508 lines
18 KiB
Zig
508 lines
18 KiB
Zig
// This file is part of river, a dynamic tiling wayland compositor.
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//
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// Copyright 2020 The River Developers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 3.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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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 std = @import("std");
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const assert = std.debug.assert;
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const math = std.math;
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const mem = std.mem;
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const fmt = std.fmt;
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const wlr = @import("wlroots");
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const wayland = @import("wayland");
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const wl = wayland.server.wl;
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const zwlr = wayland.server.zwlr;
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const server = &@import("main.zig").server;
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const util = @import("util.zig");
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const LayerSurface = @import("LayerSurface.zig");
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const Layout = @import("Layout.zig");
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const LayoutDemand = @import("LayoutDemand.zig");
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const LockSurface = @import("LockSurface.zig");
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const OutputStatus = @import("OutputStatus.zig");
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const SceneNodeData = @import("SceneNodeData.zig");
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const View = @import("View.zig");
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const log = std.log.scoped(.output);
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wlr_output: *wlr.Output,
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/// The area left for views and other layer surfaces after applying the
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/// exclusive zones of exclusive layer surfaces.
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/// TODO: this should be part of the output's State
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usable_box: wlr.Box,
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/// Scene node representing the entire output.
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/// Position must be updated when the output is moved in the layout.
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tree: *wlr.SceneTree,
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normal_content: *wlr.SceneTree,
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locked_content: *wlr.SceneTree,
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/// Child nodes of normal_content
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layers: struct {
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background_color_rect: *wlr.SceneRect,
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/// Background layer shell layer
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background: *wlr.SceneTree,
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/// Bottom layer shell layer
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bottom: *wlr.SceneTree,
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/// Views in the layout
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layout: *wlr.SceneTree,
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/// Floating views
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float: *wlr.SceneTree,
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/// Top layer shell layer
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top: *wlr.SceneTree,
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/// Fullscreen views
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fullscreen: *wlr.SceneTree,
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/// Overlay layer shell layer
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overlay: *wlr.SceneTree,
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/// xdg-popups of views and layer-shell surfaces
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popups: *wlr.SceneTree,
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},
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/// Tracks the currently presented frame on the output as it pertains to ext-session-lock.
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/// The output is initially considered blanked:
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/// If using the DRM backend it will be blanked with the initial modeset.
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/// If using the Wayland or X11 backend nothing will be visible until the first frame is rendered.
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lock_render_state: enum {
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/// Normal, "unlocked" content may be visible.
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unlocked,
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/// Submitted a blank buffer but the buffer has not yet been presented.
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/// Normal, "unlocked" content may be visible.
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pending_blank,
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/// A blank buffer has been presented.
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blanked,
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/// Submitted the lock surface buffer but the buffer has not yet been presented.
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/// Normal, "unlocked" content may be visible.
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pending_lock_surface,
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/// The lock surface buffer has been presented.
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lock_surface,
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} = .blanked,
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/// The state of the output that is directly acted upon/modified through user input.
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///
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/// Pending state will be copied to the pending state and communicated to clients
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/// to be applied as a single atomic transaction across all clients as soon as any
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/// in progress transaction has been completed.
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///
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/// On completion of a transaction
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/// Any time pending state is modified Root.dirty must be set.
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///
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pending: struct {
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/// A bit field of focused tags
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tags: u32 = 1 << 0,
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/// The stack of views in focus/rendering order.
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///
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/// This contains views that aren't currently visible because they do not
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/// match the tags of the output.
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///
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/// This list is used to update the rendering order of nodes in the scene
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/// graph when the pending state is committed.
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focus_stack: wl.list.Head(View, .pending_focus_stack_link),
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/// The stack of views acted upon by window management commands such
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/// as focus-view, zoom, etc.
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///
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/// This contains views that aren't currently visible because they do not
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/// match the tags of the output. This means that a filtered version of the
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/// list must be used for window management commands.
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///
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/// This includes both floating/fullscreen views and those arranged in the layout.
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wm_stack: wl.list.Head(View, .pending_wm_stack_link),
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},
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/// The state most recently sent to the layout generator and clients.
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/// This state is immutable until all clients have replied and the transaction
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/// is completed, at which point this inflight state is copied to current.
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inflight: struct {
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/// A bit field of focused tags
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tags: u32 = 1 << 0,
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/// See pending.focus_stack
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focus_stack: wl.list.Head(View, .inflight_focus_stack_link),
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/// See pending.wm_stack
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wm_stack: wl.list.Head(View, .inflight_wm_stack_link),
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/// The view to be made fullscreen, if any.
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fullscreen: ?*View = null,
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layout_demand: ?LayoutDemand = null,
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},
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/// The current state represented by the scene graph.
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/// There is no need to have a current focus_stack/wm_stack copy as this
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/// information is transferred from the inflight state to the scene graph
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/// as an inflight transaction completes.
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current: struct {
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/// A bit field of focused tags
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tags: u32 = 1 << 0,
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/// The currently fullscreen view, if any.
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fullscreen: ?*View = null,
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} = .{},
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/// Remembered version of tags (from last run)
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previous_tags: u32 = 1 << 0,
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/// List of all layouts
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layouts: std.TailQueue(Layout) = .{},
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/// The current layout namespace of the output. If null,
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/// config.default_layout_namespace should be used instead.
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/// Call handleLayoutNamespaceChange() after setting this.
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layout_namespace: ?[]const u8 = null,
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/// The last set layout name.
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layout_name: ?[:0]const u8 = null,
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/// Active layout, or null if views are un-arranged.
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///
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/// If null, views which are manually moved or resized (with the pointer or
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/// or command) will not be automatically set to floating. Everything is
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/// already floating, so this would be an unexpected change of a views state
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/// the user will only notice once a layout affects the views. So instead we
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/// "snap back" all manually moved views the next time a layout is active.
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/// This is similar to dwms behvaviour. Note that this of course does not
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/// affect already floating views.
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layout: ?*Layout = null,
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status: OutputStatus,
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destroy: wl.Listener(*wlr.Output) = wl.Listener(*wlr.Output).init(handleDestroy),
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enable: wl.Listener(*wlr.Output) = wl.Listener(*wlr.Output).init(handleEnable),
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mode: wl.Listener(*wlr.Output) = wl.Listener(*wlr.Output).init(handleMode),
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frame: wl.Listener(*wlr.Output) = wl.Listener(*wlr.Output).init(handleFrame),
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present: wl.Listener(*wlr.Output.event.Present) = wl.Listener(*wlr.Output.event.Present).init(handlePresent),
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pub fn create(wlr_output: *wlr.Output) !void {
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const node = try util.gpa.create(std.TailQueue(Self).Node);
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errdefer util.gpa.destroy(node);
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const output = &node.data;
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if (!wlr_output.initRender(server.allocator, server.renderer)) return error.InitRenderFailed;
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if (wlr_output.preferredMode()) |preferred_mode| {
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wlr_output.setMode(preferred_mode);
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wlr_output.enable(true);
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wlr_output.commit() catch {
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var it = wlr_output.modes.iterator(.forward);
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while (it.next()) |mode| {
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if (mode == preferred_mode) continue;
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wlr_output.setMode(mode);
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wlr_output.commit() catch continue;
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// This mode works, use it
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break;
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}
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// If no mode works, then we will just leave the output disabled.
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// Perhaps the user will want to set a custom mode using wlr-output-management.
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};
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}
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var width: c_int = undefined;
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var height: c_int = undefined;
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wlr_output.effectiveResolution(&width, &height);
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const tree = try server.root.layers.outputs.createSceneTree();
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const normal_content = try tree.createSceneTree();
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output.* = .{
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.wlr_output = wlr_output,
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.tree = tree,
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.normal_content = normal_content,
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.locked_content = try tree.createSceneTree(),
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.layers = .{
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.background_color_rect = try normal_content.createSceneRect(
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width,
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height,
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&server.config.background_color,
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),
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.background = try normal_content.createSceneTree(),
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.bottom = try normal_content.createSceneTree(),
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.layout = try normal_content.createSceneTree(),
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.float = try normal_content.createSceneTree(),
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.top = try normal_content.createSceneTree(),
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.fullscreen = try normal_content.createSceneTree(),
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.overlay = try normal_content.createSceneTree(),
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.popups = try normal_content.createSceneTree(),
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},
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.pending = .{
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.focus_stack = undefined,
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.wm_stack = undefined,
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},
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.inflight = .{
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.focus_stack = undefined,
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.wm_stack = undefined,
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},
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.usable_box = .{
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.x = 0,
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.y = 0,
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.width = width,
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.height = height,
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},
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.status = undefined,
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};
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wlr_output.data = @ptrToInt(output);
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output.pending.focus_stack.init();
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output.pending.wm_stack.init();
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output.inflight.focus_stack.init();
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output.inflight.wm_stack.init();
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output.status.init();
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_ = try output.layers.fullscreen.createSceneRect(width, height, &[_]f32{ 0, 0, 0, 1.0 });
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output.layers.fullscreen.node.setEnabled(false);
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wlr_output.events.destroy.add(&output.destroy);
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wlr_output.events.enable.add(&output.enable);
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wlr_output.events.mode.add(&output.mode);
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wlr_output.events.frame.add(&output.frame);
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wlr_output.events.present.add(&output.present);
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// Ensure that a cursor image at the output's scale factor is loaded
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// for each seat.
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var it = server.input_manager.seats.first;
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while (it) |seat_node| : (it = seat_node.next) {
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const seat = &seat_node.data;
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seat.cursor.xcursor_manager.load(wlr_output.scale) catch
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log.err("failed to load xcursor theme at scale {}", .{wlr_output.scale});
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}
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output.setTitle();
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const ptr_node = try util.gpa.create(std.TailQueue(*Self).Node);
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ptr_node.data = &node.data;
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server.root.all_outputs.append(ptr_node);
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handleEnable(&output.enable, wlr_output);
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}
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pub fn layerSurfaceTree(self: Self, layer: zwlr.LayerShellV1.Layer) *wlr.SceneTree {
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const trees = [_]*wlr.SceneTree{
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self.layers.background,
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self.layers.bottom,
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self.layers.top,
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self.layers.overlay,
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};
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return trees[@intCast(usize, @enumToInt(layer))];
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}
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/// Arrange all layer surfaces of this output and adjust the usable area.
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/// Will arrange views as well if the usable area changes.
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/// Requires a call to Root.applyPending()
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pub fn arrangeLayers(self: *Self) void {
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var full_box: wlr.Box = .{
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.x = 0,
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.y = 0,
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.width = undefined,
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.height = undefined,
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};
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self.wlr_output.effectiveResolution(&full_box.width, &full_box.height);
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// This box is modified as exclusive zones are applied
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var usable_box = full_box;
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for ([_]zwlr.LayerShellV1.Layer{ .overlay, .top, .bottom, .background }) |layer| {
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const tree = self.layerSurfaceTree(layer);
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var it = tree.children.iterator(.forward);
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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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layer_surface.scene_layer_surface.configure(&full_box, &usable_box);
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layer_surface.popup_tree.node.setPosition(
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layer_surface.scene_layer_surface.tree.node.x,
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layer_surface.scene_layer_surface.tree.node.y,
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);
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}
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}
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}
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self.usable_box = usable_box;
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}
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fn handleDestroy(listener: *wl.Listener(*wlr.Output), _: *wlr.Output) void {
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const output = @fieldParentPtr(Self, "destroy", listener);
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log.debug("output '{s}' destroyed", .{output.wlr_output.name});
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// Remove the destroyed output from root if it wasn't already removed
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server.root.removeOutput(output);
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assert(output.pending.focus_stack.empty());
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assert(output.pending.wm_stack.empty());
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assert(output.inflight.focus_stack.empty());
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assert(output.inflight.wm_stack.empty());
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assert(output.inflight.layout_demand == null);
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assert(output.layouts.len == 0);
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var it = server.root.all_outputs.first;
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while (it) |all_node| : (it = all_node.next) {
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if (all_node.data == output) {
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server.root.all_outputs.remove(all_node);
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break;
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}
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}
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output.destroy.link.remove();
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output.enable.link.remove();
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output.frame.link.remove();
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output.mode.link.remove();
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output.present.link.remove();
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output.tree.node.destroy();
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if (output.layout_namespace) |namespace| util.gpa.free(namespace);
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output.wlr_output.data = 0;
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const node = @fieldParentPtr(std.TailQueue(Self).Node, "data", output);
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util.gpa.destroy(node);
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}
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fn handleEnable(listener: *wl.Listener(*wlr.Output), wlr_output: *wlr.Output) void {
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const self = @fieldParentPtr(Self, "enable", listener);
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// Add the output to root.outputs and the output layout if it has not
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// already been added.
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if (wlr_output.enabled) server.root.addOutput(self);
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// We can't assert the current state of normal_content/locked_content
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// here as this output may be newly created.
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if (wlr_output.enabled) {
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switch (server.lock_manager.state) {
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.unlocked => {
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self.lock_render_state = .unlocked;
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self.normal_content.node.setEnabled(true);
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self.locked_content.node.setEnabled(false);
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},
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.waiting_for_lock_surfaces, .waiting_for_blank, .locked => {
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assert(self.lock_render_state == .blanked);
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self.normal_content.node.setEnabled(false);
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self.locked_content.node.setEnabled(true);
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},
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}
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} else {
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// Disabling and re-enabling an output always blanks it.
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self.lock_render_state = .blanked;
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}
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}
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fn handleMode(listener: *wl.Listener(*wlr.Output), _: *wlr.Output) void {
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const output = @fieldParentPtr(Self, "mode", listener);
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output.updateBackgroundRect();
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output.arrangeLayers();
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server.root.applyPending();
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}
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pub fn updateBackgroundRect(output: *Self) void {
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var width: c_int = undefined;
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var height: c_int = undefined;
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output.wlr_output.effectiveResolution(&width, &height);
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output.layers.background_color_rect.setSize(width, height);
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var it = output.layers.fullscreen.children.iterator(.forward);
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const fullscreen_background = @fieldParentPtr(wlr.SceneRect, "node", it.next().?);
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fullscreen_background.setSize(width, height);
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}
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fn handleFrame(listener: *wl.Listener(*wlr.Output), _: *wlr.Output) void {
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const output = @fieldParentPtr(Self, "frame", listener);
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const scene_output = server.root.scene.getSceneOutput(output.wlr_output).?;
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if (scene_output.commit()) {
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if (server.lock_manager.state == .locked or
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(server.lock_manager.state == .waiting_for_lock_surfaces and output.locked_content.node.enabled) or
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server.lock_manager.state == .waiting_for_blank)
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{
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assert(!output.normal_content.node.enabled);
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assert(output.locked_content.node.enabled);
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switch (server.lock_manager.state) {
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.unlocked => unreachable,
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.locked => switch (output.lock_render_state) {
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.unlocked, .pending_blank, .pending_lock_surface => unreachable,
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.blanked, .lock_surface => {},
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},
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.waiting_for_blank => {
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if (output.lock_render_state != .blanked) {
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output.lock_render_state = .pending_blank;
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}
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},
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.waiting_for_lock_surfaces => {
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if (output.lock_render_state != .lock_surface) {
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output.lock_render_state = .pending_lock_surface;
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}
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},
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}
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}
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} else {
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log.err("output commit failed for {s}", .{output.wlr_output.name});
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}
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var now: std.os.timespec = undefined;
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std.os.clock_gettime(std.os.CLOCK.MONOTONIC, &now) catch @panic("CLOCK_MONOTONIC not supported");
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scene_output.sendFrameDone(&now);
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}
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fn handlePresent(
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listener: *wl.Listener(*wlr.Output.event.Present),
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event: *wlr.Output.event.Present,
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) void {
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const output = @fieldParentPtr(Self, "present", listener);
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switch (output.lock_render_state) {
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.unlocked => assert(server.lock_manager.state != .locked),
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.pending_blank, .pending_lock_surface => {
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if (!event.presented) {
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output.lock_render_state = .unlocked;
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return;
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}
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output.lock_render_state = switch (output.lock_render_state) {
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.pending_blank => .blanked,
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.pending_lock_surface => .lock_surface,
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.unlocked, .blanked, .lock_surface => unreachable,
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};
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if (server.lock_manager.state != .locked) {
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server.lock_manager.maybeLock();
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}
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},
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.blanked, .lock_surface => {},
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}
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}
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fn setTitle(self: Self) void {
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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;
|
|
}
|