Get things compiling again
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@ -1,6 +1,9 @@
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const std = @import("std");
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const c = @import("c.zig").c;
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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 RenderData = struct {
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output: *c.wlr_output,
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renderer: *c.wlr_renderer,
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@ -8,7 +11,7 @@ const RenderData = struct {
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when: *c.struct_timespec,
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};
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const Output = struct {
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pub const Output = struct {
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server: *Server,
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wlr_output: *c.wlr_output,
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listen_frame: c.wl_listener,
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@ -40,13 +43,13 @@ const Output = struct {
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};
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// Sets up a listener for the frame notify event.
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c.wl_signal_add(&wlr_output.*.events.frame, &output.*.listen_frame);
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c.wl_signal_add(&wlr_output.events.frame, &output.listen_frame);
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// Add the new output to the layout. The add_auto function arranges outputs
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// from left-to-right in the order they appear. A more sophisticated
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// compositor would let the user configure the arrangement of outputs in the
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// layout.
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c.wlr_output_layout_add_auto(server.output_layout, wlr_output);
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c.wlr_output_layout_add_auto(server.wlr_output_layout, wlr_output);
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// Creating the global adds a wl_output global to the display, which Wayland
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// clients can see to find out information about the output (such as
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@ -59,8 +62,8 @@ const Output = struct {
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fn handle_frame(listener: [*c]c.wl_listener, data: ?*c_void) callconv(.C) void {
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// This function is called every time an output is ready to display a frame,
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// generally at the output's refresh rate (e.g. 60Hz).
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var output = @fieldParentPtr(Output, "frame", listener);
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var renderer = output.*.server.*.renderer;
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var output = @fieldParentPtr(Output, "listen_frame", listener);
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var renderer = output.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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@ -93,7 +96,7 @@ const Output = struct {
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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.*.xdg_surface, render_surface, &rdata);
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c.wlr_xdg_surface_for_each_surface(view.*.wlr_xdg_surface, render_surface, &rdata);
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}
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// Hardware cursors are rendered by the GPU on a separate plane, and can be
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@ -133,7 +136,7 @@ const Output = struct {
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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(view.*.server.*.output_layout, output, &ox, &oy);
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c.wlr_output_layout_output_coords(view.server.wlr_output_layout, output, &ox, &oy);
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ox += @intToFloat(f64, view.*.x + sx);
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oy += @intToFloat(f64, view.*.y + sy);
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