648 lines
23 KiB
Zig
648 lines
23 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 Output = @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 Config = @import("Config.zig");
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const log = std.log.scoped(.output);
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pub const PendingState = 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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wlr_output: *wlr.Output,
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scene_output: *wlr.SceneOutput,
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/// For Root.all_outputs
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all_link: wl.list.Link,
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/// For Root.active_outputs
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active_link: wl.list.Link,
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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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/// Popups from xdg-shell and input-method-v2 clients.
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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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/// Submitted an unlocked buffer but the buffer has not yet been presented.
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pending_unlock,
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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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/// Set to true if a gamma control client makes a set gamma request.
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/// This request is handled while rendering the next frame in handleFrame().
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gamma_dirty: bool = false,
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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 inflight 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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/// Any time pending state is modified Root.applyPending() must be called
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/// before yielding back to the event loop.
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pending: PendingState,
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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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attach_mode: ?Config.AttachMode = null,
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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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request_state: wl.Listener(*wlr.Output.event.RequestState) = wl.Listener(*wlr.Output.event.RequestState).init(handleRequestState),
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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 output = try util.gpa.create(Output);
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errdefer util.gpa.destroy(output);
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if (!wlr_output.initRender(server.allocator, server.renderer)) return error.InitRenderFailed;
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// If no standard mode for the output works we can't enable the output automatically.
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// It will stay disabled unless the user configures a custom mode which works.
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//
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// For the Wayland backend, the list of modes will be empty and it is possible to
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// enable the output without setting a mode.
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{
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var state = wlr.Output.State.init();
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defer state.finish();
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state.setEnabled(true);
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if (wlr_output.preferredMode()) |preferred_mode| {
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state.setMode(preferred_mode);
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}
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if (!wlr_output.commitState(&state)) {
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log.err("initial output commit with preferred mode failed, trying all modes", .{});
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// It is important to try other modes if the preferred mode fails
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// which is reported to be helpful in practice with e.g. multiple
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// high resolution monitors connected through a usb dock.
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var it = wlr_output.modes.iterator(.forward);
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while (it.next()) |mode| {
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state.setMode(mode);
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if (wlr_output.commitState(&state)) {
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log.info("initial output commit succeeded with mode {}x{}@{}mHz", .{
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mode.width,
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mode.height,
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mode.refresh,
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});
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break;
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} else {
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log.err("initial output commit failed with mode {}x{}@{}mHz", .{
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mode.width,
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mode.height,
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mode.refresh,
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});
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}
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}
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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 scene_output = try server.root.scene.createSceneOutput(wlr_output);
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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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.scene_output = scene_output,
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.all_link = undefined,
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.active_link = undefined,
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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 = @intFromPtr(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.request_state.add(&output.request_state);
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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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output.setTitle();
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output.active_link.init();
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server.root.all_outputs.append(output);
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output.handleEnableDisable();
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}
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pub fn layerSurfaceTree(output: Output, layer: zwlr.LayerShellV1.Layer) *wlr.SceneTree {
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const trees = [_]*wlr.SceneTree{
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output.layers.background,
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output.layers.bottom,
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output.layers.top,
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output.layers.overlay,
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};
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return trees[@intCast(@intFromEnum(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(output: *Output) 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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output.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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// Ensure all exclusive zones are applied before arranging surfaces
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// without exclusive zones.
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output.sendLayerConfigures(full_box, &usable_box, .exclusive);
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output.sendLayerConfigures(full_box, &usable_box, .non_exclusive);
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output.usable_box = usable_box;
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}
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fn sendLayerConfigures(
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output: *Output,
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full_box: wlr.Box,
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usable_box: *wlr.Box,
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mode: enum { exclusive, non_exclusive },
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) void {
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for ([_]zwlr.LayerShellV1.Layer{ .background, .bottom, .top, .overlay }) |layer| {
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const tree = output.layerSurfaceTree(layer);
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var it = tree.children.safeIterator(.forward);
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while (it.next()) |node| {
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assert(node.type == .tree);
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if (@as(?*SceneNodeData, @ptrFromInt(node.data))) |node_data| {
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const layer_surface = node_data.data.layer_surface;
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const exclusive = layer_surface.wlr_layer_surface.current.exclusive_zone > 0;
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if (exclusive != (mode == .exclusive)) {
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continue;
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}
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{
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var new_usable_box = usable_box.*;
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layer_surface.scene_layer_surface.configure(&full_box, &new_usable_box);
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// Clients can request bogus exclusive zones larger than the output
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// dimensions and river must handle this gracefully. It seems reasonable
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// to close layer shell clients that would cause the usable area of the
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// output to become less than half the width/height of its full dimensions.
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if (new_usable_box.width < @divTrunc(full_box.width, 2) or
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new_usable_box.height < @divTrunc(full_box.height, 2))
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{
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layer_surface.wlr_layer_surface.destroy();
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continue;
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}
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usable_box.* = new_usable_box;
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}
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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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layer_surface.scene_layer_surface.tree.node.subsurfaceTreeSetClip(&full_box);
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}
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}
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}
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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(Output, "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.deactivateOutput(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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output.all_link.remove();
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output.destroy.link.remove();
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output.request_state.link.remove();
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output.frame.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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util.gpa.destroy(output);
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server.root.handleOutputConfigChange() catch std.log.err("out of memory", .{});
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server.root.applyPending();
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}
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fn handleRequestState(listener: *wl.Listener(*wlr.Output.event.RequestState), event: *wlr.Output.event.RequestState) void {
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const output = @fieldParentPtr(Output, "request_state", listener);
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output.applyState(event.state) catch {
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log.err("failed to commit requested state", .{});
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return;
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};
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server.root.applyPending();
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}
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// TODO double buffer output state changes for frame perfection and cleaner code.
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// Schedule a frame and commit in the frame handler.
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// Get rid of this function.
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pub fn applyState(output: *Output, state: *wlr.Output.State) error{CommitFailed}!void {
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// We need to be precise about this state change to make assertions
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// in updateLockRenderStateOnEnableDisable() possible.
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const enable_state_change = state.committed.enabled and
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(state.enabled != output.wlr_output.enabled);
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if (!output.wlr_output.commitState(state)) {
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return error.CommitFailed;
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}
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if (enable_state_change) {
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output.handleEnableDisable();
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}
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if (state.committed.mode) {
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output.updateBackgroundRect();
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output.arrangeLayers();
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server.lock_manager.updateLockSurfaceSize(output);
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}
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}
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fn handleEnableDisable(output: *Output) void {
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output.updateLockRenderStateOnEnableDisable();
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if (output.wlr_output.enabled) {
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// Add the output to root.active_outputs and the output layout if it has not
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// already been added.
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server.root.activateOutput(output);
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} else {
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server.root.deactivateOutput(output);
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}
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}
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pub fn updateLockRenderStateOnEnableDisable(output: *Output) void {
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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 (output.wlr_output.enabled) {
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switch (server.lock_manager.state) {
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.unlocked => {
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assert(output.lock_render_state == .blanked);
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output.normal_content.node.setEnabled(true);
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output.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(output.lock_render_state == .blanked);
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output.normal_content.node.setEnabled(false);
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output.locked_content.node.setEnabled(true);
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},
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}
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} else {
|
|
// Disabling and re-enabling an output always blanks it.
|
|
output.lock_render_state = .blanked;
|
|
output.normal_content.node.setEnabled(false);
|
|
output.locked_content.node.setEnabled(true);
|
|
}
|
|
}
|
|
|
|
pub fn updateBackgroundRect(output: *Output) 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(Output, "frame", listener);
|
|
const scene_output = server.root.scene.getSceneOutput(output.wlr_output).?;
|
|
|
|
// TODO this should probably be retried on failure
|
|
output.renderAndCommit(scene_output) catch |err| switch (err) {
|
|
error.OutOfMemory => log.err("out of memory", .{}),
|
|
error.CommitFailed => 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 renderAndCommit(output: *Output, scene_output: *wlr.SceneOutput) !void {
|
|
if (output.gamma_dirty) {
|
|
var state = wlr.Output.State.init();
|
|
defer state.finish();
|
|
|
|
if (server.root.gamma_control_manager.getControl(output.wlr_output)) |control| {
|
|
log.info("applying gamma settings from client", .{});
|
|
if (!control.apply(&state)) return error.OutOfMemory;
|
|
} else {
|
|
log.info("clearing gamma settings from client", .{});
|
|
state.clearGammaLut();
|
|
}
|
|
|
|
if (!scene_output.buildState(&state, null)) return error.CommitFailed;
|
|
|
|
if (!output.wlr_output.commitState(&state)) return error.CommitFailed;
|
|
|
|
scene_output.damage_ring.rotate();
|
|
output.gamma_dirty = false;
|
|
} else {
|
|
if (!scene_output.commit(null)) return error.CommitFailed;
|
|
}
|
|
|
|
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) {
|
|
.pending_unlock, .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 {
|
|
if (output.lock_render_state != .unlocked) {
|
|
output.lock_render_state = .pending_unlock;
|
|
}
|
|
}
|
|
}
|
|
|
|
fn handlePresent(
|
|
listener: *wl.Listener(*wlr.Output.event.Present),
|
|
event: *wlr.Output.event.Present,
|
|
) void {
|
|
const output = @fieldParentPtr(Output, "present", listener);
|
|
|
|
if (!event.presented) {
|
|
return;
|
|
}
|
|
|
|
switch (output.lock_render_state) {
|
|
.pending_unlock => {
|
|
assert(server.lock_manager.state != .locked);
|
|
output.lock_render_state = .unlocked;
|
|
},
|
|
.unlocked => assert(server.lock_manager.state != .locked),
|
|
.pending_blank, .pending_lock_surface => {
|
|
output.lock_render_state = switch (output.lock_render_state) {
|
|
.pending_blank => .blanked,
|
|
.pending_lock_surface => .lock_surface,
|
|
.pending_unlock, .unlocked, .blanked, .lock_surface => unreachable,
|
|
};
|
|
|
|
if (server.lock_manager.state != .locked) {
|
|
server.lock_manager.maybeLock();
|
|
}
|
|
},
|
|
.blanked, .lock_surface => {},
|
|
}
|
|
}
|
|
|
|
fn setTitle(output: Output) void {
|
|
const title = fmt.allocPrintZ(util.gpa, "river - {s}", .{output.wlr_output.name}) catch return;
|
|
defer util.gpa.free(title);
|
|
if (output.wlr_output.isWl()) {
|
|
output.wlr_output.wlSetTitle(title);
|
|
} else if (wlr.config.has_x11_backend and output.wlr_output.isX11()) {
|
|
output.wlr_output.x11SetTitle(title);
|
|
}
|
|
}
|
|
|
|
pub fn handleLayoutNamespaceChange(output: *Output) void {
|
|
// The user changed the layout namespace of this output. Try to find a
|
|
// matching layout.
|
|
var it = output.layouts.first;
|
|
output.layout = while (it) |node| : (it = node.next) {
|
|
if (mem.eql(u8, output.layoutNamespace(), node.data.namespace)) break &node.data;
|
|
} else null;
|
|
server.root.applyPending();
|
|
}
|
|
|
|
pub fn layoutNamespace(output: Output) []const u8 {
|
|
return output.layout_namespace orelse server.config.default_layout_namespace;
|
|
}
|
|
|
|
pub fn attachMode(output: Output) Config.AttachMode {
|
|
return output.attach_mode orelse server.config.default_attach_mode;
|
|
}
|