Initial atomic layout update implementation
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6c12c23cdb
commit
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@ -5,8 +5,9 @@ pub const c = @cImport({
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@cInclude("wayland-server-core.h");
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//@cInclude("wlr/backend.h");
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//@cInclude("wlr/render/wlr_renderer.h");
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@cInclude("wlr/types/wlr_cursor.h");
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@cInclude("wlr/types/wlr_buffer.h");
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@cInclude("wlr/types/wlr_compositor.h");
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@cInclude("wlr/types/wlr_cursor.h");
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@cInclude("wlr/types/wlr_data_device.h");
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@cInclude("wlr/types/wlr_input_device.h");
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@cInclude("wlr/types/wlr_keyboard.h");
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@ -98,8 +98,8 @@ pub const Cursor = struct {
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// Move the grabbed view to the new position.
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// TODO: log on null
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if (self.grabbed_view) |view| {
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view.x = @floatToInt(c_int, self.wlr_cursor.x - self.grab_x);
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view.y = @floatToInt(c_int, self.wlr_cursor.y - self.grab_y);
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view.current_state.x = @floatToInt(c_int, self.wlr_cursor.x - self.grab_x);
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view.current_state.y = @floatToInt(c_int, self.wlr_cursor.y - self.grab_y);
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}
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}
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@ -119,8 +119,8 @@ pub const Cursor = struct {
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const dx: f64 = self.wlr_cursor.x - self.grab_x;
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const dy: f64 = self.wlr_cursor.y - self.grab_y;
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var x: f64 = @intToFloat(f64, view.x);
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var y: f64 = @intToFloat(f64, view.y);
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var x: f64 = @intToFloat(f64, view.current_state.x);
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var y: f64 = @intToFloat(f64, view.current_state.y);
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var width = @intToFloat(f64, self.grab_width);
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var height = @intToFloat(f64, self.grab_height);
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@ -143,8 +143,8 @@ pub const Cursor = struct {
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} else if (self.resize_edges & @intCast(u32, c.WLR_EDGE_RIGHT) != 0) {
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width += dx;
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}
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view.x = @floatToInt(c_int, x);
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view.y = @floatToInt(c_int, y);
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view.current_state.x = @floatToInt(c_int, x);
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view.current_state.y = @floatToInt(c_int, y);
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_ = c.wlr_xdg_toplevel_set_size(
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view.wlr_xdg_surface,
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@floatToInt(u32, width),
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@ -16,7 +16,7 @@ pub const Keyboard = struct {
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pub fn init(self: *Self, seat: *Seat, device: *c.wlr_input_device) !void {
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self.seat = seat;
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self.device = device;
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self.wlr_keyboard = device.unnamed_37.keyboard;
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self.wlr_keyboard = device.unnamed_133.keyboard;
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// We need to prepare an XKB keymap and assign it to the keyboard. This
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// assumes the defaults (e.g. layout = "us").
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@ -77,7 +77,7 @@ pub const Keyboard = struct {
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@alignCast(@alignOf(*c.wlr_event_keyboard_key), data),
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);
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const wlr_keyboard: *c.wlr_keyboard = keyboard.device.unnamed_37.keyboard;
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const wlr_keyboard: *c.wlr_keyboard = keyboard.device.unnamed_133.keyboard;
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// Translate libinput keycode -> xkbcommon
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const keycode = event.keycode + 8;
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104
src/output.zig
104
src/output.zig
@ -84,19 +84,12 @@ pub const Output = struct {
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var it = output.root.views.last;
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while (it) |node| : (it = node.prev) {
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const view = &node.data;
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// TODO: remove this check and move unmaped views back to unmaped TailQueue
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if (!view.mapped) {
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// An unmapped view should not be rendered.
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continue;
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}
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var rdata = RenderData{
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.output = output.wlr_output,
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.view = view,
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.renderer = renderer,
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.when = &now,
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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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output.renderView(view, &now);
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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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@ -114,9 +107,56 @@ pub const Output = struct {
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_ = c.wlr_output_commit(output.wlr_output);
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}
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fn renderSurface(opt_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void) callconv(.C) void {
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fn renderView(self: *Self, view: *View, now: *c.struct_timespec) 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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var box = c.wlr_box{
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.x = view.current_state.x,
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.y = view.current_state.y,
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.width = @intCast(c_int, view.current_state.width),
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.height = @intCast(c_int, view.current_state.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, self.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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&self.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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self.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 = RenderData{
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.output = self.wlr_output,
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.view = view,
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.renderer = self.root.server.wlr_renderer,
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.when = now,
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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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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 = opt_surface.?;
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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(*RenderData, @alignCast(@alignOf(RenderData), data));
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const view = rdata.view;
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@ -139,27 +179,23 @@ pub const Output = struct {
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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.root.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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ox += @intToFloat(f64, view.current_state.x + sx);
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oy += @intToFloat(f64, view.current_state.y + sy);
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// We also have to apply the scale factor for HiDPI outputs. This is only
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// part of the puzzle, TinyWL does not fully support HiDPI.
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const box = c.wlr_box{
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.x = @floatToInt(c_int, ox * output.scale),
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.y = @floatToInt(c_int, oy * output.scale),
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.width = @floatToInt(c_int, @intToFloat(f32, surface.current.width) * output.scale),
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.height = @floatToInt(c_int, @intToFloat(f32, surface.current.height) * output.scale),
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var box = c.wlr_box{
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.x = @floatToInt(c_int, ox),
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.y = @floatToInt(c_int, oy),
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.width = @intCast(c_int, surface.current.width),
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.height = @intCast(c_int, surface.current.height),
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};
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// Those familiar with OpenGL are also familiar with the role of matricies
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// in graphics programming. We need to prepare a matrix to render the view
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// with. wlr_matrix_project_box is a helper which takes a box with a desired
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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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//
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// Naturally you can do this any way you like, for example to make a 3D
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// compositor.
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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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@ -173,3 +209,19 @@ pub const Output = struct {
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c.wlr_surface_send_frame_done(surface, rdata.when);
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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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84
src/root.zig
84
src/root.zig
@ -17,9 +17,15 @@ pub const Root = struct {
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// Must stay ordered, first N views in list are the masters
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views: std.TailQueue(View),
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unmapped_views: std.TailQueue(View),
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// Number of pending configures sent in the current transaction.
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// A value of 0 means there is no current transaction.
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pending_count: u32,
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pub fn init(self: *Self, server: *Server) !void {
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self.server = server;
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self.pending_count = 0;
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// Create an output layout, which a wlroots utility for working with an
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// arrangement of screens in a physical layout.
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@ -29,6 +35,7 @@ pub const Root = struct {
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self.outputs = std.TailQueue(Output).init();
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self.views = std.TailQueue(View).init();
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self.unmapped_views = std.TailQueue(View).init();
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}
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pub fn destroy(self: *Self) void {
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@ -45,7 +52,7 @@ pub const Root = struct {
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pub fn addView(self: *Self, wlr_xdg_surface: *c.wlr_xdg_surface) void {
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const node = self.views.allocateNode(self.server.allocator) catch unreachable;
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node.data.init(self, wlr_xdg_surface);
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self.views.append(node);
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self.unmapped_views.append(node);
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}
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/// Finds the top most view under the output layout coordinates lx, ly
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@ -59,4 +66,79 @@ pub const Root = struct {
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}
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return null;
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}
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pub fn arrange(self: *Self) void {
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if (self.views.len == 0) {
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return;
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}
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// Super basic vertical layout for now, no master/slave stuff
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// This can't return null if pass null as the reference
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const output_box: *c.wlr_box = c.wlr_output_layout_get_box(self.wlr_output_layout, null);
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const new_height = output_box.height;
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// Allow for a 10px gap
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const num_views = @intCast(c_int, self.views.len);
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const new_width = @divTrunc(output_box.width, num_views) - (num_views - 1) * 10;
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var x: c_int = 0;
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var y: c_int = 0;
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var it = self.views.first;
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while (it) |node| : (it = node.next) {
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const view = &node.data;
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view.pending_state.x = x;
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view.pending_state.y = y;
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view.pending_state.width = @intCast(u32, new_width);
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view.pending_state.height = @intCast(u32, new_height);
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x += new_width + 10;
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}
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self.startTransaction();
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}
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/// Initiate an atomic change to the layout. This change will not be
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/// applied until all affected clients ack a configure and commit a buffer.
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fn startTransaction(self: *Self) void {
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std.debug.assert(self.pending_count == 0);
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var it = self.views.first;
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while (it) |node| : (it = node.next) {
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const view = &node.data;
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if (view.needsConfigure()) {
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view.configurePending();
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self.pending_count += 1;
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// We save the current buffer, so we can send an early
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// frame done event to give the client a head start on
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// redrawing.
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view.sendFrameDone();
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}
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view.stashBuffer();
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}
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// TODO: start a timer and handle timeout waiting for all clients to ack
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}
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pub fn notifyConfigured(self: *Self) void {
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self.pending_count -= 1;
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if (self.pending_count == 0) {
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self.commitTransaction();
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}
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}
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/// Apply the pending state and drop stashed buffers. This means that
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/// the next frame drawn will be the post-transaction state of the
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/// layout. Must only be called after all clients have configured for
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/// the new layout.
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fn commitTransaction(self: *Self) void {
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// TODO: apply damage properly
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var it = self.views.first;
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while (it) |node| : (it = node.next) {
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const view = &node.data;
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// TODO: handle views that timed out
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view.current_state = view.pending_state;
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view.dropStashedBuffer();
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}
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}
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};
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109
src/view.zig
109
src/view.zig
@ -3,6 +3,13 @@ const c = @import("c.zig").c;
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const Root = @import("root.zig").Root;
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pub const ViewState = struct {
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x: i32,
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y: i32,
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width: u32,
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height: u32,
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};
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pub const View = struct {
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const Self = @This();
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@ -10,12 +17,20 @@ pub const View = struct {
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wlr_xdg_surface: *c.wlr_xdg_surface,
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mapped: bool,
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x: c_int,
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y: c_int,
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current_state: ViewState,
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// TODO: make this a ?ViewState
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pending_state: ViewState,
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pending_serial: ?u32,
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// This is what we render while a transaction is in progress
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stashed_buffer: ?*c.wlr_buffer,
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listen_map: c.wl_listener,
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listen_unmap: c.wl_listener,
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listen_destroy: c.wl_listener,
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listen_commit: c.wl_listener,
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// listen_request_move: c.wl_listener,
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// listen_request_resize: c.wl_listener,
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@ -24,8 +39,13 @@ pub const View = struct {
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self.wlr_xdg_surface = wlr_xdg_surface;
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self.mapped = false;
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self.x = 0;
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self.y = 0;
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self.current_state = ViewState{
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.x = 0,
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.y = 0,
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.height = 0,
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.width = 0,
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};
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self.stashed_buffer = null;
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self.listen_map.notify = handleMap;
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c.wl_signal_add(&self.wlr_xdg_surface.events.map, &self.listen_map);
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@ -36,16 +56,62 @@ pub const View = struct {
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self.listen_destroy.notify = handleDestroy;
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c.wl_signal_add(&self.wlr_xdg_surface.events.destroy, &self.listen_destroy);
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self.listen_commit.notify = handleCommit;
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c.wl_signal_add(&self.wlr_xdg_surface.surface.*.events.commit, &self.listen_commit);
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// const toplevel = xdg_surface.unnamed_160.toplevel;
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// c.wl_signal_add(&toplevel.events.request_move, &view.request_move);
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// c.wl_signal_add(&toplevel.events.request_resize, &view.request_resize);
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}
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pub fn needsConfigure(self: *const Self) bool {
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return self.pending_state.width != self.current_state.width or
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self.pending_state.height != self.current_state.height;
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}
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pub fn configurePending(self: *Self) void {
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self.pending_serial = c.wlr_xdg_toplevel_set_size(
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self.wlr_xdg_surface,
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self.pending_state.width,
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self.pending_state.height,
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);
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}
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pub fn sendFrameDone(self: *Self) void {
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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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c.wlr_surface_send_frame_done(self.wlr_xdg_surface.surface, &now);
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}
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pub fn dropStashedBuffer(self: *Self) void {
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std.debug.warn("drop stashed\n", .{});
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// TODO: log debug error
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if (self.stashed_buffer) |buffer| {
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c.wlr_buffer_unref(buffer);
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std.debug.warn("drop stashed\n", .{});
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self.stashed_buffer = null;
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}
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}
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pub fn stashBuffer(self: *Self) void {
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// TODO: log debug error if there is already a saved buffer
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const wlr_surface = self.wlr_xdg_surface.surface;
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if (c.wlr_surface_has_buffer(wlr_surface)) {
|
||||
_ = c.wlr_buffer_ref(wlr_surface.*.buffer);
|
||||
self.stashed_buffer = wlr_surface.*.buffer;
|
||||
}
|
||||
}
|
||||
|
||||
fn handleMap(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
|
||||
// Called when the surface is mapped, or ready to display on-screen.
|
||||
const view = @fieldParentPtr(View, "listen_map", listener.?);
|
||||
view.mapped = true;
|
||||
view.focus(view.wlr_xdg_surface.surface);
|
||||
view.root.arrange();
|
||||
|
||||
const node = @fieldParentPtr(std.TailQueue(View).Node, "data", view);
|
||||
view.root.unmapped_views.remove(node);
|
||||
view.root.views.prepend(node);
|
||||
}
|
||||
|
||||
fn handleUnmap(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
|
||||
@ -68,6 +134,17 @@ pub const View = struct {
|
||||
root.views.destroyNode(target, root.server.allocator);
|
||||
}
|
||||
|
||||
fn handleCommit(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
|
||||
const view = @fieldParentPtr(View, "listen_commit", listener.?);
|
||||
if (view.pending_serial) |s| {
|
||||
if (s == view.wlr_xdg_surface.configure_serial) {
|
||||
view.root.notifyConfigured();
|
||||
view.pending_serial = null;
|
||||
}
|
||||
}
|
||||
// TODO: check for unexpected change in size and react as needed
|
||||
}
|
||||
|
||||
// fn xdgToplevelRequestMove(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
|
||||
// // ignore for now
|
||||
// }
|
||||
@ -94,17 +171,17 @@ pub const View = struct {
|
||||
_ = c.wlr_xdg_toplevel_set_activated(prev_xdg_surface, false);
|
||||
}
|
||||
|
||||
// Find the node
|
||||
var it = root.views.first;
|
||||
const target = while (it) |node| : (it = node.next) {
|
||||
if (&node.data == self) {
|
||||
break node;
|
||||
}
|
||||
} else unreachable;
|
||||
//// Find the node
|
||||
//var it = root.views.first;
|
||||
//const target = while (it) |node| : (it = node.next) {
|
||||
// if (&node.data == self) {
|
||||
// break node;
|
||||
// }
|
||||
//} else unreachable;
|
||||
|
||||
// Move the view to the front
|
||||
root.views.remove(target);
|
||||
root.views.prepend(target);
|
||||
//// Move the view to the front
|
||||
//root.views.remove(target);
|
||||
//root.views.prepend(target);
|
||||
|
||||
// Activate the new surface
|
||||
_ = c.wlr_xdg_toplevel_set_activated(self.wlr_xdg_surface, true);
|
||||
@ -128,8 +205,8 @@ pub const View = struct {
|
||||
// coordinates lx and ly (in output Layout Coordinates). If so, it sets the
|
||||
// surface pointer to that wlr_surface and the sx and sy coordinates to the
|
||||
// coordinates relative to that surface's top-left corner.
|
||||
const view_sx = lx - @intToFloat(f64, self.x);
|
||||
const view_sy = ly - @intToFloat(f64, self.y);
|
||||
const view_sx = lx - @intToFloat(f64, self.current_state.x);
|
||||
const view_sy = ly - @intToFloat(f64, self.current_state.y);
|
||||
|
||||
// This variable seems to have been unsued in TinyWL
|
||||
// struct wlr_surface_state *state = &view->xdg_surface->surface->current;
|
||||
|
Loading…
x
Reference in New Issue
Block a user