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    <p>Is X not "not thread safe"? I can't just pass a display struct
      around can't I? That said if I create a window on the render
      thread display and use WM_DELETE_WINDOW on the main thread display
      then I should get the notification?</p>
    <p>What I don't get is why I do get notifications like gain/loose
      focus of the window but not the ClientMessage. I can change who
      sets these window manager hints but I would like to understand why
      some stuff should work and not the other.</p>
    <p><br>
    </p>
    <div class="moz-cite-prefix">On 1/19/20 3:53 PM, Lucien Gentis
      wrote:<br>
    </div>
    <blockquote type="cite"
      cite="mid:ee069f15-798d-b8ed-f030-9f60811f6fea@univ-lorraine.fr">
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      <div class="moz-cite-prefix">Le 19/01/2020 à 15:17, Roland Plüss a
        écrit :<br>
      </div>
      <blockquote type="cite"
        cite="mid:de428ac6-6a05-8d02-3ef3-f23566523d0e@rptd.ch">
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        <p>Hi Lucien,</p>
        <p>Depends what you call the same display. The window is created
          in the render thread while event looping is done in the main
          thread. In both places XOpenDisplay(getenv("DISPLAY")) is
          called. Is this not the same display? </p>
      </blockquote>
      <p><br>
      </p>
      <p>It is the same physical display, but each time you call
        XOpenDisplay(getenv("DISPLAY")) , you create a new Display*
        structure ; so "display" addresses a Display* structure and
        "pDisplay" another one. So "display" is affected by
        XSetWMProtocls, while "pDisplay" is not (I think so).</p>
      <p>I don't use threads, but there must be a way to pass "display"
        variable from render thread to main thread (or "vice versa") in
        order to use only one Display* structure.<br>
      </p>
      <blockquote type="cite"
        cite="mid:de428ac6-6a05-8d02-3ef3-f23566523d0e@rptd.ch">
        <p>If not how can I "attach" them together? It's a requirement
          that the render thread creates the window while the main
          thread has to handle the event loop (to my knowledge only this
          works).</p>
        <div class="moz-cite-prefix">On 1/19/20 2:43 PM, Lucien Gentis
          wrote:<br>
        </div>
        <blockquote type="cite"
          cite="mid:6b704e91-db08-64c3-ff65-f2b6aa7dd3e5@univ-lorraine.fr">
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          <p>Hello Roland,</p>
          <p>While defining delAtom and calling XSetWMProtocls, you
            specifiy "display", and in your loop, you specify "pDisplay"
            ; is it the same display ?<br>
          </p>
          <div class="moz-cite-prefix">Le 19/01/2020 à 13:33, Roland
            Plüss a écrit :<br>
          </div>
          <blockquote type="cite"
            cite="mid:456a4ab3-f48f-ee42-532c-1560a07f9393@rptd.ch">
            <pre class="moz-quote-pre" wrap="">I'm finishing up my software for releasing but run into a big issue. If
I use window mode instead of full-screen mode the user should be able to
close the window using the X button. I can prevent this from happening
using this code:

Atom delAtom = XInternAtom( display, "WM_DELETE_WINDOW", False );
XSetWMProtocols( display, pWindow, &delAtom, 1 );

The window will not be destroyed when X is pressed so I think this
worked. The problem is though that I do not received ClientMessage and
thus I am unable to close the window. This is the event loop:

XEvent event;
while( XPending( pDisplay ) ){
   XNextEvent( pDisplay, &event );
   log("Event %d", event.type);
   switch( event.type ){
   ...
   case ClientMessage:
      log("Quit Request Received");
      break;
   }
}

Window is created like this:

#define BASIC_EVENT_MASK     ( StructureNotifyMask | ExposureMask |
PropertyChangeMask \
                             | EnterWindowMask | LeaveWindowMask |
KeyPressMask \
                             | KeyReleaseMask | KeymapStateMask |
FocusChangeMask )

#define NOT_PROPAGATE_MASK   ( KeyPressMask | KeyReleaseMask |
ButtonPressMask \
                             | ButtonReleaseMask | PointerMotionMask |
ButtonMotionMask )

XSetWindowAttributes swa;
swa.colormap = colMap;
swa.backing_store = NotUseful;
swa.border_pixel = 0;
swa.event_mask = BASIC_EVENT_MASK;
swa.do_not_propagate_mask = NOT_PROPAGATE_MASK;
swa.override_redirect = False;
swa.save_under = False;
swa.cursor = 0;
swa.bit_gravity = ForgetGravity;
swa.win_gravity = NorthWestGravity;

Any idea what else I need to do to get this working?

</pre>
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        <br>
        <div class="moz-signature">-- <br>
          Mit freundlichen Grüssen<br>
          Plüss Roland<br>
          <br>
          Leader und Head Programmer<br>
          - Game: Epsylon ( <a class="moz-txt-link-freetext"
            href="http://www.indiedb.com/games/epsylon"
            moz-do-not-send="true">http://www.indiedb.com/games/epsylon</a>
          )<br>
          - Game Engine: Drag[en]gine ( <a
            class="moz-txt-link-freetext"
            href="http://www.indiedb.com/engines/dragengine"
            moz-do-not-send="true">http://www.indiedb.com/engines/dragengine</a>
          , <a class="moz-txt-link-freetext"
            href="http://dragengine.rptd.ch/wiki" moz-do-not-send="true">http://dragengine.rptd.ch/wiki</a>
          )<br>
          - Sowie verschiedene Blender Export-Skripts und Game-Tools </div>
        <br>
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    <br>
    <div class="moz-signature">-- <br>
      Yours sincerely<br>
      Plüss Roland<br>
      <br>
      Leader and Head Programmer<br>
      - Game: Epsylon ( <a class="moz-txt-link-freetext" href="http://www.indiedb.com/games/epsylon">http://www.indiedb.com/games/epsylon</a> )<br>
      - Game Engine: Drag[en]gine (
      <a class="moz-txt-link-freetext" href="http://www.indiedb.com/engines/dragengine">http://www.indiedb.com/engines/dragengine</a> ,
      <a class="moz-txt-link-freetext" href="http://dragengine.rptd.ch/wiki">http://dragengine.rptd.ch/wiki</a> )<br>
      - As well as various Blender export scripts und game tools
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