// This file is part of river, a dynamic tiling wayland compositor. // // Copyright 2020 The River Developers // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 3. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . const Self = @This(); const std = @import("std"); const assert = std.debug.assert; const math = std.math; const mem = std.mem; const fmt = std.fmt; const wlr = @import("wlroots"); const wayland = @import("wayland"); const wl = wayland.server.wl; const zwlr = wayland.server.zwlr; const render = @import("render.zig"); const server = &@import("main.zig").server; const util = @import("util.zig"); const LayerSurface = @import("LayerSurface.zig"); const Layout = @import("Layout.zig"); const LayoutDemand = @import("LayoutDemand.zig"); const LockSurface = @import("LockSurface.zig"); const OutputStatus = @import("OutputStatus.zig"); const SceneNodeData = @import("SceneNodeData.zig"); const View = @import("View.zig"); const ViewStack = @import("view_stack.zig").ViewStack; const State = struct { /// A bit field of focused tags tags: u32, /// Active layout, or null if views are un-arranged. /// /// If null, views which are manually moved or resized (with the pointer or /// or command) will not be automatically set to floating. Everything is /// already floating, so this would be an unexpected change of a views state /// the user will only notice once a layout affects the views. So instead we /// "snap back" all manually moved views the next time a layout is active. /// This is similar to dwms behvaviour. Note that this of course does not /// affect already floating views. layout: ?*Layout = null, }; wlr_output: *wlr.Output, /// The area left for views and other layer surfaces after applying the /// exclusive zones of exclusive layer surfaces. /// TODO: this should be part of the output's State usable_box: wlr.Box, /// Scene node representing the entire output. /// Position must be updated when the output is moved in the layout. tree: *wlr.SceneTree, normal_content: *wlr.SceneTree, locked_content: *wlr.SceneTree, layers: struct { background_color_rect: *wlr.SceneRect, /// Background layer shell layer background: *wlr.SceneTree, /// Bottom layer shell layer bottom: *wlr.SceneTree, /// Tiled and floating views views: *wlr.SceneTree, /// Top layer shell layer top: *wlr.SceneTree, /// Fullscreen views fullscreen: *wlr.SceneTree, /// Overlay layer shell layer overlay: *wlr.SceneTree, /// Xdg popups, Xwayland override redirect windows popups: *wlr.SceneTree, }, /// The top of the stack is the "most important" view. views: ViewStack(View) = .{}, /// Tracks the currently presented frame on the output as it pertains to ext-session-lock. /// The output is initially considered blanked: /// If using the DRM backend it will be blanked with the initial modeset. /// If using the Wayland or X11 backend nothing will be visible until the first frame is rendered. lock_render_state: enum { /// Normal, "unlocked" content may be visible. unlocked, /// Submitted a blank buffer but the buffer has not yet been presented. /// Normal, "unlocked" content may be visible. pending_blank, /// A blank buffer has been presented. blanked, /// Submitted the lock surface buffer but the buffer has not yet been presented. /// Normal, "unlocked" content may be visible. pending_lock_surface, /// The lock surface buffer has been presented. lock_surface, } = .blanked, /// The double-buffered state of the output. current: State = State{ .tags = 1 << 0 }, pending: State = State{ .tags = 1 << 0 }, /// Remembered version of tags (from last run) previous_tags: u32 = 1 << 0, /// The currently active LayoutDemand layout_demand: ?LayoutDemand = null, /// List of all layouts layouts: std.TailQueue(Layout) = .{}, /// The current layout namespace of the output. If null, /// config.default_layout_namespace should be used instead. /// Call handleLayoutNamespaceChange() after setting this. layout_namespace: ?[]const u8 = null, /// The last set layout name. layout_name: ?[:0]const u8 = null, /// List of status tracking objects relaying changes to this output to clients. status_trackers: std.SinglyLinkedList(OutputStatus) = .{}, destroy: wl.Listener(*wlr.Output) = wl.Listener(*wlr.Output).init(handleDestroy), enable: wl.Listener(*wlr.Output) = wl.Listener(*wlr.Output).init(handleEnable), mode: wl.Listener(*wlr.Output) = wl.Listener(*wlr.Output).init(handleMode), frame: wl.Listener(*wlr.Output) = wl.Listener(*wlr.Output).init(handleFrame), present: wl.Listener(*wlr.Output.event.Present) = wl.Listener(*wlr.Output.event.Present).init(handlePresent), pub fn create(wlr_output: *wlr.Output) !void { const node = try util.gpa.create(std.TailQueue(Self).Node); errdefer util.gpa.destroy(node); const self = &node.data; if (!wlr_output.initRender(server.allocator, server.renderer)) return error.InitRenderFailed; if (wlr_output.preferredMode()) |preferred_mode| { wlr_output.setMode(preferred_mode); wlr_output.enable(true); wlr_output.commit() catch { var it = wlr_output.modes.iterator(.forward); while (it.next()) |mode| { if (mode == preferred_mode) continue; wlr_output.setMode(mode); wlr_output.commit() catch continue; // This mode works, use it break; } // If no mode works, then we will just leave the output disabled. // Perhaps the user will want to set a custom mode using wlr-output-management. }; } var width: c_int = undefined; var height: c_int = undefined; wlr_output.effectiveResolution(&width, &height); const tree = try server.root.scene.tree.createSceneTree(); const normal_content = try tree.createSceneTree(); self.* = .{ .wlr_output = wlr_output, .tree = tree, .normal_content = normal_content, .locked_content = try tree.createSceneTree(), .layers = .{ .background_color_rect = try normal_content.createSceneRect( width, height, &server.config.background_color, ), .background = try normal_content.createSceneTree(), .bottom = try normal_content.createSceneTree(), .views = try normal_content.createSceneTree(), .top = try normal_content.createSceneTree(), .fullscreen = try normal_content.createSceneTree(), .overlay = try normal_content.createSceneTree(), .popups = try normal_content.createSceneTree(), }, .usable_box = .{ .x = 0, .y = 0, .width = width, .height = height, }, }; wlr_output.data = @ptrToInt(self); _ = try self.layers.fullscreen.createSceneRect(width, height, &[_]f32{ 0, 0, 0, 1.0 }); self.layers.fullscreen.node.setEnabled(false); wlr_output.events.destroy.add(&self.destroy); wlr_output.events.enable.add(&self.enable); wlr_output.events.mode.add(&self.mode); wlr_output.events.frame.add(&self.frame); wlr_output.events.present.add(&self.present); // Ensure that a cursor image at the output's scale factor is loaded // for each seat. var it = server.input_manager.seats.first; while (it) |seat_node| : (it = seat_node.next) { const seat = &seat_node.data; seat.cursor.xcursor_manager.load(wlr_output.scale) catch std.log.scoped(.cursor).err("failed to load xcursor theme at scale {}", .{wlr_output.scale}); } self.setTitle(); const ptr_node = try util.gpa.create(std.TailQueue(*Self).Node); ptr_node.data = &node.data; server.root.all_outputs.append(ptr_node); handleEnable(&self.enable, self.wlr_output); } pub fn layerSurfaceTree(self: Self, layer: zwlr.LayerShellV1.Layer) *wlr.SceneTree { const trees = [_]*wlr.SceneTree{ self.layers.background, self.layers.bottom, self.layers.top, self.layers.overlay, }; return trees[@intCast(usize, @enumToInt(layer))]; } pub fn sendViewTags(self: Self) void { var it = self.status_trackers.first; while (it) |node| : (it = node.next) node.data.sendViewTags(); } pub fn sendUrgentTags(self: Self) void { var urgent_tags: u32 = 0; var view_it = self.views.first; while (view_it) |node| : (view_it = node.next) { if (node.view.current.urgent) urgent_tags |= node.view.current.tags; } var it = self.status_trackers.first; while (it) |node| : (it = node.next) node.data.sendUrgentTags(urgent_tags); } pub fn sendLayoutName(self: Self) void { std.debug.assert(self.layout_name != null); var it = self.status_trackers.first; while (it) |node| : (it = node.next) node.data.sendLayoutName(self.layout_name.?); } pub fn sendLayoutNameClear(self: Self) void { std.debug.assert(self.layout_name == null); var it = self.status_trackers.first; while (it) |node| : (it = node.next) node.data.sendLayoutNameClear(); } pub fn arrangeFilter(view: *View, filter_tags: u32) bool { return view.tree.node.enabled and !view.pending.float and !view.pending.fullscreen and view.pending.tags & filter_tags != 0; } /// Start a layout demand with the currently active (pending) layout. /// Note that this function does /not/ decide which layout shall be active. That /// is done in two places: 1) When the user changed the layout namespace option /// of this output and 2) when a new layout is added. /// /// If no layout is active, all views will simply retain their current /// dimensions. So without any active layouts, river will function like a simple /// floating WM. /// /// The changes of view dimensions are async. Therefore all transactions are /// blocked until the layout demand has either finished or was aborted. Both /// cases will start a transaction. pub fn arrangeViews(self: *Self) void { if (self == &server.root.noop_output) return; // If there is already an active layout demand, discard it. if (self.layout_demand) |demand| { demand.deinit(); self.layout_demand = null; } // We only need to do something if there is an active layout. if (self.pending.layout) |layout| { // If the usable area has a zero dimension, trying to arrange the layout // would cause an underflow and is pointless anyway. if (self.usable_box.width == 0 or self.usable_box.height == 0) return; // How many views will be part of the layout? var views: u32 = 0; var view_it = ViewStack(View).iter(self.views.first, .forward, self.pending.tags, arrangeFilter); while (view_it.next() != null) views += 1; // No need to arrange an empty output. if (views == 0) return; // Note that this is async. A layout demand will start a transaction // once its done. layout.startLayoutDemand(views); } } /// Arrange all layer surfaces of this output and adjust the usable area. /// Will arrange views as well if the usable area changes. pub fn arrangeLayers(self: *Self) void { var full_box: wlr.Box = .{ .x = 0, .y = 0, .width = undefined, .height = undefined, }; self.wlr_output.effectiveResolution(&full_box.width, &full_box.height); // This box is modified as exclusive zones are applied var usable_box = full_box; for ([_]zwlr.LayerShellV1.Layer{ .overlay, .top, .bottom, .background }) |layer| { const tree = self.layerSurfaceTree(layer); var it = tree.children.iterator(.forward); while (it.next()) |node| { assert(node.type == .tree); if (@intToPtr(?*SceneNodeData, node.data)) |node_data| { node_data.data.layer_surface.scene_layer_surface.configure(&full_box, &usable_box); } } } // If the the usable_box has changed, we need to rearrange the output if (!std.meta.eql(self.usable_box, usable_box)) { self.usable_box = usable_box; self.arrangeViews(); } } fn handleDestroy(listener: *wl.Listener(*wlr.Output), _: *wlr.Output) void { const self = @fieldParentPtr(Self, "destroy", listener); std.log.scoped(.server).debug("output '{s}' destroyed", .{self.wlr_output.name}); // Remove the destroyed output from root if it wasn't already removed server.root.removeOutput(self); assert(self.views.first == null and self.views.last == null); assert(self.layouts.len == 0); var it = server.root.all_outputs.first; while (it) |all_node| : (it = all_node.next) { if (all_node.data == self) { server.root.all_outputs.remove(all_node); break; } } // Remove all listeners self.destroy.link.remove(); self.enable.link.remove(); self.frame.link.remove(); self.mode.link.remove(); self.present.link.remove(); // Free all memory and clean up the wlr.Output if (self.layout_demand) |demand| demand.deinit(); if (self.layout_namespace) |namespace| util.gpa.free(namespace); self.wlr_output.data = undefined; const node = @fieldParentPtr(std.TailQueue(Self).Node, "data", self); util.gpa.destroy(node); } fn handleEnable(listener: *wl.Listener(*wlr.Output), wlr_output: *wlr.Output) void { const self = @fieldParentPtr(Self, "enable", listener); // Add the output to root.outputs and the output layout if it has not // already been added. if (wlr_output.enabled) server.root.addOutput(self); // We can't assert the current state of normal_content/locked_content // here as this output may be newly created. if (wlr_output.enabled) { switch (server.lock_manager.state) { .unlocked => { self.lock_render_state = .unlocked; self.normal_content.node.setEnabled(true); self.locked_content.node.setEnabled(false); }, .waiting_for_lock_surfaces, .waiting_for_blank, .locked => { assert(self.lock_render_state == .blanked); self.normal_content.node.setEnabled(false); self.locked_content.node.setEnabled(true); }, } } else { // Disabling and re-enabling an output always blanks it. self.lock_render_state = .blanked; } } fn handleFrame(listener: *wl.Listener(*wlr.Output), _: *wlr.Output) void { const self = @fieldParentPtr(Self, "frame", listener); render.renderOutput(self); } fn handleMode(listener: *wl.Listener(*wlr.Output), _: *wlr.Output) void { const self = @fieldParentPtr(Self, "mode", listener); { var width: c_int = undefined; var height: c_int = undefined; self.wlr_output.effectiveResolution(&width, &height); self.layers.background_color_rect.setSize(width, height); var it = self.layers.fullscreen.children.iterator(.forward); const background_color_rect = @fieldParentPtr(wlr.SceneRect, "node", it.next().?); background_color_rect.setSize(width, height); } self.arrangeLayers(); server.root.startTransaction(); } fn handlePresent( listener: *wl.Listener(*wlr.Output.event.Present), event: *wlr.Output.event.Present, ) void { const self = @fieldParentPtr(Self, "present", listener); switch (self.lock_render_state) { .unlocked => assert(server.lock_manager.state != .locked), .pending_blank, .pending_lock_surface => { if (!event.presented) { self.lock_render_state = .unlocked; return; } self.lock_render_state = switch (self.lock_render_state) { .pending_blank => .blanked, .pending_lock_surface => .lock_surface, .unlocked, .blanked, .lock_surface => unreachable, }; if (server.lock_manager.state != .locked) { server.lock_manager.maybeLock(); } }, .blanked, .lock_surface => {}, } } fn setTitle(self: Self) void { const title = fmt.allocPrintZ(util.gpa, "river - {s}", .{self.wlr_output.name}) catch return; defer util.gpa.free(title); if (self.wlr_output.isWl()) { self.wlr_output.wlSetTitle(title); } else if (wlr.config.has_x11_backend and self.wlr_output.isX11()) { self.wlr_output.x11SetTitle(title); } } pub fn handleLayoutNamespaceChange(self: *Self) void { // The user changed the layout namespace of this output. Try to find a // matching layout. var it = self.layouts.first; self.pending.layout = while (it) |node| : (it = node.next) { if (mem.eql(u8, self.layoutNamespace(), node.data.namespace)) break &node.data; } else null; self.arrangeViews(); server.root.startTransaction(); } pub fn layoutNamespace(self: Self) []const u8 { return self.layout_namespace orelse server.config.default_layout_namespace; }