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-rw-r--r--src/output.zig173
-rw-r--r--src/server.zig10
2 files changed, 94 insertions, 89 deletions
diff --git a/src/output.zig b/src/output.zig
index 1e0d421..c345bdd 100644
--- a/src/output.zig
+++ b/src/output.zig
@@ -4,107 +4,104 @@ const c = @import("c.zig").c;
const Output = struct {
server: *Server,
wlr_output: *c.wlr_output,
- frame: c.wl_listener,
-};
+ listen_frame: c.wl_listener,
-fn output_frame(listener: [*c]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).
- var output = @fieldParentPtr(Output, "frame", listener);
- var renderer = output.*.server.*.renderer;
+ pub fn init(server: *Server, wlr_output: *c.wlr_output) !@This() {
+ // Some backends don't have modes. DRM+KMS does, and we need to set a mode
+ // before we can use the output. The mode is a tuple of (width, height,
+ // refresh rate), and each monitor supports only a specific set of modes. We
+ // just pick the monitor's preferred mode, a more sophisticated compositor
+ // would let the user configure it.
- var now: c.struct_timespec = undefined;
- _ = c.clock_gettime(c.CLOCK_MONOTONIC, &now);
+ // if not empty
+ if (c.wl_list_empty(&wlr_output.*.modes) == 0) {
+ const mode = c.wlr_output_preferred_mode(wlr_output);
+ c.wlr_output_set_mode(wlr_output, mode);
+ c.wlr_output_enable(wlr_output, true);
+ if (!c.wlr_output_commit(wlr_output)) {
+ return error.CantCommitWlrOutputMode;
+ }
+ }
- // wlr_output_attach_render makes the OpenGL context current.
- if (!c.wlr_output_attach_render(output.*.wlr_output, null)) {
- return;
- }
- // The "effective" resolution can change if you rotate your outputs.
- var width: c_int = undefined;
- var height: c_int = undefined;
- c.wlr_output_effective_resolution(output.*.wlr_output, &width, &height);
- // Begin the renderer (calls glViewport and some other GL sanity checks)
- c.wlr_renderer_begin(renderer, width, height);
+ var output = @This(){
+ .server = server,
+ .wlr_output = wlr_output,
+ .listen_frame = c.wl_listener{
+ .link = undefined,
+ .notify = handle_frame,
+ },
+ };
- const color = [_]f32{ 0.3, 0.3, 0.3, 1.0 };
- c.wlr_renderer_clear(renderer, &color);
+ // Sets up a listener for the frame notify event.
+ c.wl_signal_add(&wlr_output.*.events.frame, &output.*.listen_frame);
- // Each subsequent window we render is rendered on top of the last. Because
- // our view list is ordered front-to-back, we iterate over it backwards.
- for (output.*.server.views.span()) |*view| {
- if (!view.*.mapped) {
- // An unmapped view should not be rendered.
- continue;
- }
- var rdata = RenderData{
- .output = output.*.wlr_output,
- .view = view,
- .renderer = renderer,
- .when = &now,
- };
- // This calls our render_surface function for each surface among the
- // xdg_surface's toplevel and popups.
- c.wlr_xdg_surface_for_each_surface(view.*.xdg_surface, render_surface, &rdata);
- }
+ // Add the new output to the layout. The add_auto function arranges outputs
+ // from left-to-right in the order they appear. A more sophisticated
+ // compositor would let the user configure the arrangement of outputs in the
+ // layout.
+ c.wlr_output_layout_add_auto(server.output_layout, wlr_output);
- // 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
- // reason, wlroots provides a software fallback, which we ask it to render
- // here. wlr_cursor handles configuring hardware vs software cursors for you,
- // and this function is a no-op when hardware cursors are in use.
- c.wlr_output_render_software_cursors(output.*.wlr_output, null);
+ // Creating the global adds a wl_output global to the display, which Wayland
+ // clients can see to find out information about the output (such as
+ // DPI, scale factor, manufacturer, etc).
+ c.wlr_output_create_global(wlr_output);
- // Conclude rendering and swap the buffers, showing the final frame
- // on-screen.
- c.wlr_renderer_end(renderer);
- // TODO: handle failure
- _ = c.wlr_output_commit(output.*.wlr_output);
-}
+ return output;
+ }
-fn server_new_output(listener: [*c]c.wl_listener, data: ?*c_void) callconv(.C) void {
- var server = @fieldParentPtr(Server, "new_output", listener);
- var wlr_output = @ptrCast(*c.wlr_output, @alignCast(@alignOf(*c.wlr_output), data));
+ fn handle_frame(listener: [*c]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).
+ var output = @fieldParentPtr(Output, "frame", listener);
+ var renderer = output.*.server.*.renderer;
- // Some backends don't have modes. DRM+KMS does, and we need to set a mode
- // before we can use the output. The mode is a tuple of (width, height,
- // refresh rate), and each monitor supports only a specific set of modes. We
- // just pick the monitor's preferred mode, a more sophisticated compositor
- // would let the user configure it.
+ var now: c.struct_timespec = undefined;
+ _ = c.clock_gettime(c.CLOCK_MONOTONIC, &now);
- // if not empty
- if (c.wl_list_empty(&wlr_output.*.modes) == 0) {
- var mode = c.wlr_output_preferred_mode(wlr_output);
- c.wlr_output_set_mode(wlr_output, mode);
- c.wlr_output_enable(wlr_output, true);
- if (!c.wlr_output_commit(wlr_output)) {
+ // wlr_output_attach_render makes the OpenGL context current.
+ if (!c.wlr_output_attach_render(output.*.wlr_output, null)) {
return;
}
- }
+ // The "effective" resolution can change if you rotate your outputs.
+ var width: c_int = undefined;
+ var height: c_int = undefined;
+ c.wlr_output_effective_resolution(output.*.wlr_output, &width, &height);
+ // Begin the renderer (calls glViewport and some other GL sanity checks)
+ c.wlr_renderer_begin(renderer, width, height);
- // Allocates and configures our state for this output
- server.*.outputs.append(Output{
- .server = undefined,
- .wlr_output = undefined,
- .frame = undefined,
- }) catch unreachable;
- var output = &server.*.outputs.span()[server.*.outputs.span().len - 1];
- output.*.wlr_output = wlr_output;
- output.*.server = server;
+ const color = [_]f32{ 0.3, 0.3, 0.3, 1.0 };
+ c.wlr_renderer_clear(renderer, &color);
- // Sets up a listener for the frame notify event.
- output.*.frame.notify = output_frame;
- c.wl_signal_add(&wlr_output.*.events.frame, &output.*.frame);
+ // Each subsequent window we render is rendered on top of the last. Because
+ // our view list is ordered front-to-back, we iterate over it backwards.
+ for (output.*.server.views.span()) |*view| {
+ if (!view.*.mapped) {
+ // An unmapped view should not be rendered.
+ continue;
+ }
+ var rdata = RenderData{
+ .output = output.*.wlr_output,
+ .view = view,
+ .renderer = renderer,
+ .when = &now,
+ };
+ // This calls our render_surface function for each surface among the
+ // xdg_surface's toplevel and popups.
+ c.wlr_xdg_surface_for_each_surface(view.*.xdg_surface, render_surface, &rdata);
+ }
- // Adds this to the output layout. The add_auto function arranges outputs
- // from left-to-right in the order they appear. A more sophisticated
- // compositor would let the user configure the arrangement of outputs in the
- // layout.
- c.wlr_output_layout_add_auto(server.*.output_layout, wlr_output);
+ // 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
+ // reason, wlroots provides a software fallback, which we ask it to render
+ // here. wlr_cursor handles configuring hardware vs software cursors for you,
+ // and this function is a no-op when hardware cursors are in use.
+ c.wlr_output_render_software_cursors(output.*.wlr_output, null);
- // Creating the global adds a wl_output global to the display, which Wayland
- // clients can see to find out information about the output (such as
- // DPI, scale factor, manufacturer, etc).
- c.wlr_output_create_global(wlr_output);
-}
+ // Conclude rendering and swap the buffers, showing the final frame
+ // on-screen.
+ c.wlr_renderer_end(renderer);
+ // TODO: handle failure
+ _ = c.wlr_output_commit(output.*.wlr_output);
+ }
+};
diff --git a/src/server.zig b/src/server.zig
index d1e0002..54d3efe 100644
--- a/src/server.zig
+++ b/src/server.zig
@@ -69,7 +69,7 @@ pub const Server = struct {
/// Create the socket, set WAYLAND_DISPLAY, and start the backend
pub fn start(self: @This()) !void {
// Add a Unix socket to the Wayland display.
- const socket = c.wl_display_add_socket_auto(self.wl_display) orelse;
+ const socket = c.wl_display_add_socket_auto(self.wl_display) orelse
return error.CantAddSocket;
// Start the backend. This will enumerate outputs and inputs, become the DRM
@@ -114,4 +114,12 @@ pub const Server = struct {
}
return true;
}
+
+ fn handle_new_output(listener: [*c]c.wl_listener, data: ?*c_void) callconv(.C) void {
+ var server = @fieldParentPtr(Server, "new_output", listener);
+ var wlr_output = @ptrCast(*c.wlr_output, @alignCast(@alignOf(*c.wlr_output), data));
+
+ // TODO: Handle failure
+ server.outputs.append(Output.init(server, wlr_output) orelse return);
+ }
};