aboutsummaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorIsaac Freund <ifreund@ifreund.xyz>2020-04-15 18:26:02 +0200
committerIsaac Freund <ifreund@ifreund.xyz>2020-04-15 18:26:02 +0200
commitf33b1fa3e830b677fa5c2f797513b09775984562 (patch)
treef02804b463bffbbf1455033e2316990668fd1cfc /src
parent2283ee78b57b4cd1f78d4c409b6d113cecbefac9 (diff)
downloadriver-f33b1fa3e830b677fa5c2f797513b09775984562.tar.gz
river-f33b1fa3e830b677fa5c2f797513b09775984562.tar.xz
Properly handle coordinates with multiple outputs
Diffstat (limited to 'src')
-rw-r--r--src/render.zig68
1 files changed, 21 insertions, 47 deletions
diff --git a/src/render.zig b/src/render.zig
index bd08400..6a7f2b4 100644
--- a/src/render.zig
+++ b/src/render.zig
@@ -27,21 +27,8 @@ pub fn renderOutput(output: *Output) void {
const color = [_]f32{ 0.0, 0.16862745, 0.21176471, 1.0 };
c.wlr_renderer_clear(renderer, &color);
- // The view has a position in layout coordinates. If you have two displays,
- // one next to the other, both 1080p, a view on the rightmost display might
- // have layout coordinates of 2000,100. We need to translate that to
- // output-local coordinates, or (2000 - 1920).
- var ox: f64 = 0.0;
- var oy: f64 = 0.0;
- c.wlr_output_layout_output_coords(
- output.root.wlr_output_layout,
- output.wlr_output,
- &ox,
- &oy,
- );
-
- renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now, ox, oy);
- renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now, ox, oy);
+ renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now);
+ renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now);
// The first view in the list is "on top" so iterate in reverse.
var it = ViewStack(View).reverseIterator(output.views.last, output.current_focused_tags);
@@ -52,12 +39,12 @@ pub fn renderOutput(output: *Output) void {
if (view.current_box.width == 0 or view.current_box.height == 0) {
continue;
}
- renderView(output.*, view, &now, ox, oy);
- renderBorders(output.*, view, &now, ox, oy);
+ renderView(output.*, view, &now);
+ renderBorders(output.*, view, &now);
}
- renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now, ox, oy);
- renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now, ox, oy);
+ renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now);
+ renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now);
// 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
@@ -79,12 +66,10 @@ const LayerSurfaceRenderData = struct {
renderer: *c.wlr_renderer,
layer_surface: *LayerSurface,
when: *c.struct_timespec,
- ox: f64,
- oy: f64,
};
/// Render all surfaces on the passed layer
-fn renderLayer(output: Output, layer: std.TailQueue(LayerSurface), now: *c.struct_timespec, ox: f64, oy: f64) void {
+fn renderLayer(output: Output, layer: std.TailQueue(LayerSurface), now: *c.struct_timespec) void {
var it = layer.first;
while (it) |node| : (it = node.next) {
const layer_surface = &node.data;
@@ -93,8 +78,6 @@ fn renderLayer(output: Output, layer: std.TailQueue(LayerSurface), now: *c.struc
.renderer = output.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,
@@ -125,8 +108,8 @@ fn renderLayerSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c
}
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,
+ .x = layer_surface.box.x + sx,
+ .y = layer_surface.box.y + sy,
.width = surface.current.width,
.height = surface.current.height,
};
@@ -156,11 +139,9 @@ const ViewRenderData = struct {
renderer: *c.wlr_renderer,
view: *View,
when: *c.struct_timespec,
- ox: f64,
- oy: f64,
};
-fn renderView(output: Output, view: *View, now: *c.struct_timespec, ox: f64, oy: f64) void {
+fn renderView(output: Output, view: *View, now: *c.struct_timespec) 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.
if (view.stashed_buffer) |buffer| {
@@ -201,8 +182,6 @@ fn renderView(output: Output, view: *View, now: *c.struct_timespec, ox: f64, oy:
.view = view,
.renderer = output.root.server.wlr_renderer,
.when = now,
- .ox = ox,
- .oy = oy,
};
// This calls our render_surface function for each surface among the
@@ -232,10 +211,8 @@ fn renderSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void
const border_width = view.output.root.server.config.border_width;
const view_padding = view.output.root.server.config.view_padding;
var box = c.wlr_box{
- .x = @floatToInt(c_int, rdata.ox) + view.current_box.x + sx +
- @intCast(c_int, border_width + view_padding),
- .y = @floatToInt(c_int, rdata.oy) + view.current_box.y + sy +
- @intCast(c_int, border_width + view_padding),
+ .x = view.current_box.x + sx + @intCast(c_int, border_width + view_padding),
+ .y = view.current_box.y + sy + @intCast(c_int, border_width + view_padding),
.width = surface.current.width,
.height = surface.current.height,
};
@@ -260,7 +237,7 @@ fn renderSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void
c.wlr_surface_send_frame_done(surface, rdata.when);
}
-fn renderBorders(output: Output, view: *View, now: *c.struct_timespec, ox: f64, oy: f64) void {
+fn renderBorders(output: Output, view: *View, now: *c.struct_timespec) void {
var border: c.wlr_box = undefined;
const color = if (view.wlr_xdg_surface.unnamed_163.toplevel.*.current.activated)
[_]f32{ 0.57647059, 0.63137255, 0.63137255, 1.0 } // Solarized base1
@@ -270,8 +247,8 @@ fn renderBorders(output: Output, view: *View, now: *c.struct_timespec, ox: f64,
const view_padding = output.root.server.config.view_padding;
// left border
- border.x = @floatToInt(c_int, ox) + view.current_box.x + @intCast(c_int, view_padding);
- border.y = @floatToInt(c_int, oy) + view.current_box.y + @intCast(c_int, view_padding);
+ border.x = view.current_box.x + @intCast(c_int, view_padding);
+ border.y = view.current_box.y + @intCast(c_int, view_padding);
border.width = @intCast(c_int, border_width);
border.height = @intCast(c_int, view.current_box.height - view_padding * 2);
scaleBox(&border, output.wlr_output.scale);
@@ -283,9 +260,9 @@ fn renderBorders(output: Output, view: *View, now: *c.struct_timespec, ox: f64,
);
// right border
- border.x = @floatToInt(c_int, ox) + view.current_box.x +
+ border.x = view.current_box.x +
@intCast(c_int, view.current_box.width - border_width - view_padding);
- border.y = @floatToInt(c_int, oy) + view.current_box.y + @intCast(c_int, view_padding);
+ border.y = view.current_box.y + @intCast(c_int, view_padding);
border.width = @intCast(c_int, border_width);
border.height = @intCast(c_int, view.current_box.height - view_padding * 2);
scaleBox(&border, output.wlr_output.scale);
@@ -297,10 +274,8 @@ fn renderBorders(output: Output, view: *View, now: *c.struct_timespec, ox: f64,
);
// top border
- border.x = @floatToInt(c_int, ox) + view.current_box.x +
- @intCast(c_int, border_width + view_padding);
- border.y = @floatToInt(c_int, oy) + view.current_box.y +
- @intCast(c_int, view_padding);
+ border.x = view.current_box.x + @intCast(c_int, border_width + view_padding);
+ border.y = view.current_box.y + @intCast(c_int, view_padding);
border.width = @intCast(c_int, view.current_box.width -
border_width * 2 - view_padding * 2);
border.height = @intCast(c_int, border_width);
@@ -313,9 +288,8 @@ fn renderBorders(output: Output, view: *View, now: *c.struct_timespec, ox: f64,
);
// bottom border
- border.x = @floatToInt(c_int, ox) + view.current_box.x +
- @intCast(c_int, border_width + view_padding);
- border.y = @floatToInt(c_int, oy) + view.current_box.y +
+ border.x = view.current_box.x + @intCast(c_int, border_width + view_padding);
+ border.y = view.current_box.y +
@intCast(c_int, view.current_box.height - border_width - view_padding);
border.width = @intCast(c_int, view.current_box.width -
border_width * 2 - view_padding * 2);