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-rw-r--r--src/output.zig100
1 files changed, 86 insertions, 14 deletions
diff --git a/src/output.zig b/src/output.zig
index bbe1a34..bd51700 100644
--- a/src/output.zig
+++ b/src/output.zig
@@ -11,6 +11,8 @@ const RenderData = struct {
renderer: *c.wlr_renderer,
view: *View,
when: *c.struct_timespec,
+ ox: f64,
+ oy: f64,
};
pub const Output = struct {
@@ -80,6 +82,19 @@ pub const Output = struct {
const color = [_]f32{ 0.3, 0.3, 0.3, 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,
+ );
+
// The first view in the list is "on top" so iterate in reverse.
var it = ViewStack.reverseIterator(
output.root.views.last,
@@ -91,7 +106,8 @@ pub const Output = struct {
if (view.current_box.width == 0 or view.current_box.height == 0) {
continue;
}
- output.renderView(view, &now);
+ output.renderView(view, &now, ox, oy);
+ output.renderBorders(view, &now, ox, oy);
}
// Hardware cursors are rendered by the GPU on a separate plane, and can be
@@ -109,7 +125,7 @@ pub const Output = struct {
_ = c.wlr_output_commit(output.wlr_output);
}
- fn renderView(self: Self, view: *View, now: *c.struct_timespec) void {
+ 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.
if (view.stashed_buffer) |buffer| {
@@ -148,6 +164,8 @@ pub const Output = struct {
.view = view,
.renderer = self.root.server.wlr_renderer,
.when = now,
+ .ox = ox,
+ .oy = oy,
};
// This calls our render_surface function for each surface among the
@@ -174,19 +192,11 @@ pub const Output = struct {
return;
}
- // 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(view.root.wlr_output_layout, output, &ox, &oy);
- ox += @intToFloat(f64, view.current_box.x + @intCast(i32, view.root.border_width) + sx);
- oy += @intToFloat(f64, view.current_box.y + @intCast(i32, view.root.border_width) + sy);
-
var box = c.wlr_box{
- .x = @floatToInt(c_int, ox),
- .y = @floatToInt(c_int, oy),
+ .x = @floatToInt(c_int, rdata.ox) + view.current_box.x + sx +
+ @intCast(c_int, view.root.border_width),
+ .y = @floatToInt(c_int, rdata.oy) + view.current_box.y + sy +
+ @intCast(c_int, view.root.border_width),
.width = surface.current.width,
.height = surface.current.height,
};
@@ -210,6 +220,68 @@ pub const Output = struct {
// prepare another one now if it likes.
c.wlr_surface_send_frame_done(surface, rdata.when);
}
+
+ fn renderBorders(self: Self, view: *View, now: *c.struct_timespec, ox: f64, oy: f64) void {
+ var border: c.wlr_box = undefined;
+ const color = [_]f32{ 0.34509804, 0.43137255, 0.45882353, 1.0 }; // Solarized base01
+ const border_width = self.root.border_width;
+
+ // left border
+ border.x = @floatToInt(c_int, ox) + view.current_box.x;
+ border.y = @floatToInt(c_int, oy) + view.current_box.y;
+ border.width = @intCast(c_int, border_width);
+ border.height = @intCast(c_int, view.current_box.height);
+ scaleBox(&border, self.wlr_output.scale);
+ c.wlr_render_rect(
+ self.root.server.wlr_renderer,
+ &border,
+ &color,
+ &self.wlr_output.transform_matrix,
+ );
+
+ // right border
+ border.x = @floatToInt(c_int, ox) + view.current_box.x +
+ @intCast(c_int, view.current_box.width - border_width);
+ border.y = @floatToInt(c_int, oy) + view.current_box.y;
+ border.width = @intCast(c_int, border_width);
+ border.height = @intCast(c_int, view.current_box.height);
+ scaleBox(&border, self.wlr_output.scale);
+ c.wlr_render_rect(
+ self.root.server.wlr_renderer,
+ &border,
+ &color,
+ &self.wlr_output.transform_matrix,
+ );
+
+ // top border
+ border.x = @floatToInt(c_int, ox) + view.current_box.x +
+ @intCast(c_int, border_width);
+ border.y = @floatToInt(c_int, oy) + view.current_box.y;
+ border.width = @intCast(c_int, view.current_box.width);
+ border.height = @intCast(c_int, border_width);
+ scaleBox(&border, self.wlr_output.scale);
+ c.wlr_render_rect(
+ self.root.server.wlr_renderer,
+ &border,
+ &color,
+ &self.wlr_output.transform_matrix,
+ );
+
+ // bottom border
+ border.x = @floatToInt(c_int, ox) + view.current_box.x +
+ @intCast(c_int, border_width);
+ border.y = @floatToInt(c_int, oy) + view.current_box.y +
+ @intCast(c_int, view.current_box.height - border_width);
+ border.width = @intCast(c_int, view.current_box.width);
+ border.height = @intCast(c_int, border_width);
+ scaleBox(&border, self.wlr_output.scale);
+ c.wlr_render_rect(
+ self.root.server.wlr_renderer,
+ &border,
+ &color,
+ &self.wlr_output.transform_matrix,
+ );
+ }
};
/// Scale a wlr_box, taking the possibility of fractional scaling into account.