axis
*
* Notification of axis change.
*
* The axis id specifies which axis has changed as defined by the
* W3C 'Standard Gamepad'.
*
* The value is calibrated and normalized to the -1 to 1 range.
*/
void (*axis)(void *data,
struct zwp_gamepad_v1 *zwp_gamepad_v1,
uint32_t time,
uint32_t axis,
wl_fixed_t value);
/**
* button - Gamepad button changed
* @time: timestamp with millisecond granularity
* @button: id of button
* @state: digital state of the button
* @analog: analog value of the button
*
* Notification of button change.
*
* The button id specifies which button has changed as defined by
* the W3C 'Standard Gamepad'.
*
* A button can have a digital and an analog value. The analog
* value is normalized to a 0 to 1 range. If a button does not
* provide an analog value, it will be derived from the digital
* state.
*/
void (*button)(void *data,
struct zwp_gamepad_v1 *zwp_gamepad_v1,
uint32_t time,
uint32_t button,
uint32_t state,
wl_fixed_t analog);
/**
* frame - Notifies end of a series of gamepad changes.
* @time: timestamp with millisecond granularity
*
* Indicates the end of a set of events that logically belong
* together. A client is expected to accumulate the data in all
* events within the frame before proceeding.
*/
void (*frame)(void *data,
struct zwp_gamepad_v1 *zwp_gamepad_v1,
uint32_t time);
};
static inline int
zwp_gamepad_v1_add_listener(struct zwp_gamepad_v1 *zwp_gamepad_v1,
const struct zwp_gamepad_v1_listener *listener, void *data)
{
return wl_proxy_add_listener((struct wl_proxy *) zwp_gamepad_v1,
(void (**)(void)) listener, data);
}
#define ZWP_GAMEPAD_V1_DESTROY 0
static inline void
zwp_gamepad_v1_set_user_data(struct zwp_gamepad_v1 *zwp_gamepad_v1, void *user_data)
{
wl_proxy_set_user_data((struct wl_proxy *) zwp_gamepad_v1, user_data);
}
static inline void *
zwp_gamepad_v1_get_user_data(struct zwp_gamepad_v1 *zwp_gamepad_v1)
{
return wl_proxy_get_user_data((struct wl_proxy *) zwp_gamepad_v1);
}
static inline void
zwp_gamepad_v1_destroy(struct zwp_gamepad_v1 *zwp_gamepad_v1)
{
wl_proxy_marshal((struct wl_proxy *) zwp_gamepad_v1,
ZWP_GAMEPAD_V1_DESTROY);
wl_proxy_destroy((struct wl_proxy *) zwp_gamepad_v1);
}
#ifdef __cplusplus
}
#endif
#endif
/*
* Copyright 2016 The Chromium Authors.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#ifndef GAMING_INPUT_UNSTABLE_V1_SERVER_PROTOCOL_H
#define GAMING_INPUT_UNSTABLE_V1_SERVER_PROTOCOL_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#include <stddef.h>
#include "wayland-util.h"
struct wl_client;
struct wl_resource;
struct zwp_gaming_input_v1;
struct zwp_gamepad_v1;
extern const struct wl_interface zwp_gaming_input_v1_interface;
extern const struct wl_interface zwp_gamepad_v1_interface;
/**
* zwp_gaming_input_v1 - extends wl_seat with gaming input devices
* @get_gamepad: get gamepad device assigned to seat
*
* A global interface to provide gaming input devices for a given seat.
*
* Currently only gamepad devices are supported.
*
* Warning! The protocol described in this file is experimental and
* backward incompatible changes may be made. Backward compatible changes
* may be added together with the corresponding uinterface version bump.
* Backward incompatible changes are done by bumping the version number in
* the protocol and uinterface names and resetting the interface version.
* Once the protocol is to be declared stable, the 'z' prefix and the
* version number in the protocol and interface names are removed and the
* interface version number is reset.
*/
struct zwp_gaming_input_v1_interface {
/**
* get_gamepad - get gamepad device assigned to seat
* @id: (none)
* @seat: (none)
*
* Create gamepad object. See zwp_gamepad_v1 interface for
* details.
*/
void (*get_gamepad)(struct wl_client *client,
struct wl_resource *resource,
uint32_t id,
struct wl_resource *seat);
};
#ifndef ZWP_GAMEPAD_V1_GAMEPAD_STATE_ENUM
#define ZWP_GAMEPAD_V1_GAMEPAD_STATE_ENUM
/**
* zwp_gamepad_v1_gamepad_state - connection state
* @ZWP_GAMEPAD_V1_GAMEPAD_STATE_OFF: no gamepads are connected or on.
* @ZWP_GAMEPAD_V1_GAMEPAD_STATE_ON: at least one gamepad is connected.
*
*
*/
enum zwp_gamepad_v1_gamepad_state {
ZWP_GAMEPAD_V1_GAMEPAD_STATE_OFF = 0,
ZWP_GAMEPAD_V1_GAMEPAD_STATE_ON = 1,
};
#endif /* ZWP_GAMEPAD_V1_GAMEPAD_STATE_ENUM */
#ifndef ZWP_GAMEPAD_V1_BUTTON_STATE_ENUM
#define ZWP_GAMEPAD_V1_BUTTON_STATE_ENUM
/**
* zwp_gamepad_v1_button_state - physical button state
* @ZWP_GAMEPAD_V1_BUTTON_STATE_RELEASED: the button is not pressed
* @ZWP_GAMEPAD_V1_BUTTON_STATE_PRESSED: the button is pressed
*
* Describes the physical state of a button that produced the button
* event.
*/
enum zwp_gamepad_v1_button_state {
ZWP_GAMEPAD_V1_BUTTON_STATE_RELEASED = 0,
ZWP_GAMEPAD_V1_BUTTON_STATE_PRESSED = 1,
};
#endif /* ZWP_GAMEPAD_V1_BUTTON_STATE_ENUM */
/**
* zwp_gamepad_v1 - gamepad input device
* @destroy: destroy gamepad object
*
* The zwp_gamepad_v1 interface represents one or more gamepad input
* devices, which are reported as a normalized 'Standard Gamepad' as it is
* specified by the W3C Gamepad API at:
* https://w3c.github.io/gamepad/#remapping
*/
struct zwp_gamepad_v1_interface {
/**
* destroy - destroy gamepad object
*
*
*/
void (*destroy)(struct wl_client *client,
struct wl_resource *resource);
};
#define ZWP_GAMEPAD_V1_STATE_CHANGE 0
#define ZWP_GAMEPAD_V1_AXIS 1
#define ZWP_GAMEPAD_V1_BUTTON 2
#define ZWP_GAMEPAD_V1_FRAME 3
static inline void
zwp_gamepad_v1_send_state_change(struct wl_resource *resource_, uint32_t state)
{
wl_resource_post_event(resource_, ZWP_GAMEPAD_V1_STATE_CHANGE, state);
}
static inline void
zwp_gamepad_v1_send_axis(struct wl_resource *resource_, uint32_t time, uint32_t axis, wl_fixed_t value)
{
wl_resource_post_event(resource_, ZWP_GAMEPAD_V1_AXIS, time, axis, value);
}
static inline void
zwp_gamepad_v1_send_button(struct wl_resource *resource_, uint32_t time, uint32_t button, uint32_t state, wl_fixed_t analog)
{
wl_resource_post_event(resource_, ZWP_GAMEPAD_V1_BUTTON, time, button, state, analog);
}
static inline void
zwp_gamepad_v1_send_frame(struct wl_resource *resource_, uint32_t time)
{
wl_resource_post_event(resource_, ZWP_GAMEPAD_V1_FRAME, time);
}
#ifdef __cplusplus
}
#endif
#endif
/*
* Copyright 2016 The Chromium Authors.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include <stdlib.h>
#include <stdint.h>
#include "wayland-util.h"
extern const struct wl_interface zwp_gamepad_v1_interface;
extern const struct wl_interface wl_seat_interface;
static const struct wl_interface *types[] = {
NULL,
NULL,
NULL,
NULL,
&zwp_gamepad_v1_interface,
&wl_seat_interface,
};
static const struct wl_message zwp_gaming_input_v1_requests[] = {
{ "get_gamepad", "no", types + 4 },
};
WL_EXPORT const struct wl_interface zwp_gaming_input_v1_interface = {
"zwp_gaming_input_v1", 1,
1, zwp_gaming_input_v1_requests,
0, NULL,
};
static const struct wl_message zwp_gamepad_v1_requests[] = {
{ "destroy", "", types + 0 },
};
static const struct wl_message zwp_gamepad_v1_events[] = {
{ "state_change", "u", types + 0 },
{ "axis", "uuf", types + 0 },
{ "button", "uuuf", types + 0 },
{ "frame", "u", types + 0 },
};
WL_EXPORT const struct wl_interface zwp_gamepad_v1_interface = {
"zwp_gamepad_v1", 1,
1, zwp_gamepad_v1_requests,
4, zwp_gamepad_v1_events,
};
Gamepads protocol
Maintainers:
Dennis Kempin <denniskempin@chromium.org>
<?xml version="1.0" encoding="UTF-8"?>
<protocol name="gaming_input_unstable_v1">
<copyright>
Copyright 2016 The Chromium Authors.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice (including the next
paragraph) shall be included in all copies or substantial portions of the
Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
</copyright>
<interface name="zwp_gaming_input_v1" version="1">
<description summary="extends wl_seat with gaming input devices">
A global interface to provide gaming input devices for a given seat.
Currently only gamepad devices are supported.
Warning! The protocol described in this file is experimental and
backward incompatible changes may be made. Backward compatible changes
may be added together with the corresponding uinterface version bump.
Backward incompatible changes are done by bumping the version number in
the protocol and uinterface names and resetting the interface version.
Once the protocol is to be declared stable, the 'z' prefix and the
version number in the protocol and interface names are removed and the
interface version number is reset.
</description>
<request name="get_gamepad">
<description summary="get gamepad device assigned to seat">
Create gamepad object. See zwp_gamepad_v1 interface for details.
</description>
<arg name="id" type="new_id" interface="zwp_gamepad_v1"/>
<arg name="seat" type="object" interface="wl_seat"/>
</request>
</interface>
<interface name="zwp_gamepad_v1" version="1">
<description summary="gamepad input device">
The zwp_gamepad_v1 interface represents one or more gamepad input devices,
which are reported as a normalized 'Standard Gamepad' as it is specified
by the W3C Gamepad API at: https://w3c.github.io/gamepad/#remapping
</description>
<request name="destroy" type="destructor">
<description summary="destroy gamepad object"/>
</request>
<enum name="gamepad_state">
<description summary="connection state"/>
<entry name="off" value="0" summary="no gamepads are connected or on."/>
<entry name="on" value="1" summary="at least one gamepad is connected."/>
</enum>
<event name="state_change">
<description summary="state change event">
Notification that this seat's connection state has changed.
</description>
<arg name="state" type="uint" enum="gamepad_state" summary="new state"/>
</event>
<event name="axis">
<description summary="axis change event">
Notification of axis change.
The axis id specifies which axis has changed as defined by the W3C
'Standard Gamepad'.
The value is calibrated and normalized to the -1 to 1 range.
</description>
<arg name="time" type="uint" summary="timestamp with millisecond granularity"/>
<arg name="axis" type="uint" summary="axis that produced this event"/>
<arg name="value" type="fixed" summary="new value of axis"/>
</event>
<enum name="button_state">
<description summary="physical button state">
Describes the physical state of a button that produced the button
event.
</description>
<entry name="released" value="0" summary="the button is not pressed"/>
<entry name="pressed" value="1" summary="the button is pressed"/>
</enum>
<event name="button">
<description summary="Gamepad button changed">
Notification of button change.
The button id specifies which button has changed as defined by the W3C
'Standard Gamepad'.
A button can have a digital and an analog value. The analog value is
normalized to a 0 to 1 range.
If a button does not provide an analog value, it will be derived from
the digital state.
</description>
<arg name="time" type="uint" summary="timestamp with millisecond granularity"/>
<arg name="button" type="uint" summary="id of button"/>
<arg name="state" type="uint" enum="button_state" summary="digital state of the button"/>
<arg name="analog" type="fixed" summary="analog value of the button"/>
</event>
<event name="frame">
<description summary="Notifies end of a series of gamepad changes.">
Indicates the end of a set of events that logically belong together.
A client is expected to accumulate the data in all events within the
frame before proceeding.
</description>
<arg name="time" type="uint" summary="timestamp with millisecond granularity"/>
</event>
</interface>
</protocol>
...@@ -144,5 +144,25 @@ ...@@ -144,5 +144,25 @@
], ],
}, },
}, },
{
'target_name': 'gaming_input_protocol',
'type': 'static_library',
'dependencies' : [
'../wayland/wayland.gyp:wayland_util',
],
'sources': [
'include/protocol/gaming-input-unstable-v1-client-protocol.h',
'include/protocol/gaming-input-unstable-v1-server-protocol.h',
'protocol/gaming-input-protocol.c',
],
'include_dirs': [
'include/protocol',
],
'direct_dependent_settings': {
'include_dirs': [
'include/protocol',
],
},
},
], ],
} }
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