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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),
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();
}
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.views.append(node);
}
/// Finds the top most 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;
}
};
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