const std = @import("std"); const c = @import("c.zig").c; const Output = @import("output.zig").Output; const Server = @import("server.zig").Server; const Seat = @import("seat.zig").Seat; const View = @import("view.zig").View; /// Responsible for all windowing operations pub const Root = struct { const Self = @This(); server: *Server, wlr_output_layout: *c.wlr_output_layout, outputs: std.TailQueue(Output), // Must stay ordered, first N views in list are the masters views: std.TailQueue(View), unmapped_views: std.TailQueue(View), focused_view: ?*View, // Number of pending configures sent in the current transaction. // A value of 0 means there is no current transaction. pending_count: u32, pub fn init(self: *Self, server: *Server) !void { self.server = server; // Create an output layout, which a wlroots utility for working with an // arrangement of screens in a physical layout. self.wlr_output_layout = c.wlr_output_layout_create() orelse return error.CantCreateWlrOutputLayout; errdefer c.wlr_output_layout_destroy(self.wlr_output_layout); self.outputs = std.TailQueue(Output).init(); self.views = std.TailQueue(View).init(); self.unmapped_views = std.TailQueue(View).init(); self.focused_view = null; self.pending_count = 0; } pub fn destroy(self: *Self) void { c.wlr_output_layout_destroy(self.wlr_output_layout); } pub fn addOutput(self: *Self, wlr_output: *c.wlr_output) void { // TODO: Handle failure const node = self.outputs.allocateNode(self.server.allocator) catch unreachable; node.data.init(self, wlr_output) catch unreachable; self.outputs.append(node); } pub fn addView(self: *Self, wlr_xdg_surface: *c.wlr_xdg_surface) void { const node = self.views.allocateNode(self.server.allocator) catch unreachable; node.data.init(self, wlr_xdg_surface); self.unmapped_views.append(node); } /// Finds the topmost view under the output layout coordinates lx, ly /// returns the view if found, and a pointer to the wlr_surface as well as the surface coordinates pub fn viewAt(self: *Self, lx: f64, ly: f64, surface: *?*c.wlr_surface, sx: *f64, sy: *f64) ?*View { var it = self.views.last; while (it) |node| : (it = node.prev) { if (node.data.isAt(lx, ly, surface, sx, sy)) { return &node.data; } } return null; } /// Focus the next view in the stack, wrapping if needed. Does nothing /// if there is only one view in the stack. pub fn focusNextView(self: *Self) void { if (self.focused_view) |current_focus| { // If there is a currently focused view, focus the next view in the stack. const node = @fieldParentPtr(std.TailQueue(View).Node, "data", current_focus); if (node.next) |next_node| { const view = &next_node.data; view.focus(view.wlr_xdg_surface.surface); return; } } // There is either no currently focused view or the last view in the // stack is focused and we need to wrap. if (self.views.first) |first_node| { const view = &first_node.data; view.focus(view.wlr_xdg_surface.surface); } } /// Focus the previous view in the stack, wrapping if needed. Does nothing /// if there is only one view in the stack. pub fn focusPrevView(self: *Self) void { if (self.focused_view) |current_focus| { // If there is a currently focused view, focus the previous view in the stack. const node = @fieldParentPtr(std.TailQueue(View).Node, "data", current_focus); if (node.prev) |prev_node| { const view = &prev_node.data; view.focus(view.wlr_xdg_surface.surface); return; } } // There is either no currently focused view or the first view in the // stack is focused and we need to wrap. if (self.views.last) |last_node| { const view = &last_node.data; view.focus(view.wlr_xdg_surface.surface); } } pub fn arrange(self: *Self) void { if (self.views.len == 0) { return; } // Super basic vertical layout for now, no master/slave stuff // This can't return null if pass null as the reference const output_box: *c.wlr_box = c.wlr_output_layout_get_box(self.wlr_output_layout, null); const new_height = output_box.height; // Allow for a 10px gap const num_views = @intCast(c_int, self.views.len); const new_width = @divTrunc(output_box.width, num_views) - (num_views - 1) * 10; var x: c_int = 0; var y: c_int = 0; var it = self.views.first; while (it) |node| : (it = node.next) { const view = &node.data; view.pending_state.x = x; view.pending_state.y = y; view.pending_state.width = @intCast(u32, new_width); view.pending_state.height = @intCast(u32, new_height); x += new_width + 10; } self.startTransaction(); } /// Initiate an atomic change to the layout. This change will not be /// applied until all affected clients ack a configure and commit a buffer. fn startTransaction(self: *Self) void { std.debug.assert(self.pending_count == 0); var it = self.views.first; while (it) |node| : (it = node.next) { const view = &node.data; if (view.needsConfigure()) { view.configurePending(); self.pending_count += 1; // We save the current buffer, so we can send an early // frame done event to give the client a head start on // redrawing. view.sendFrameDone(); } view.stashBuffer(); } // TODO: start a timer and handle timeout waiting for all clients to ack } pub fn notifyConfigured(self: *Self) void { self.pending_count -= 1; if (self.pending_count == 0) { self.commitTransaction(); } } /// Apply the pending state and drop stashed buffers. This means that /// the next frame drawn will be the post-transaction state of the /// layout. Must only be called after all clients have configured for /// the new layout. fn commitTransaction(self: *Self) void { // TODO: apply damage properly var it = self.views.first; while (it) |node| : (it = node.next) { const view = &node.data; // TODO: handle views that timed out view.current_state = view.pending_state; view.dropStashedBuffer(); } } };