wayland-server 0.23.6

Bindings to the standard C implementation of the wayland protocol, server side.
Documentation
Server-side Wayland connector ## Overview This crate provides the interfaces and machinery to safely create servers for the Wayland protocol. It is a rust wrapper around the `libwayland-server.so` C library. The Wayland protocol revolves around the creation of various objects and the exchange of messages associated to these objects. Whenever a client connects, a `Display` object is automatically created in their object space, which they use as a root to create new objects and bootstrap their state. ## Protocol and messages handling model The protocol being bi-directional, you can send and receive messages. Sending messages is done via methods of Rust objects corresponding to the wayland protocol objects, receiving and handling them is done by providing implementations. ### Resources The protocol and message model is very similar to the one of `wayland-client`, with the main difference being that the underlying handles to objects are represented by the `Resource` type, very similarly to proxies in `wayland-client`. These resources are used to send messages to the client (in the Wayland context, these are called "events"). You usually don't use them directly, and instead call methods on the Rust objects themselves, which invoke the appropriate `Resource` methods. It is also possible to directly use the `Resource::::send(..)` method. There is not a 1 to 1 mapping between Rust object instances and protocol objects. Rather, you can think of the Rust objects as `Rc`-like handles to a Wayland object. Multiple instances of a Rust object can exist referring to the same protocol object. Similarly, the lifetimes of the protocol objects and the Rust objects are not tightly tied. As protocol objects are created and destroyed by protocol messages, it can happen that an object gets destroyed while one or more Rust objects still refer to it. In such case, these Rust objects will be disabled and the `alive()` method on the underlying `Resource` will start to return `false`. Events that are subsequently sent to them are ignored. ### Implementations To receive and process messages from the clients to you (in Wayland context they are called "requests"), you need to provide an `Implementation` for each Wayland object created in the protocol session. Whenever a new protocol object is created, you will receive a `NewResource` object. Providing an implementation via its `implement()` method will turn it into a regular Rust object. **All objects must be implemented**, even if it is an implementation doing nothing. Failure to do so (by dropping the `NewResource` for example) can cause future fatal protocol errors if the client tries to send a request to this object. An implementation is a struct implementing the `RequestHandler` trait for the interface of the considered object. Alternatively, an `FnMut(I::Request, I)` closure can be used with the `implement_closure()` method, where `I` is the interface of the considered object. A Rust object passed to your implementation is guaranteed to be alive (as it just received a request), unless the exact message received is a destructor (which is indicated in the API documentations). ## Event loops and general structure The core of your server is the `Display` object. It represent the ability of your program to process Wayland messages. Once this object is created, you can configure it to listen on one or more sockets for incoming client connections (see the `Display` docs for details). To properly function, this Wayland implementation also needs an event loop structure, which is here provided by the `calloop` crate. It is a public dependency and is reexported as `wayland_server::calloop`.