Author Cage here, I don't consider myself a graphics programmer by any means. At least if you're using wlroots, a lot of this is taken care of for you.
No OP, but still interested: What do you actually need to know if you want to programm a Wayland compositor? I'd like to make something like Fluxbox for Wayland. It's supposed to be super simple. You can rn programs, drag windows around and close them. That's it. Super simple. However I don't even know how to get started. What are the most important things I need to know to get started?
Hmm, it's hard to give a definitive list. I've worked on X11 window managers in the past and while it's not 1:1 comparable, some concepts carry over.
In general, if you have some programming experience you should be able to figure something out. I think today, you'll most likely end up using C or C++.
You can study the source of tinywl for a minimal example. For something a little bigger, you can browse Cage. There's #sway-devel on Freenode where you can ask questions.
Author Cage here, I don't consider myself a graphics programmer by any means. At least if you're using wlroots, a lot of this is taken care of for you.
No OP, but still interested: What do you actually need to know if you want to programm a Wayland compositor? I'd like to make something like Fluxbox for Wayland. It's supposed to be super simple. You can rn programs, drag windows around and close them. That's it. Super simple. However I don't even know how to get started. What are the most important things I need to know to get started?
Hmm, it's hard to give a definitive list. I've worked on X11 window managers in the past and while it's not 1:1 comparable, some concepts carry over.
In general, if you have some programming experience you should be able to figure something out. I think today, you'll most likely end up using C or C++.
You can study the source of tinywl for a minimal example. For something a little bigger, you can browse Cage. There's #sway-devel on Freenode where you can ask questions.
Also, there's more to it than you'd think on the surface level. Those features sound simple, but it'll take quite a bit of effort to get there.
Not to discourage you, but to paint a realistic picture :)
No worries, that is exactly what I want. (A realistic picture)
I'm aware that it's not that easy, but I'm interested very much. I'll have a look at tinywl and cage.
Thanks!