Properly handle coordinates with multiple outputs
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2283ee78b5
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@ -27,21 +27,8 @@ pub fn renderOutput(output: *Output) void {
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const color = [_]f32{ 0.0, 0.16862745, 0.21176471, 1.0 };
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c.wlr_renderer_clear(renderer, &color);
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// The view has a position in layout coordinates. If you have two displays,
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// one next to the other, both 1080p, a view on the rightmost display might
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// have layout coordinates of 2000,100. We need to translate that to
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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(
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output.root.wlr_output_layout,
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output.wlr_output,
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&ox,
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&oy,
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);
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renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now, ox, oy);
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renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now, ox, oy);
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renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now);
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renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now);
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// The first view in the list is "on top" so iterate in reverse.
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var it = ViewStack(View).reverseIterator(output.views.last, output.current_focused_tags);
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@ -52,12 +39,12 @@ pub fn renderOutput(output: *Output) void {
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if (view.current_box.width == 0 or view.current_box.height == 0) {
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continue;
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}
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renderView(output.*, view, &now, ox, oy);
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renderBorders(output.*, view, &now, ox, oy);
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renderView(output.*, view, &now);
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renderBorders(output.*, view, &now);
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}
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renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now, ox, oy);
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renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now, ox, oy);
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renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now);
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renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now);
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// Hardware cursors are rendered by the GPU on a separate plane, and can be
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// moved around without re-rendering what's beneath them - which is more
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@ -79,12 +66,10 @@ const LayerSurfaceRenderData = struct {
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renderer: *c.wlr_renderer,
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layer_surface: *LayerSurface,
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when: *c.struct_timespec,
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ox: f64,
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oy: f64,
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};
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/// Render all surfaces on the passed layer
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fn renderLayer(output: Output, layer: std.TailQueue(LayerSurface), now: *c.struct_timespec, ox: f64, oy: f64) void {
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fn renderLayer(output: Output, layer: std.TailQueue(LayerSurface), now: *c.struct_timespec) void {
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var it = layer.first;
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while (it) |node| : (it = node.next) {
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const layer_surface = &node.data;
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@ -93,8 +78,6 @@ fn renderLayer(output: Output, layer: std.TailQueue(LayerSurface), now: *c.struc
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.renderer = output.root.server.wlr_renderer,
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.layer_surface = layer_surface,
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.when = now,
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.ox = ox,
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.oy = oy,
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};
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c.wlr_layer_surface_v1_for_each_surface(
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layer_surface.wlr_layer_surface,
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@ -125,8 +108,8 @@ fn renderLayerSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c
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}
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var box = c.wlr_box{
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.x = @floatToInt(c_int, rdata.ox) + layer_surface.box.x + sx,
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.y = @floatToInt(c_int, rdata.oy) + layer_surface.box.y + sy,
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.x = layer_surface.box.x + sx,
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.y = layer_surface.box.y + sy,
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.width = surface.current.width,
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.height = surface.current.height,
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};
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@ -156,11 +139,9 @@ const ViewRenderData = struct {
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renderer: *c.wlr_renderer,
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view: *View,
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when: *c.struct_timespec,
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ox: f64,
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oy: f64,
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};
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fn renderView(output: Output, view: *View, now: *c.struct_timespec, ox: f64, oy: f64) void {
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fn renderView(output: Output, 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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@ -201,8 +182,6 @@ fn renderView(output: Output, view: *View, now: *c.struct_timespec, ox: f64, oy:
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.view = view,
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.renderer = output.root.server.wlr_renderer,
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.when = now,
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.ox = ox,
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.oy = oy,
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};
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// This calls our render_surface function for each surface among the
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@ -232,10 +211,8 @@ fn renderSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void
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const border_width = view.output.root.server.config.border_width;
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const view_padding = view.output.root.server.config.view_padding;
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var box = c.wlr_box{
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.x = @floatToInt(c_int, rdata.ox) + view.current_box.x + sx +
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@intCast(c_int, border_width + view_padding),
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.y = @floatToInt(c_int, rdata.oy) + view.current_box.y + sy +
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@intCast(c_int, border_width + view_padding),
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.x = view.current_box.x + sx + @intCast(c_int, border_width + view_padding),
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.y = view.current_box.y + sy + @intCast(c_int, border_width + view_padding),
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.width = surface.current.width,
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.height = surface.current.height,
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};
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@ -260,7 +237,7 @@ fn renderSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void
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c.wlr_surface_send_frame_done(surface, rdata.when);
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}
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fn renderBorders(output: Output, view: *View, now: *c.struct_timespec, ox: f64, oy: f64) void {
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fn renderBorders(output: Output, view: *View, now: *c.struct_timespec) void {
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var border: c.wlr_box = undefined;
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const color = if (view.wlr_xdg_surface.unnamed_163.toplevel.*.current.activated)
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[_]f32{ 0.57647059, 0.63137255, 0.63137255, 1.0 } // Solarized base1
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@ -270,8 +247,8 @@ fn renderBorders(output: Output, view: *View, now: *c.struct_timespec, ox: f64,
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const view_padding = output.root.server.config.view_padding;
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// left border
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border.x = @floatToInt(c_int, ox) + view.current_box.x + @intCast(c_int, view_padding);
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border.y = @floatToInt(c_int, oy) + view.current_box.y + @intCast(c_int, view_padding);
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border.x = view.current_box.x + @intCast(c_int, view_padding);
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border.y = view.current_box.y + @intCast(c_int, view_padding);
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border.width = @intCast(c_int, border_width);
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border.height = @intCast(c_int, view.current_box.height - view_padding * 2);
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scaleBox(&border, output.wlr_output.scale);
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@ -283,9 +260,9 @@ fn renderBorders(output: Output, view: *View, now: *c.struct_timespec, ox: f64,
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);
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// right border
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border.x = @floatToInt(c_int, ox) + view.current_box.x +
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border.x = view.current_box.x +
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@intCast(c_int, view.current_box.width - border_width - view_padding);
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border.y = @floatToInt(c_int, oy) + view.current_box.y + @intCast(c_int, view_padding);
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border.y = view.current_box.y + @intCast(c_int, view_padding);
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border.width = @intCast(c_int, border_width);
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border.height = @intCast(c_int, view.current_box.height - view_padding * 2);
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scaleBox(&border, output.wlr_output.scale);
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@ -297,10 +274,8 @@ fn renderBorders(output: Output, view: *View, now: *c.struct_timespec, ox: f64,
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);
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// top border
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border.x = @floatToInt(c_int, ox) + view.current_box.x +
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@intCast(c_int, border_width + view_padding);
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border.y = @floatToInt(c_int, oy) + view.current_box.y +
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@intCast(c_int, view_padding);
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border.x = view.current_box.x + @intCast(c_int, border_width + view_padding);
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border.y = view.current_box.y + @intCast(c_int, view_padding);
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border.width = @intCast(c_int, view.current_box.width -
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border_width * 2 - view_padding * 2);
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border.height = @intCast(c_int, border_width);
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@ -313,9 +288,8 @@ fn renderBorders(output: Output, view: *View, now: *c.struct_timespec, ox: f64,
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);
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// bottom border
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border.x = @floatToInt(c_int, ox) + view.current_box.x +
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@intCast(c_int, border_width + view_padding);
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border.y = @floatToInt(c_int, oy) + view.current_box.y +
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border.x = view.current_box.x + @intCast(c_int, border_width + view_padding);
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border.y = view.current_box.y +
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@intCast(c_int, view.current_box.height - border_width - view_padding);
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border.width = @intCast(c_int, view.current_box.width -
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border_width * 2 - view_padding * 2);
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