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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),
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();
}
}
};
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