349 lines
14 KiB
Zig
349 lines
14 KiB
Zig
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const std = @import("std");
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const c = @import("c.zig");
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const LayerSurface = @import("layer_surface.zig").LayerSurface;
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const Output = @import("output.zig").Output;
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const Server = @import("server.zig").Server;
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const View = @import("view.zig").View;
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const ViewStack = @import("view_stack.zig").ViewStack;
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pub fn renderOutput(output: *Output) void {
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const renderer = output.root.server.wlr_renderer;
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var now: c.struct_timespec = undefined;
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_ = c.clock_gettime(c.CLOCK_MONOTONIC, &now);
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// wlr_output_attach_render makes the OpenGL context current.
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if (!c.wlr_output_attach_render(output.wlr_output, null)) {
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return;
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}
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// The "effective" resolution can change if you rotate your outputs.
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var width: c_int = undefined;
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var height: c_int = undefined;
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c.wlr_output_effective_resolution(output.wlr_output, &width, &height);
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// Begin the renderer (calls glViewport and some other GL sanity checks)
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c.wlr_renderer_begin(renderer, width, height);
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const color = [_]f32{ 0.0, 0.16862745, 0.21176471, 1.0 };
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c.wlr_renderer_clear(renderer, &color);
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// The view has a position in layout coordinates. If you have two displays,
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// one next to the other, both 1080p, a view on the rightmost display might
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// have layout coordinates of 2000,100. We need to translate that to
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// output-local coordinates, or (2000 - 1920).
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var ox: f64 = 0.0;
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var oy: f64 = 0.0;
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c.wlr_output_layout_output_coords(
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output.root.wlr_output_layout,
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output.wlr_output,
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&ox,
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&oy,
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);
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renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now, ox, oy);
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renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now, ox, oy);
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// The first view in the list is "on top" so iterate in reverse.
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var it = ViewStack.reverseIterator(
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output.root.views.last,
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output.root.current_focused_tags,
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);
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while (it.next()) |view| {
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// This check prevents a race condition when a frame is requested
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// between mapping of a view and the first configure being handled.
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if (view.current_box.width == 0 or view.current_box.height == 0) {
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continue;
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}
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renderView(output.*, view, &now, ox, oy);
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renderBorders(output.*, view, &now, ox, oy);
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}
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renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now, ox, oy);
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renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now, ox, oy);
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// Hardware cursors are rendered by the GPU on a separate plane, and can be
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// moved around without re-rendering what's beneath them - which is more
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// efficient. However, not all hardware supports hardware cursors. For this
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// reason, wlroots provides a software fallback, which we ask it to render
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// here. wlr_cursor handles configuring hardware vs software cursors for you,
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// and this function is a no-op when hardware cursors are in use.
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c.wlr_output_render_software_cursors(output.wlr_output, null);
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// Conclude rendering and swap the buffers, showing the final frame
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// on-screen.
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c.wlr_renderer_end(renderer);
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// TODO: handle failure
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_ = c.wlr_output_commit(output.wlr_output);
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}
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const LayerSurfaceRenderData = struct {
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output: *c.wlr_output,
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renderer: *c.wlr_renderer,
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layer_surface: *LayerSurface,
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when: *c.struct_timespec,
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ox: f64,
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oy: f64,
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};
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/// Render all surfaces on the passed layer
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fn renderLayer(output: Output, layer: std.TailQueue(LayerSurface), now: *c.struct_timespec, ox: f64, oy: f64) void {
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var it = layer.first;
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while (it) |node| : (it = node.next) {
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const layer_surface = &node.data;
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var rdata = LayerSurfaceRenderData{
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.output = output.wlr_output,
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.renderer = output.root.server.wlr_renderer,
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.layer_surface = layer_surface,
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.when = now,
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.ox = ox,
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.oy = oy,
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};
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c.wlr_layer_surface_v1_for_each_surface(
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layer_surface.wlr_layer_surface,
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renderLayerSurface,
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&rdata,
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);
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}
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}
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/// This function is called for every layer surface and popup that needs to be rendered.
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/// TODO: refactor this to reduce code duplication
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fn renderLayerSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void) callconv(.C) void {
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// wlroots says this will never be null
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const surface = _surface.?;
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// This function is called for every surface that needs to be rendered.
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const rdata = @ptrCast(*LayerSurfaceRenderData, @alignCast(@alignOf(LayerSurfaceRenderData), data));
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const layer_surface = rdata.layer_surface;
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const output = rdata.output;
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// We first obtain a wlr_texture, which is a GPU resource. wlroots
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// automatically handles negotiating these with the client. The underlying
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// resource could be an opaque handle passed from the client, or the client
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// could have sent a pixel buffer which we copied to the GPU, or a few other
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// means. You don't have to worry about this, wlroots takes care of it.
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const texture = c.wlr_surface_get_texture(surface);
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if (texture == null) {
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return;
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}
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var box = c.wlr_box{
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.x = @floatToInt(c_int, rdata.ox) + layer_surface.box.x + sx,
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.y = @floatToInt(c_int, rdata.oy) + layer_surface.box.y + sy,
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.width = surface.current.width,
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.height = surface.current.height,
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};
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// Scale the box to the output's current scaling factor
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scaleBox(&box, output.scale);
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// wlr_matrix_project_box is a helper which takes a box with a desired
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// x, y coordinates, width and height, and an output geometry, then
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// prepares an orthographic projection and multiplies the necessary
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// transforms to produce a model-view-projection matrix.
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var matrix: [9]f32 = undefined;
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const transform = c.wlr_output_transform_invert(surface.current.transform);
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c.wlr_matrix_project_box(&matrix, &box, transform, 0.0, &output.transform_matrix);
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// This takes our matrix, the texture, and an alpha, and performs the actual
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// rendering on the GPU.
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_ = c.wlr_render_texture_with_matrix(rdata.renderer, texture, &matrix, 1.0);
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// This lets the client know that we've displayed that frame and it can
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// prepare another one now if it likes.
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c.wlr_surface_send_frame_done(surface, rdata.when);
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}
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const ViewRenderData = struct {
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output: *c.wlr_output,
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renderer: *c.wlr_renderer,
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view: *View,
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when: *c.struct_timespec,
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ox: f64,
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oy: f64,
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};
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fn renderView(output: Output, view: *View, now: *c.struct_timespec, ox: f64, oy: f64) void {
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// If we have a stashed buffer, we are in the middle of a transaction
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// and need to render that buffer until the transaction is complete.
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if (view.stashed_buffer) |buffer| {
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const border_width = view.root.server.config.border_width;
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const view_padding = view.root.server.config.view_padding;
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var box = c.wlr_box{
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.x = view.current_box.x + @intCast(i32, border_width + view_padding),
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.y = view.current_box.y + @intCast(i32, border_width + view_padding),
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.width = @intCast(c_int, view.current_box.width - border_width * 2 - view_padding * 2),
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.height = @intCast(c_int, view.current_box.height - border_width * 2 - view_padding * 2),
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};
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// Scale the box to the output's current scaling factor
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scaleBox(&box, output.wlr_output.scale);
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var matrix: [9]f32 = undefined;
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c.wlr_matrix_project_box(
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&matrix,
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&box,
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c.enum_wl_output_transform.WL_OUTPUT_TRANSFORM_NORMAL,
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0.0,
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&output.wlr_output.transform_matrix,
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);
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// This takes our matrix, the texture, and an alpha, and performs the actual
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// rendering on the GPU.
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_ = c.wlr_render_texture_with_matrix(
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output.root.server.wlr_renderer,
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buffer.texture,
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&matrix,
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1.0,
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);
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} else {
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// Since there is no stashed buffer, we are not in the middle of
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// a transaction and may simply render each toplevel surface.
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var rdata = ViewRenderData{
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.output = output.wlr_output,
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.view = view,
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.renderer = output.root.server.wlr_renderer,
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.when = now,
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.ox = ox,
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.oy = oy,
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};
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// This calls our render_surface function for each surface among the
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// xdg_surface's toplevel and popups.
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c.wlr_xdg_surface_for_each_surface(view.wlr_xdg_surface, renderSurface, &rdata);
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}
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}
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/// This function is called for every toplevel and popup surface that needs to be rendered.
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fn renderSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void) callconv(.C) void {
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// wlroots says this will never be null
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const surface = _surface.?;
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const rdata = @ptrCast(*ViewRenderData, @alignCast(@alignOf(ViewRenderData), data));
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const view = rdata.view;
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const output = rdata.output;
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// We first obtain a wlr_texture, which is a GPU resource. wlroots
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// automatically handles negotiating these with the client. The underlying
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// resource could be an opaque handle passed from the client, or the client
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// could have sent a pixel buffer which we copied to the GPU, or a few other
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// means. You don't have to worry about this, wlroots takes care of it.
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const texture = c.wlr_surface_get_texture(surface);
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if (texture == null) {
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return;
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}
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const border_width = view.root.server.config.border_width;
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const view_padding = view.root.server.config.view_padding;
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var box = c.wlr_box{
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.x = @floatToInt(c_int, rdata.ox) + view.current_box.x + sx +
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@intCast(c_int, border_width + view_padding),
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.y = @floatToInt(c_int, rdata.oy) + view.current_box.y + sy +
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@intCast(c_int, border_width + view_padding),
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.width = surface.current.width,
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.height = surface.current.height,
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};
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// Scale the box to the output's current scaling factor
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scaleBox(&box, output.scale);
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// wlr_matrix_project_box is a helper which takes a box with a desired
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// x, y coordinates, width and height, and an output geometry, then
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// prepares an orthographic projection and multiplies the necessary
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// transforms to produce a model-view-projection matrix.
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var matrix: [9]f32 = undefined;
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const transform = c.wlr_output_transform_invert(surface.current.transform);
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c.wlr_matrix_project_box(&matrix, &box, transform, 0.0, &output.transform_matrix);
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// This takes our matrix, the texture, and an alpha, and performs the actual
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// rendering on the GPU.
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_ = c.wlr_render_texture_with_matrix(rdata.renderer, texture, &matrix, 1.0);
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// This lets the client know that we've displayed that frame and it can
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// prepare another one now if it likes.
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c.wlr_surface_send_frame_done(surface, rdata.when);
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}
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fn renderBorders(output: Output, view: *View, now: *c.struct_timespec, ox: f64, oy: f64) void {
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var border: c.wlr_box = undefined;
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const color = if (output.root.focused_view == view)
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[_]f32{ 0.57647059, 0.63137255, 0.63137255, 1.0 } // Solarized base1
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else
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[_]f32{ 0.34509804, 0.43137255, 0.45882353, 1.0 }; // Solarized base01
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const border_width = output.root.server.config.border_width;
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const view_padding = output.root.server.config.view_padding;
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// left border
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border.x = @floatToInt(c_int, ox) + view.current_box.x + @intCast(c_int, view_padding);
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border.y = @floatToInt(c_int, oy) + view.current_box.y + @intCast(c_int, view_padding);
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border.width = @intCast(c_int, border_width);
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border.height = @intCast(c_int, view.current_box.height - view_padding * 2);
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scaleBox(&border, output.wlr_output.scale);
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c.wlr_render_rect(
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output.root.server.wlr_renderer,
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&border,
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&color,
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&output.wlr_output.transform_matrix,
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);
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// right border
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border.x = @floatToInt(c_int, ox) + view.current_box.x +
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@intCast(c_int, view.current_box.width - border_width - view_padding);
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border.y = @floatToInt(c_int, oy) + view.current_box.y + @intCast(c_int, view_padding);
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border.width = @intCast(c_int, border_width);
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border.height = @intCast(c_int, view.current_box.height - view_padding * 2);
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scaleBox(&border, output.wlr_output.scale);
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c.wlr_render_rect(
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output.root.server.wlr_renderer,
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&border,
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&color,
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&output.wlr_output.transform_matrix,
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);
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// top border
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border.x = @floatToInt(c_int, ox) + view.current_box.x +
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@intCast(c_int, border_width + view_padding);
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border.y = @floatToInt(c_int, oy) + view.current_box.y +
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@intCast(c_int, view_padding);
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border.width = @intCast(c_int, view.current_box.width -
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border_width * 2 - view_padding * 2);
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border.height = @intCast(c_int, border_width);
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scaleBox(&border, output.wlr_output.scale);
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c.wlr_render_rect(
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output.root.server.wlr_renderer,
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&border,
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&color,
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&output.wlr_output.transform_matrix,
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);
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// bottom border
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border.x = @floatToInt(c_int, ox) + view.current_box.x +
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@intCast(c_int, border_width + view_padding);
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border.y = @floatToInt(c_int, oy) + view.current_box.y +
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@intCast(c_int, view.current_box.height - border_width - view_padding);
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border.width = @intCast(c_int, view.current_box.width -
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border_width * 2 - view_padding * 2);
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border.height = @intCast(c_int, border_width);
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scaleBox(&border, output.wlr_output.scale);
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c.wlr_render_rect(
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output.root.server.wlr_renderer,
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&border,
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&color,
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&output.wlr_output.transform_matrix,
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);
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}
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/// Scale a wlr_box, taking the possibility of fractional scaling into account.
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fn scaleBox(box: *c.wlr_box, scale: f64) void {
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box.x = @floatToInt(c_int, @round(@intToFloat(f64, box.x) * scale));
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box.y = @floatToInt(c_int, @round(@intToFloat(f64, box.y) * scale));
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box.width = scaleLength(box.width, box.x, scale);
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box.height = scaleLength(box.height, box.x, scale);
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}
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/// Scales a width/height.
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///
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/// This might seem overly complex, but it needs to work for fractional scaling.
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fn scaleLength(length: c_int, offset: c_int, scale: f64) c_int {
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return @floatToInt(c_int, @round(@intToFloat(f64, offset + length) * scale) -
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@round(@intToFloat(f64, offset) * scale));
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}
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