LayerSurface: render using the scene graph
This also brings a lot of code cleanup and proper support for version 4 of the protocol.
This commit is contained in:
@ -14,7 +14,7 @@
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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const Self = @This();
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const LayerSurface = @This();
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const std = @import("std");
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const assert = std.debug.assert;
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@ -26,125 +26,140 @@ const server = &@import("main.zig").server;
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const util = @import("util.zig");
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const Output = @import("Output.zig");
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const SceneNodeData = @import("SceneNodeData.zig");
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const log = std.log.scoped(.layer_shell);
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output: *Output,
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wlr_layer_surface: *wlr.LayerSurfaceV1,
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box: wlr.Box = undefined,
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layer: zwlr.LayerShellV1.Layer,
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scene_layer_surface: *wlr.SceneLayerSurfaceV1,
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destroy: wl.Listener(*wlr.LayerSurfaceV1) = wl.Listener(*wlr.LayerSurfaceV1).init(handleDestroy),
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map: wl.Listener(*wlr.LayerSurfaceV1) = wl.Listener(*wlr.LayerSurfaceV1).init(handleMap),
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unmap: wl.Listener(*wlr.LayerSurfaceV1) = wl.Listener(*wlr.LayerSurfaceV1).init(handleUnmap),
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commit: wl.Listener(*wlr.Surface) = wl.Listener(*wlr.Surface).init(handleCommit),
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pub fn init(self: *Self, output: *Output, wlr_layer_surface: *wlr.LayerSurfaceV1) void {
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self.* = .{
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.output = output,
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.wlr_layer_surface = wlr_layer_surface,
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.layer = wlr_layer_surface.current.layer,
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};
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wlr_layer_surface.data = @ptrToInt(self);
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pub fn create(wlr_layer_surface: *wlr.LayerSurfaceV1) error{OutOfMemory}!void {
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const output = @intToPtr(*Output, wlr_layer_surface.output.?.data);
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const layer_surface = try util.gpa.create(LayerSurface);
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errdefer util.gpa.destroy(layer_surface);
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// Set up listeners that are active for the entire lifetime of the layer surface
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wlr_layer_surface.events.destroy.add(&self.destroy);
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wlr_layer_surface.events.map.add(&self.map);
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wlr_layer_surface.events.unmap.add(&self.unmap);
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wlr_layer_surface.surface.events.commit.add(&self.commit);
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const tree = output.layerSurfaceTree(wlr_layer_surface.current.layer);
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const scene_layer_surface = try tree.createSceneLayerSurfaceV1(wlr_layer_surface);
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try SceneNodeData.attach(&scene_layer_surface.tree.node, .{ .layer_surface = layer_surface });
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layer_surface.* = .{
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.output = output,
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.scene_layer_surface = scene_layer_surface,
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};
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wlr_layer_surface.data = @ptrToInt(layer_surface);
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wlr_layer_surface.events.destroy.add(&layer_surface.destroy);
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wlr_layer_surface.events.map.add(&layer_surface.map);
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wlr_layer_surface.events.unmap.add(&layer_surface.unmap);
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wlr_layer_surface.surface.events.commit.add(&layer_surface.commit);
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// wlroots only informs us of the new surface after the first commit,
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// so our listener does not get called for this first commit. However,
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// we do want our listener called in order to send the initial configure.
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handleCommit(&self.commit, wlr_layer_surface.surface);
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handleCommit(&layer_surface.commit, wlr_layer_surface.surface);
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}
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fn handleDestroy(listener: *wl.Listener(*wlr.LayerSurfaceV1), _: *wlr.LayerSurfaceV1) void {
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const self = @fieldParentPtr(Self, "destroy", listener);
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fn handleDestroy(listener: *wl.Listener(*wlr.LayerSurfaceV1), wlr_layer_surface: *wlr.LayerSurfaceV1) void {
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const layer_surface = @fieldParentPtr(LayerSurface, "destroy", listener);
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log.debug("layer surface '{s}' destroyed", .{self.wlr_layer_surface.namespace});
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log.debug("layer surface '{s}' destroyed", .{wlr_layer_surface.namespace});
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// Remove listeners active the entire lifetime of the layer surface
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self.destroy.link.remove();
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self.map.link.remove();
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self.unmap.link.remove();
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self.commit.link.remove();
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layer_surface.destroy.link.remove();
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layer_surface.map.link.remove();
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layer_surface.unmap.link.remove();
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layer_surface.commit.link.remove();
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const node = @fieldParentPtr(std.TailQueue(Self).Node, "data", self);
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util.gpa.destroy(node);
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util.gpa.destroy(layer_surface);
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}
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fn handleMap(listener: *wl.Listener(*wlr.LayerSurfaceV1), wlr_layer_surface: *wlr.LayerSurfaceV1) void {
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const self = @fieldParentPtr(Self, "map", listener);
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const layer_surface = @fieldParentPtr(LayerSurface, "map", listener);
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log.debug("layer surface '{s}' mapped", .{wlr_layer_surface.namespace});
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wlr_layer_surface.surface.sendEnter(wlr_layer_surface.output.?);
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const node = @fieldParentPtr(std.TailQueue(Self).Node, "data", self);
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self.output.getLayer(self.layer).append(node);
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self.output.arrangeLayers(.mapped);
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layer_surface.output.arrangeLayers();
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handleKeyboardInteractiveExclusive(layer_surface.output);
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server.root.startTransaction();
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}
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fn handleUnmap(listener: *wl.Listener(*wlr.LayerSurfaceV1), _: *wlr.LayerSurfaceV1) void {
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const self = @fieldParentPtr(Self, "unmap", listener);
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fn handleUnmap(listener: *wl.Listener(*wlr.LayerSurfaceV1), wlr_layer_surface: *wlr.LayerSurfaceV1) void {
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const layer_surface = @fieldParentPtr(LayerSurface, "unmap", listener);
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log.debug("layer surface '{s}' unmapped", .{self.wlr_layer_surface.namespace});
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// Remove from the output's list of layer surfaces
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const self_node = @fieldParentPtr(std.TailQueue(Self).Node, "data", self);
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self.output.layer_surfaces[@intCast(usize, @enumToInt(self.layer))].remove(self_node);
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// If the unmapped surface is focused, clear focus
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var it = server.input_manager.seats.first;
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while (it) |node| : (it = node.next) {
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const seat = &node.data;
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if (seat.focused == .layer and seat.focused.layer == self)
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seat.setFocusRaw(.{ .none = {} });
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}
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// This gives exclusive focus to a keyboard interactive top or overlay layer
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// surface if there is one.
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self.output.arrangeLayers(.mapped);
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// Ensure that focus is given to the appropriate view if there is no
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// other top/overlay layer surface to grab focus.
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it = server.input_manager.seats.first;
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while (it) |node| : (it = node.next) {
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const seat = &node.data;
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seat.focus(null);
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}
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log.debug("layer surface '{s}' unmapped", .{wlr_layer_surface.namespace});
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layer_surface.output.arrangeLayers();
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handleKeyboardInteractiveExclusive(layer_surface.output);
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server.root.startTransaction();
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}
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fn handleCommit(listener: *wl.Listener(*wlr.Surface), _: *wlr.Surface) void {
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const self = @fieldParentPtr(Self, "commit", listener);
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const layer_surface = @fieldParentPtr(LayerSurface, "commit", listener);
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const wlr_layer_surface = layer_surface.scene_layer_surface.layer_surface;
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assert(self.wlr_layer_surface.output != null);
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assert(wlr_layer_surface.output != null);
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// If a surface is committed while it is not mapped, we may need to send a configure.
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if (!self.wlr_layer_surface.mapped) {
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const node = @fieldParentPtr(std.TailQueue(Self).Node, "data", self);
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self.layer = self.wlr_layer_surface.current.layer;
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self.output.getLayer(self.layer).append(node);
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self.output.arrangeLayers(.unmapped);
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self.output.getLayer(self.layer).remove(node);
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return;
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// If the layer was changed, move the LayerSurface to the proper tree.
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if (wlr_layer_surface.current.committed.layer) {
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const tree = layer_surface.output.layerSurfaceTree(wlr_layer_surface.current.layer);
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layer_surface.scene_layer_surface.tree.node.reparent(tree);
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}
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if (@bitCast(u32, self.wlr_layer_surface.current.committed) != 0) {
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// If the layer changed, move the LayerSurface to the proper list
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if (self.wlr_layer_surface.current.layer != self.layer) {
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const node = @fieldParentPtr(std.TailQueue(Self).Node, "data", self);
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self.output.getLayer(self.layer).remove(node);
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self.layer = self.wlr_layer_surface.current.layer;
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self.output.getLayer(self.layer).append(node);
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}
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self.output.arrangeLayers(.mapped);
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// If a surface is committed while it is not mapped, we must send a configure.
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if (!wlr_layer_surface.mapped or @bitCast(u32, wlr_layer_surface.current.committed) != 0) {
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layer_surface.output.arrangeLayers();
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handleKeyboardInteractiveExclusive(layer_surface.output);
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server.root.startTransaction();
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}
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}
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fn handleKeyboardInteractiveExclusive(output: *Output) void {
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if (server.lock_manager.state != .unlocked) return;
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// Find the topmost layer surface in the top or overlay layers which
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// requests keyboard interactivity if any.
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const topmost_surface = outer: for ([_]zwlr.LayerShellV1.Layer{ .overlay, .top }) |layer| {
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const tree = output.layerSurfaceTree(layer);
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// Iterate in reverse to match rendering order.
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var it = tree.children.iterator(.reverse);
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while (it.next()) |node| {
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assert(node.type == .tree);
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if (@intToPtr(?*SceneNodeData, node.data)) |node_data| {
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const layer_surface = node_data.data.layer_surface;
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const wlr_layer_surface = layer_surface.scene_layer_surface.layer_surface;
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if (wlr_layer_surface.mapped and
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wlr_layer_surface.current.keyboard_interactive == .exclusive)
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{
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break :outer layer_surface;
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}
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}
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}
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} else null;
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var it = server.input_manager.seats.first;
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while (it) |node| : (it = node.next) {
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const seat = &node.data;
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// Only grab focus of seats which have the output focused
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if (seat.focused_output != output) continue;
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if (topmost_surface) |to_focus| {
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// If we found a surface that requires focus, grab the focus of all
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// seats.
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seat.setFocusRaw(.{ .layer = to_focus });
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} else if (seat.focused == .layer) {
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const current_focus = seat.focused.layer.scene_layer_surface.layer_surface;
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// If the seat is currently focusing an unmapped layer surface or one
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// without keyboard interactivity, stop focusing that layer surface.
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if (!current_focus.mapped or current_focus.current.keyboard_interactive == .none) {
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seat.setFocusRaw(.{ .none = {} });
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seat.focus(null);
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}
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}
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}
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}
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