river/river/Output.zig

507 lines
18 KiB
Zig

// 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 <https://www.gnu.org/licenses/>.
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 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 log = std.log.scoped(.output);
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,
/// Child nodes of normal_content
layers: struct {
background_color_rect: *wlr.SceneRect,
/// Background layer shell layer
background: *wlr.SceneTree,
/// Bottom layer shell layer
bottom: *wlr.SceneTree,
/// Views in the layout
layout: *wlr.SceneTree,
/// Floating views
float: *wlr.SceneTree,
/// Top layer shell layer
top: *wlr.SceneTree,
/// Fullscreen views
fullscreen: *wlr.SceneTree,
/// Overlay layer shell layer
overlay: *wlr.SceneTree,
/// xdg-popups of views and layer-shell surfaces
popups: *wlr.SceneTree,
},
/// 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 state of the output that is directly acted upon/modified through user input.
///
/// Pending state will be copied to the inflight state and communicated to clients
/// to be applied as a single atomic transaction across all clients as soon as any
/// in progress transaction has been completed.
///
/// Any time pending state is modified Root.applyPending() must be called
/// before yielding back to the event loop.
pending: struct {
/// A bit field of focused tags
tags: u32 = 1 << 0,
/// The stack of views in focus/rendering order.
///
/// This contains views that aren't currently visible because they do not
/// match the tags of the output.
///
/// This list is used to update the rendering order of nodes in the scene
/// graph when the pending state is committed.
focus_stack: wl.list.Head(View, .pending_focus_stack_link),
/// The stack of views acted upon by window management commands such
/// as focus-view, zoom, etc.
///
/// This contains views that aren't currently visible because they do not
/// match the tags of the output. This means that a filtered version of the
/// list must be used for window management commands.
///
/// This includes both floating/fullscreen views and those arranged in the layout.
wm_stack: wl.list.Head(View, .pending_wm_stack_link),
},
/// The state most recently sent to the layout generator and clients.
/// This state is immutable until all clients have replied and the transaction
/// is completed, at which point this inflight state is copied to current.
inflight: struct {
/// A bit field of focused tags
tags: u32 = 1 << 0,
/// See pending.focus_stack
focus_stack: wl.list.Head(View, .inflight_focus_stack_link),
/// See pending.wm_stack
wm_stack: wl.list.Head(View, .inflight_wm_stack_link),
/// The view to be made fullscreen, if any.
fullscreen: ?*View = null,
layout_demand: ?LayoutDemand = null,
},
/// The current state represented by the scene graph.
/// There is no need to have a current focus_stack/wm_stack copy as this
/// information is transferred from the inflight state to the scene graph
/// as an inflight transaction completes.
current: struct {
/// A bit field of focused tags
tags: u32 = 1 << 0,
/// The currently fullscreen view, if any.
fullscreen: ?*View = null,
} = .{},
/// Remembered version of tags (from last run)
previous_tags: u32 = 1 << 0,
/// 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,
/// 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,
status: 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 output = &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.layers.outputs.createSceneTree();
const normal_content = try tree.createSceneTree();
output.* = .{
.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(),
.layout = try normal_content.createSceneTree(),
.float = try normal_content.createSceneTree(),
.top = try normal_content.createSceneTree(),
.fullscreen = try normal_content.createSceneTree(),
.overlay = try normal_content.createSceneTree(),
.popups = try normal_content.createSceneTree(),
},
.pending = .{
.focus_stack = undefined,
.wm_stack = undefined,
},
.inflight = .{
.focus_stack = undefined,
.wm_stack = undefined,
},
.usable_box = .{
.x = 0,
.y = 0,
.width = width,
.height = height,
},
.status = undefined,
};
wlr_output.data = @ptrToInt(output);
output.pending.focus_stack.init();
output.pending.wm_stack.init();
output.inflight.focus_stack.init();
output.inflight.wm_stack.init();
output.status.init();
_ = try output.layers.fullscreen.createSceneRect(width, height, &[_]f32{ 0, 0, 0, 1.0 });
output.layers.fullscreen.node.setEnabled(false);
wlr_output.events.destroy.add(&output.destroy);
wlr_output.events.enable.add(&output.enable);
wlr_output.events.mode.add(&output.mode);
wlr_output.events.frame.add(&output.frame);
wlr_output.events.present.add(&output.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
log.err("failed to load xcursor theme at scale {}", .{wlr_output.scale});
}
output.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(&output.enable, 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))];
}
/// Arrange all layer surfaces of this output and adjust the usable area.
/// Will arrange views as well if the usable area changes.
/// Requires a call to Root.applyPending()
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| {
const layer_surface = node_data.data.layer_surface;
layer_surface.scene_layer_surface.configure(&full_box, &usable_box);
layer_surface.popup_tree.node.setPosition(
layer_surface.scene_layer_surface.tree.node.x,
layer_surface.scene_layer_surface.tree.node.y,
);
}
}
}
self.usable_box = usable_box;
}
fn handleDestroy(listener: *wl.Listener(*wlr.Output), _: *wlr.Output) void {
const output = @fieldParentPtr(Self, "destroy", listener);
log.debug("output '{s}' destroyed", .{output.wlr_output.name});
// Remove the destroyed output from root if it wasn't already removed
server.root.removeOutput(output);
assert(output.pending.focus_stack.empty());
assert(output.pending.wm_stack.empty());
assert(output.inflight.focus_stack.empty());
assert(output.inflight.wm_stack.empty());
assert(output.inflight.layout_demand == null);
assert(output.layouts.len == 0);
var it = server.root.all_outputs.first;
while (it) |all_node| : (it = all_node.next) {
if (all_node.data == output) {
server.root.all_outputs.remove(all_node);
break;
}
}
output.destroy.link.remove();
output.enable.link.remove();
output.frame.link.remove();
output.mode.link.remove();
output.present.link.remove();
output.tree.node.destroy();
if (output.layout_namespace) |namespace| util.gpa.free(namespace);
output.wlr_output.data = 0;
const node = @fieldParentPtr(std.TailQueue(Self).Node, "data", output);
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 handleMode(listener: *wl.Listener(*wlr.Output), _: *wlr.Output) void {
const output = @fieldParentPtr(Self, "mode", listener);
output.updateBackgroundRect();
output.arrangeLayers();
server.root.applyPending();
}
pub fn updateBackgroundRect(output: *Self) void {
var width: c_int = undefined;
var height: c_int = undefined;
output.wlr_output.effectiveResolution(&width, &height);
output.layers.background_color_rect.setSize(width, height);
var it = output.layers.fullscreen.children.iterator(.forward);
const fullscreen_background = @fieldParentPtr(wlr.SceneRect, "node", it.next().?);
fullscreen_background.setSize(width, height);
}
fn handleFrame(listener: *wl.Listener(*wlr.Output), _: *wlr.Output) void {
const output = @fieldParentPtr(Self, "frame", listener);
const scene_output = server.root.scene.getSceneOutput(output.wlr_output).?;
if (scene_output.commit()) {
if (server.lock_manager.state == .locked or
(server.lock_manager.state == .waiting_for_lock_surfaces and output.locked_content.node.enabled) or
server.lock_manager.state == .waiting_for_blank)
{
assert(!output.normal_content.node.enabled);
assert(output.locked_content.node.enabled);
switch (server.lock_manager.state) {
.unlocked => unreachable,
.locked => switch (output.lock_render_state) {
.unlocked, .pending_blank, .pending_lock_surface => unreachable,
.blanked, .lock_surface => {},
},
.waiting_for_blank => {
if (output.lock_render_state != .blanked) {
output.lock_render_state = .pending_blank;
}
},
.waiting_for_lock_surfaces => {
if (output.lock_render_state != .lock_surface) {
output.lock_render_state = .pending_lock_surface;
}
},
}
}
} else {
log.err("output commit failed for {s}", .{output.wlr_output.name});
}
var now: std.os.timespec = undefined;
std.os.clock_gettime(std.os.CLOCK.MONOTONIC, &now) catch @panic("CLOCK_MONOTONIC not supported");
scene_output.sendFrameDone(&now);
}
fn handlePresent(
listener: *wl.Listener(*wlr.Output.event.Present),
event: *wlr.Output.event.Present,
) void {
const output = @fieldParentPtr(Self, "present", listener);
switch (output.lock_render_state) {
.unlocked => assert(server.lock_manager.state != .locked),
.pending_blank, .pending_lock_surface => {
if (!event.presented) {
output.lock_render_state = .unlocked;
return;
}
output.lock_render_state = switch (output.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.layout = while (it) |node| : (it = node.next) {
if (mem.eql(u8, self.layoutNamespace(), node.data.namespace)) break &node.data;
} else null;
server.root.applyPending();
}
pub fn layoutNamespace(self: Self) []const u8 {
return self.layout_namespace orelse server.config.default_layout_namespace;
}