Draw borders around views
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							| @ -11,6 +11,8 @@ const RenderData = struct { | ||||
|     renderer: *c.wlr_renderer, | ||||
|     view: *View, | ||||
|     when: *c.struct_timespec, | ||||
|     ox: f64, | ||||
|     oy: f64, | ||||
| }; | ||||
|  | ||||
| pub const Output = struct { | ||||
| @ -80,6 +82,19 @@ pub const Output = struct { | ||||
|         const color = [_]f32{ 0.3, 0.3, 0.3, 1.0 }; | ||||
|         c.wlr_renderer_clear(renderer, &color); | ||||
|  | ||||
|         // The view has a position in layout coordinates. If you have two displays, | ||||
|         // one next to the other, both 1080p, a view on the rightmost display might | ||||
|         // have layout coordinates of 2000,100. We need to translate that to | ||||
|         // output-local coordinates, or (2000 - 1920). | ||||
|         var ox: f64 = 0.0; | ||||
|         var oy: f64 = 0.0; | ||||
|         c.wlr_output_layout_output_coords( | ||||
|             output.root.wlr_output_layout, | ||||
|             output.wlr_output, | ||||
|             &ox, | ||||
|             &oy, | ||||
|         ); | ||||
|  | ||||
|         // The first view in the list is "on top" so iterate in reverse. | ||||
|         var it = ViewStack.reverseIterator( | ||||
|             output.root.views.last, | ||||
| @ -91,7 +106,8 @@ pub const Output = struct { | ||||
|             if (view.current_box.width == 0 or view.current_box.height == 0) { | ||||
|                 continue; | ||||
|             } | ||||
|             output.renderView(view, &now); | ||||
|             output.renderView(view, &now, ox, oy); | ||||
|             output.renderBorders(view, &now, ox, oy); | ||||
|         } | ||||
|  | ||||
|         // Hardware cursors are rendered by the GPU on a separate plane, and can be | ||||
| @ -109,7 +125,7 @@ pub const Output = struct { | ||||
|         _ = c.wlr_output_commit(output.wlr_output); | ||||
|     } | ||||
|  | ||||
|     fn renderView(self: Self, view: *View, now: *c.struct_timespec) void { | ||||
|     fn renderView(self: Self, view: *View, now: *c.struct_timespec, ox: f64, oy: f64) void { | ||||
|         // If we have a stashed buffer, we are in the middle of a transaction | ||||
|         // and need to render that buffer until the transaction is complete. | ||||
|         if (view.stashed_buffer) |buffer| { | ||||
| @ -148,6 +164,8 @@ pub const Output = struct { | ||||
|                 .view = view, | ||||
|                 .renderer = self.root.server.wlr_renderer, | ||||
|                 .when = now, | ||||
|                 .ox = ox, | ||||
|                 .oy = oy, | ||||
|             }; | ||||
|  | ||||
|             // This calls our render_surface function for each surface among the | ||||
| @ -174,19 +192,11 @@ pub const Output = struct { | ||||
|             return; | ||||
|         } | ||||
|  | ||||
|         // The view has a position in layout coordinates. If you have two displays, | ||||
|         // one next to the other, both 1080p, a view on the rightmost display might | ||||
|         // have layout coordinates of 2000,100. We need to translate that to | ||||
|         // output-local coordinates, or (2000 - 1920). | ||||
|         var ox: f64 = 0.0; | ||||
|         var oy: f64 = 0.0; | ||||
|         c.wlr_output_layout_output_coords(view.root.wlr_output_layout, output, &ox, &oy); | ||||
|         ox += @intToFloat(f64, view.current_box.x + @intCast(i32, view.root.border_width) + sx); | ||||
|         oy += @intToFloat(f64, view.current_box.y + @intCast(i32, view.root.border_width) + sy); | ||||
|  | ||||
|         var box = c.wlr_box{ | ||||
|             .x = @floatToInt(c_int, ox), | ||||
|             .y = @floatToInt(c_int, oy), | ||||
|             .x = @floatToInt(c_int, rdata.ox) + view.current_box.x + sx + | ||||
|                 @intCast(c_int, view.root.border_width), | ||||
|             .y = @floatToInt(c_int, rdata.oy) + view.current_box.y + sy + | ||||
|                 @intCast(c_int, view.root.border_width), | ||||
|             .width = surface.current.width, | ||||
|             .height = surface.current.height, | ||||
|         }; | ||||
| @ -210,6 +220,68 @@ pub const Output = struct { | ||||
|         // prepare another one now if it likes. | ||||
|         c.wlr_surface_send_frame_done(surface, rdata.when); | ||||
|     } | ||||
|  | ||||
|     fn renderBorders(self: Self, view: *View, now: *c.struct_timespec, ox: f64, oy: f64) void { | ||||
|         var border: c.wlr_box = undefined; | ||||
|         const color = [_]f32{ 0.34509804, 0.43137255, 0.45882353, 1.0 }; // Solarized base01 | ||||
|         const border_width = self.root.border_width; | ||||
|  | ||||
|         // left border | ||||
|         border.x = @floatToInt(c_int, ox) + view.current_box.x; | ||||
|         border.y = @floatToInt(c_int, oy) + view.current_box.y; | ||||
|         border.width = @intCast(c_int, border_width); | ||||
|         border.height = @intCast(c_int, view.current_box.height); | ||||
|         scaleBox(&border, self.wlr_output.scale); | ||||
|         c.wlr_render_rect( | ||||
|             self.root.server.wlr_renderer, | ||||
|             &border, | ||||
|             &color, | ||||
|             &self.wlr_output.transform_matrix, | ||||
|         ); | ||||
|  | ||||
|         // right border | ||||
|         border.x = @floatToInt(c_int, ox) + view.current_box.x + | ||||
|             @intCast(c_int, view.current_box.width - border_width); | ||||
|         border.y = @floatToInt(c_int, oy) + view.current_box.y; | ||||
|         border.width = @intCast(c_int, border_width); | ||||
|         border.height = @intCast(c_int, view.current_box.height); | ||||
|         scaleBox(&border, self.wlr_output.scale); | ||||
|         c.wlr_render_rect( | ||||
|             self.root.server.wlr_renderer, | ||||
|             &border, | ||||
|             &color, | ||||
|             &self.wlr_output.transform_matrix, | ||||
|         ); | ||||
|  | ||||
|         // top border | ||||
|         border.x = @floatToInt(c_int, ox) + view.current_box.x + | ||||
|             @intCast(c_int, border_width); | ||||
|         border.y = @floatToInt(c_int, oy) + view.current_box.y; | ||||
|         border.width = @intCast(c_int, view.current_box.width); | ||||
|         border.height = @intCast(c_int, border_width); | ||||
|         scaleBox(&border, self.wlr_output.scale); | ||||
|         c.wlr_render_rect( | ||||
|             self.root.server.wlr_renderer, | ||||
|             &border, | ||||
|             &color, | ||||
|             &self.wlr_output.transform_matrix, | ||||
|         ); | ||||
|  | ||||
|         // bottom border | ||||
|         border.x = @floatToInt(c_int, ox) + view.current_box.x + | ||||
|             @intCast(c_int, border_width); | ||||
|         border.y = @floatToInt(c_int, oy) + view.current_box.y + | ||||
|             @intCast(c_int, view.current_box.height - border_width); | ||||
|         border.width = @intCast(c_int, view.current_box.width); | ||||
|         border.height = @intCast(c_int, border_width); | ||||
|         scaleBox(&border, self.wlr_output.scale); | ||||
|         c.wlr_render_rect( | ||||
|             self.root.server.wlr_renderer, | ||||
|             &border, | ||||
|             &color, | ||||
|             &self.wlr_output.transform_matrix, | ||||
|         ); | ||||
|     } | ||||
| }; | ||||
|  | ||||
| /// Scale a wlr_box, taking the possibility of fractional scaling into account. | ||||
|  | ||||
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