Properly handle coordinates with multiple outputs

This commit is contained in:
Isaac Freund 2020-04-15 18:26:02 +02:00
parent 2283ee78b5
commit f33b1fa3e8
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@ -27,21 +27,8 @@ pub fn renderOutput(output: *Output) void {
const color = [_]f32{ 0.0, 0.16862745, 0.21176471, 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,
);
renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now, ox, oy);
renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now, ox, oy);
renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now);
renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now);
// The first view in the list is "on top" so iterate in reverse.
var it = ViewStack(View).reverseIterator(output.views.last, output.current_focused_tags);
@ -52,12 +39,12 @@ pub fn renderOutput(output: *Output) void {
if (view.current_box.width == 0 or view.current_box.height == 0) {
continue;
}
renderView(output.*, view, &now, ox, oy);
renderBorders(output.*, view, &now, ox, oy);
renderView(output.*, view, &now);
renderBorders(output.*, view, &now);
}
renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now, ox, oy);
renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now, ox, oy);
renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now);
renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now);
// Hardware cursors are rendered by the GPU on a separate plane, and can be
// moved around without re-rendering what's beneath them - which is more
@ -79,12 +66,10 @@ const LayerSurfaceRenderData = struct {
renderer: *c.wlr_renderer,
layer_surface: *LayerSurface,
when: *c.struct_timespec,
ox: f64,
oy: f64,
};
/// Render all surfaces on the passed layer
fn renderLayer(output: Output, layer: std.TailQueue(LayerSurface), now: *c.struct_timespec, ox: f64, oy: f64) void {
fn renderLayer(output: Output, layer: std.TailQueue(LayerSurface), now: *c.struct_timespec) void {
var it = layer.first;
while (it) |node| : (it = node.next) {
const layer_surface = &node.data;
@ -93,8 +78,6 @@ fn renderLayer(output: Output, layer: std.TailQueue(LayerSurface), now: *c.struc
.renderer = output.root.server.wlr_renderer,
.layer_surface = layer_surface,
.when = now,
.ox = ox,
.oy = oy,
};
c.wlr_layer_surface_v1_for_each_surface(
layer_surface.wlr_layer_surface,
@ -125,8 +108,8 @@ fn renderLayerSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c
}
var box = c.wlr_box{
.x = @floatToInt(c_int, rdata.ox) + layer_surface.box.x + sx,
.y = @floatToInt(c_int, rdata.oy) + layer_surface.box.y + sy,
.x = layer_surface.box.x + sx,
.y = layer_surface.box.y + sy,
.width = surface.current.width,
.height = surface.current.height,
};
@ -156,11 +139,9 @@ const ViewRenderData = struct {
renderer: *c.wlr_renderer,
view: *View,
when: *c.struct_timespec,
ox: f64,
oy: f64,
};
fn renderView(output: Output, view: *View, now: *c.struct_timespec, ox: f64, oy: f64) void {
fn renderView(output: Output, view: *View, now: *c.struct_timespec) 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| {
@ -201,8 +182,6 @@ fn renderView(output: Output, view: *View, now: *c.struct_timespec, ox: f64, oy:
.view = view,
.renderer = output.root.server.wlr_renderer,
.when = now,
.ox = ox,
.oy = oy,
};
// This calls our render_surface function for each surface among the
@ -232,10 +211,8 @@ fn renderSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void
const border_width = view.output.root.server.config.border_width;
const view_padding = view.output.root.server.config.view_padding;
var box = c.wlr_box{
.x = @floatToInt(c_int, rdata.ox) + view.current_box.x + sx +
@intCast(c_int, border_width + view_padding),
.y = @floatToInt(c_int, rdata.oy) + view.current_box.y + sy +
@intCast(c_int, border_width + view_padding),
.x = view.current_box.x + sx + @intCast(c_int, border_width + view_padding),
.y = view.current_box.y + sy + @intCast(c_int, border_width + view_padding),
.width = surface.current.width,
.height = surface.current.height,
};
@ -260,7 +237,7 @@ fn renderSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void
c.wlr_surface_send_frame_done(surface, rdata.when);
}
fn renderBorders(output: Output, view: *View, now: *c.struct_timespec, ox: f64, oy: f64) void {
fn renderBorders(output: Output, view: *View, now: *c.struct_timespec) void {
var border: c.wlr_box = undefined;
const color = if (view.wlr_xdg_surface.unnamed_163.toplevel.*.current.activated)
[_]f32{ 0.57647059, 0.63137255, 0.63137255, 1.0 } // Solarized base1
@ -270,8 +247,8 @@ fn renderBorders(output: Output, view: *View, now: *c.struct_timespec, ox: f64,
const view_padding = output.root.server.config.view_padding;
// left border
border.x = @floatToInt(c_int, ox) + view.current_box.x + @intCast(c_int, view_padding);
border.y = @floatToInt(c_int, oy) + view.current_box.y + @intCast(c_int, view_padding);
border.x = view.current_box.x + @intCast(c_int, view_padding);
border.y = view.current_box.y + @intCast(c_int, view_padding);
border.width = @intCast(c_int, border_width);
border.height = @intCast(c_int, view.current_box.height - view_padding * 2);
scaleBox(&border, output.wlr_output.scale);
@ -283,9 +260,9 @@ fn renderBorders(output: Output, view: *View, now: *c.struct_timespec, ox: f64,
);
// right border
border.x = @floatToInt(c_int, ox) + view.current_box.x +
border.x = view.current_box.x +
@intCast(c_int, view.current_box.width - border_width - view_padding);
border.y = @floatToInt(c_int, oy) + view.current_box.y + @intCast(c_int, view_padding);
border.y = view.current_box.y + @intCast(c_int, view_padding);
border.width = @intCast(c_int, border_width);
border.height = @intCast(c_int, view.current_box.height - view_padding * 2);
scaleBox(&border, output.wlr_output.scale);
@ -297,10 +274,8 @@ fn renderBorders(output: Output, view: *View, now: *c.struct_timespec, ox: f64,
);
// top border
border.x = @floatToInt(c_int, ox) + view.current_box.x +
@intCast(c_int, border_width + view_padding);
border.y = @floatToInt(c_int, oy) + view.current_box.y +
@intCast(c_int, view_padding);
border.x = view.current_box.x + @intCast(c_int, border_width + view_padding);
border.y = view.current_box.y + @intCast(c_int, view_padding);
border.width = @intCast(c_int, view.current_box.width -
border_width * 2 - view_padding * 2);
border.height = @intCast(c_int, border_width);
@ -313,9 +288,8 @@ fn renderBorders(output: Output, view: *View, now: *c.struct_timespec, ox: f64,
);
// bottom border
border.x = @floatToInt(c_int, ox) + view.current_box.x +
@intCast(c_int, border_width + view_padding);
border.y = @floatToInt(c_int, oy) + view.current_box.y +
border.x = view.current_box.x + @intCast(c_int, border_width + view_padding);
border.y = view.current_box.y +
@intCast(c_int, view.current_box.height - border_width - view_padding);
border.width = @intCast(c_int, view.current_box.width -
border_width * 2 - view_padding * 2);