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| author | Isaac Freund <ifreund@ifreund.xyz> | 2020-04-10 16:49:52 +0200 |
|---|---|---|
| committer | Isaac Freund <ifreund@ifreund.xyz> | 2020-04-10 16:49:52 +0200 |
| commit | bd91bacee9bf7f329d1e8ccdb4121d5f65d03748 (patch) | |
| tree | 9688dc858c1b180c8729803b121a6ce6beca342c /src/output.zig | |
| parent | 86c486bf2dd589f67160b56aef4d4aae66005f77 (diff) | |
| download | river-bd91bacee9bf7f329d1e8ccdb4121d5f65d03748.tar.gz river-bd91bacee9bf7f329d1e8ccdb4121d5f65d03748.tar.xz | |
Implement initial layer shell support
exclusive zones and popups are still TODO
Diffstat (limited to 'src/output.zig')
| -rw-r--r-- | src/output.zig | 185 |
1 files changed, 181 insertions, 4 deletions
diff --git a/src/output.zig b/src/output.zig index 790c8d2..8e79ec0 100644 --- a/src/output.zig +++ b/src/output.zig @@ -1,12 +1,14 @@ const std = @import("std"); const c = @import("c.zig"); +const Box = @import("box.zig").Box; +const LayerSurface = @import("layer_surface.zig").LayerSurface; const Root = @import("root.zig").Root; const Server = @import("server.zig").Server; const View = @import("view.zig").View; const ViewStack = @import("view_stack.zig").ViewStack; -const RenderData = struct { +const ViewRenderData = struct { output: *c.wlr_output, renderer: *c.wlr_renderer, view: *View, @@ -15,11 +17,23 @@ const RenderData = struct { oy: f64, }; +const LayerSurfaceRenderData = struct { + output: *c.wlr_output, + renderer: *c.wlr_renderer, + layer_surface: *LayerSurface, + when: *c.struct_timespec, + ox: f64, + oy: f64, +}; + pub const Output = struct { const Self = @This(); root: *Root, wlr_output: *c.wlr_output, + + layers: [4]std.TailQueue(LayerSurface), + listen_frame: c.wl_listener, pub fn init(self: *Self, root: *Root, wlr_output: *c.wlr_output) !void { @@ -43,6 +57,10 @@ pub const Output = struct { self.root = root; self.wlr_output = wlr_output; + for (self.layers) |*layer| { + layer.* = std.TailQueue(LayerSurface).init(); + } + // Sets up a listener for the frame notify event. self.listen_frame.notify = handleFrame; c.wl_signal_add(&wlr_output.events.frame, &self.listen_frame); @@ -59,6 +77,91 @@ pub const Output = struct { c.wlr_output_create_global(wlr_output); } + /// Add a newly created layer surface to the output. + pub fn addLayerSurface(self: *Self, wlr_layer_surface: *c.wlr_layer_surface_v1) !void { + const layer = wlr_layer_surface.client_pending.layer; + const node = try self.layers[@intCast(usize, @enumToInt(layer))].allocateNode(self.root.server.allocator); + node.data.init(self, wlr_layer_surface, layer); + self.layers[@intCast(usize, @enumToInt(layer))].append(node); + self.arrangeLayers(); + } + + /// Arrange all layer surfaces of this output and addjust the usable aread + pub fn arrangeLayers(self: *Self) void { + // TODO: handle exclusive zones + const bounds = blk: { + var width: c_int = undefined; + var height: c_int = undefined; + c.wlr_output_effective_resolution(self.wlr_output, &width, &height); + break :blk Box{ + .x = 0, + .y = 0, + .width = @intCast(u32, width), + .height = @intCast(u32, height), + }; + }; + + for (self.layers) |layer| { + self.arrangeLayer(layer, bounds); + } + + // TODO: handle seat focus + } + + /// Arrange the layer surfaces of a given layer + fn arrangeLayer(self: *Self, layer: std.TailQueue(LayerSurface), bounds: Box) void { + var it = layer.first; + while (it) |node| : (it = node.next) { + const layer_surface = &node.data; + const current_state = layer_surface.wlr_layer_surface.current; + + var new_box: Box = undefined; + + // Horizontal alignment + if (current_state.anchor & (@intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_LEFT) | + @intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_RIGHT)) != 0 and + current_state.desired_width == 0) + { + new_box.x = bounds.x + @intCast(i32, current_state.margin.left); + new_box.width = bounds.width - + (current_state.margin.left + current_state.margin.right); + } else if (current_state.anchor & @intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_LEFT) != 0) { + new_box.x = bounds.x + @intCast(i32, current_state.margin.left); + new_box.width = current_state.desired_width; + } else if (current_state.anchor & @intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_RIGHT) != 0) { + new_box.x = bounds.x + @intCast(i32, bounds.width - current_state.desired_width - + current_state.margin.right); + new_box.width = current_state.desired_width; + } else { + new_box.x = bounds.x + @intCast(i32, bounds.width / 2 - current_state.desired_width / 2); + new_box.width = current_state.desired_width; + } + + // Vertical alignment + if (current_state.anchor & (@intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_TOP) | + @intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_BOTTOM)) != 0 and + current_state.desired_height == 0) + { + new_box.y = bounds.y + @intCast(i32, current_state.margin.top); + new_box.height = bounds.height - + (current_state.margin.top + current_state.margin.bottom); + } else if (current_state.anchor & @intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_TOP) != 0) { + new_box.y = bounds.y + @intCast(i32, current_state.margin.top); + new_box.height = current_state.desired_height; + } else if (current_state.anchor & @intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_BOTTOM) != 0) { + new_box.y = bounds.y + @intCast(i32, bounds.height - current_state.desired_height - + current_state.margin.bottom); + new_box.height = current_state.desired_height; + } else { + new_box.y = bounds.y + @intCast(i32, bounds.height / 2 - current_state.desired_height / 2); + new_box.height = current_state.desired_height; + } + + layer_surface.box = new_box; + layer_surface.sendConfigure(); + } + } + fn handleFrame(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void { // This function is called every time an output is ready to display a frame, // generally at the output's refresh rate (e.g. 60Hz). @@ -95,6 +198,9 @@ pub const Output = struct { &oy, ); + output.renderLayer(output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now, ox, oy); + output.renderLayer(output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now, ox, oy); + // The first view in the list is "on top" so iterate in reverse. var it = ViewStack.reverseIterator( output.root.views.last, @@ -110,6 +216,9 @@ pub const Output = struct { output.renderBorders(view, &now, ox, oy); } + output.renderLayer(output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now, ox, oy); + output.renderLayer(output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now, ox, oy); + // Hardware cursors are rendered by the GPU on a separate plane, and can be // moved around without re-rendering what's beneath them - which is more // efficient. However, not all hardware supports hardware cursors. For this @@ -125,6 +234,74 @@ pub const Output = struct { _ = c.wlr_output_commit(output.wlr_output); } + /// Render all surfaces on the passed layer + fn renderLayer(self: Self, layer: std.TailQueue(LayerSurface), now: *c.struct_timespec, ox: f64, oy: f64) void { + var it = layer.first; + while (it) |node| : (it = node.next) { + const layer_surface = &node.data; + var rdata = LayerSurfaceRenderData{ + .output = self.wlr_output, + .renderer = self.root.server.wlr_renderer, + .layer_surface = layer_surface, + .when = now, + .ox = ox, + .oy = oy, + }; + c.wlr_layer_surface_v1_for_each_surface( + layer_surface.wlr_layer_surface, + renderLayerSurface, + &rdata, + ); + } + } + + /// This function is called for every layer surface and popup that needs to be rendered. + /// TODO: refactor this to reduce code duplication + fn renderLayerSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void) callconv(.C) void { + // wlroots says this will never be null + const surface = _surface.?; + // This function is called for every surface that needs to be rendered. + const rdata = @ptrCast(*LayerSurfaceRenderData, @alignCast(@alignOf(LayerSurfaceRenderData), data)); + const layer_surface = rdata.layer_surface; + const output = rdata.output; + + // We first obtain a wlr_texture, which is a GPU resource. wlroots + // automatically handles negotiating these with the client. The underlying + // resource could be an opaque handle passed from the client, or the client + // could have sent a pixel buffer which we copied to the GPU, or a few other + // means. You don't have to worry about this, wlroots takes care of it. + const texture = c.wlr_surface_get_texture(surface); + if (texture == null) { + return; + } + + var box = c.wlr_box{ + .x = @floatToInt(c_int, rdata.ox) + layer_surface.box.x + sx, + .y = @floatToInt(c_int, rdata.oy) + layer_surface.box.y + sy, + .width = surface.current.width, + .height = surface.current.height, + }; + + // Scale the box to the output's current scaling factor + scaleBox(&box, output.scale); + + // wlr_matrix_project_box is a helper which takes a box with a desired + // x, y coordinates, width and height, and an output geometry, then + // prepares an orthographic projection and multiplies the necessary + // transforms to produce a model-view-projection matrix. + var matrix: [9]f32 = undefined; + const transform = c.wlr_output_transform_invert(surface.current.transform); + c.wlr_matrix_project_box(&matrix, &box, transform, 0.0, &output.transform_matrix); + + // This takes our matrix, the texture, and an alpha, and performs the actual + // rendering on the GPU. + _ = c.wlr_render_texture_with_matrix(rdata.renderer, texture, &matrix, 1.0); + + // This lets the client know that we've displayed that frame and it can + // prepare another one now if it likes. + c.wlr_surface_send_frame_done(surface, rdata.when); + } + fn renderView(self: Self, view: *View, now: *c.struct_timespec, ox: f64, oy: f64) void { // If we have a stashed buffer, we are in the middle of a transaction // and need to render that buffer until the transaction is complete. @@ -161,7 +338,7 @@ pub const Output = struct { } else { // Since there is no stashed buffer, we are not in the middle of // a transaction and may simply render each toplevel surface. - var rdata = RenderData{ + var rdata = ViewRenderData{ .output = self.wlr_output, .view = view, .renderer = self.root.server.wlr_renderer, @@ -176,11 +353,11 @@ pub const Output = struct { } } + /// This function is called for every toplevel and popup surface that needs to be rendered. fn renderSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void) callconv(.C) void { // wlroots says this will never be null const surface = _surface.?; - // This function is called for every surface that needs to be rendered. - const rdata = @ptrCast(*RenderData, @alignCast(@alignOf(RenderData), data)); + const rdata = @ptrCast(*ViewRenderData, @alignCast(@alignOf(ViewRenderData), data)); const view = rdata.view; const output = rdata.output; |
