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Re:Wayland: “Move fast and break things” as a moral imperative by zokier on Sunday May 23, 2021 @05:58AM (#27253768)
> The only working Wayland toolchain is tens of millions of lines of C code.

What is this "Wayland toolchain" and where are its tens of millions of lines of code exactly?

For comparison SDLs wayland backend implementation is like <10k lines of code: https://github.com/libsdl-org/SDL/tree/main/src/video/waylan...

Re:Wayland: “Move fast and break things” as a moral imperative by makomk on Sunday May 23, 2021 @06:17AM (#27253878)
The problem with SDL's Wayland backend is that, as I understand it, you won't get any window decorations on common Wayland compositors like the Gnome one because Gnome expects every app to implement the window decorations itself (and the expected way to do this is by dragging in the entirety of Gtk, even if you're not using any of the other functionality of the toolkit). It looks like SDL are working on some kind of solution but it doesn't seem to be ready yet.

As it stands, though, it's probably not feasible to actually ship a game with Wayland support using SDL due to the potential support issues from people not running in fullscreen mode being stuck with a window that can't be moved, minimized or closed in the usual way.

Re:Wayland: “Move fast and break things” as a moral imperative by kaba0 on Sunday May 23, 2021 @06:13AM (#27253849)
The “author” doesn’t know anything about the topic, but I guess he/she meant wlroots as a toolchain.
Re:Wayland: “Move fast and break things” as a moral imperative by zokier on Sunday May 23, 2021 @01:14PM (#27256680)
wlroots is like 50k lines?
Re:Wayland: “Move fast and break things” as a moral imperative by kaba0 on Sunday May 23, 2021 @01:28PM (#27256795)
As others mentioned, it was a verbatim copy of Drew’s article on Rust, so it actually refers to the rust compiler (not sure if with or without LLVM)