tinywl: use wlr_scene
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parent
ba974a4e9f
commit
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268
tinywl/tinywl.c
268
tinywl/tinywl.c
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@ -1,4 +1,5 @@
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#define _POSIX_C_SOURCE 200112L
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#include <assert.h>
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#include <getopt.h>
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#include <stdbool.h>
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#include <stdlib.h>
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@ -14,10 +15,10 @@
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#include <wlr/types/wlr_data_device.h>
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#include <wlr/types/wlr_input_device.h>
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#include <wlr/types/wlr_keyboard.h>
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#include <wlr/types/wlr_matrix.h>
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#include <wlr/types/wlr_output.h>
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#include <wlr/types/wlr_output_layout.h>
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#include <wlr/types/wlr_pointer.h>
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#include <wlr/types/wlr_scene.h>
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#include <wlr/types/wlr_seat.h>
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#include <wlr/types/wlr_xcursor_manager.h>
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#include <wlr/types/wlr_xdg_shell.h>
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@ -36,6 +37,7 @@ struct tinywl_server {
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struct wlr_backend *backend;
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struct wlr_renderer *renderer;
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struct wlr_allocator *allocator;
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struct wlr_scene *scene;
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struct wlr_xdg_shell *xdg_shell;
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struct wl_listener new_xdg_surface;
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@ -76,12 +78,12 @@ struct tinywl_view {
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struct wl_list link;
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struct tinywl_server *server;
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struct wlr_xdg_surface *xdg_surface;
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struct wlr_scene_node *scene_node;
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struct wl_listener map;
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struct wl_listener unmap;
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struct wl_listener destroy;
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struct wl_listener request_move;
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struct wl_listener request_resize;
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bool mapped;
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int x, y;
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};
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@ -118,6 +120,7 @@ static void focus_view(struct tinywl_view *view, struct wlr_surface *surface) {
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}
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struct wlr_keyboard *keyboard = wlr_seat_get_keyboard(seat);
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/* Move the view to the front */
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wlr_scene_node_raise_to_top(view->scene_node);
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wl_list_remove(&view->link);
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wl_list_insert(&server->views, &view->link);
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/* Activate the new surface */
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@ -166,14 +169,9 @@ static bool handle_keybinding(struct tinywl_server *server, xkb_keysym_t sym) {
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if (wl_list_length(&server->views) < 2) {
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break;
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}
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struct tinywl_view *current_view = wl_container_of(
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server->views.next, current_view, link);
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struct tinywl_view *next_view = wl_container_of(
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current_view->link.next, next_view, link);
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server->views.prev, next_view, link);
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focus_view(next_view, next_view->xdg_surface->surface);
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/* Move the previous view to the end of the list */
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wl_list_remove(¤t_view->link);
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wl_list_insert(server->views.prev, ¤t_view->link);
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break;
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default:
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return false;
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@ -199,7 +197,8 @@ static void keyboard_handle_key(
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bool handled = false;
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uint32_t modifiers = wlr_keyboard_get_modifiers(keyboard->device->keyboard);
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if ((modifiers & WLR_MODIFIER_ALT) && event->state == WL_KEYBOARD_KEY_STATE_PRESSED) {
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if ((modifiers & WLR_MODIFIER_ALT) &&
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event->state == WL_KEYBOARD_KEY_STATE_PRESSED) {
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/* If alt is held down and this button was _pressed_, we attempt to
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* process it as a compositor keybinding. */
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for (int i = 0; i < nsyms; i++) {
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@ -310,52 +309,32 @@ static void seat_request_set_selection(struct wl_listener *listener, void *data)
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wlr_seat_set_selection(server->seat, event->source, event->serial);
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}
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static bool view_at(struct tinywl_view *view,
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double lx, double ly, struct wlr_surface **surface,
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double *sx, double *sy) {
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/*
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* XDG toplevels may have nested surfaces, such as popup windows for context
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* menus or tooltips. This function tests if any of those are underneath the
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* coordinates lx and ly (in output Layout Coordinates). If so, it sets the
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* surface pointer to that wlr_surface and the sx and sy coordinates to the
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* coordinates relative to that surface's top-left corner.
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*/
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double view_sx = lx - view->x;
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double view_sy = ly - view->y;
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double _sx, _sy;
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struct wlr_surface *_surface = NULL;
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_surface = wlr_xdg_surface_surface_at(
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view->xdg_surface, view_sx, view_sy, &_sx, &_sy);
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if (_surface != NULL) {
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*sx = _sx;
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*sy = _sy;
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*surface = _surface;
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return true;
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}
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return false;
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}
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static struct tinywl_view *desktop_view_at(
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struct tinywl_server *server, double lx, double ly,
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struct wlr_surface **surface, double *sx, double *sy) {
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/* This iterates over all of our surfaces and attempts to find one under the
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* cursor. This relies on server->views being ordered from top-to-bottom. */
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struct tinywl_view *view;
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wl_list_for_each(view, &server->views, link) {
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if (view_at(view, lx, ly, surface, sx, sy)) {
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return view;
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}
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/* This returns the topmost node in the scene at the given layout coords.
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* we only care about surface nodes as we are specifically looking for a
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* surface in the surface tree of a tinywl_view. */
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struct wlr_scene_node *node = wlr_scene_node_at(
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&server->scene->node, lx, ly, sx, sy);
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if (node == NULL || node->type != WLR_SCENE_NODE_SURFACE) {
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return NULL;
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}
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return NULL;
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*surface = wlr_scene_surface_from_node(node)->surface;
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/* Find the node corresponding to the tinywl_view at the root of this
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* surface tree, it is the only one for which we set the data field. */
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while (node != NULL && node->data == NULL) {
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node = node->parent;
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}
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return node->data;
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}
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static void process_cursor_move(struct tinywl_server *server, uint32_t time) {
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/* Move the grabbed view to the new position. */
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server->grabbed_view->x = server->cursor->x - server->grab_x;
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server->grabbed_view->y = server->cursor->y - server->grab_y;
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struct tinywl_view *view = server->grabbed_view;
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view->x = server->cursor->x - server->grab_x;
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view->y = server->cursor->y - server->grab_y;
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wlr_scene_node_set_position(view->scene_node, view->x, view->y);
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}
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static void process_cursor_resize(struct tinywl_server *server, uint32_t time) {
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@ -404,6 +383,7 @@ static void process_cursor_resize(struct tinywl_server *server, uint32_t time) {
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wlr_xdg_surface_get_geometry(view->xdg_surface, &geo_box);
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view->x = new_left - geo_box.x;
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view->y = new_top - geo_box.y;
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wlr_scene_node_set_position(view->scene_node, view->x, view->y);
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int new_width = new_right - new_left;
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int new_height = new_bottom - new_top;
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@ -530,74 +510,12 @@ static void server_cursor_frame(struct wl_listener *listener, void *data) {
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wlr_seat_pointer_notify_frame(server->seat);
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}
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/* Used to move all of the data necessary to render a surface from the top-level
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* frame handler to the per-surface render function. */
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struct render_data {
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struct wlr_output *output;
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struct wlr_renderer *renderer;
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struct tinywl_view *view;
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struct timespec *when;
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};
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static void render_surface(struct wlr_surface *surface,
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// TODO: We should avoid sending the frame done event twice if a surface
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// appears on multiple outputs.
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// https://github.com/swaywm/wlroots/issues/3210
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static void send_frame_done(struct wlr_surface *surface,
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int sx, int sy, void *data) {
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/* This function is called for every surface that needs to be rendered. */
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struct render_data *rdata = data;
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struct tinywl_view *view = rdata->view;
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struct wlr_output *output = rdata->output;
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/* We first obtain a wlr_texture, which is a GPU resource. wlroots
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* automatically handles negotiating these with the client. The underlying
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* resource could be an opaque handle passed from the client, or the client
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* could have sent a pixel buffer which we copied to the GPU, or a few other
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* means. You don't have to worry about this, wlroots takes care of it. */
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struct wlr_texture *texture = wlr_surface_get_texture(surface);
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if (texture == NULL) {
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return;
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}
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/* The view has a position in layout coordinates. If you have two displays,
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* one next to the other, both 1080p, a view on the rightmost display might
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* have layout coordinates of 2000,100. We need to translate that to
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* output-local coordinates, or (2000 - 1920). */
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double ox = 0, oy = 0;
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wlr_output_layout_output_coords(
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view->server->output_layout, output, &ox, &oy);
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ox += view->x + sx, oy += view->y + sy;
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/* We also have to apply the scale factor for HiDPI outputs. This is only
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* part of the puzzle, TinyWL does not fully support HiDPI. */
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struct wlr_box box = {
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.x = ox * output->scale,
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.y = oy * output->scale,
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.width = surface->current.width * output->scale,
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.height = surface->current.height * output->scale,
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};
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/*
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* Those familiar with OpenGL are also familiar with the role of matricies
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* in graphics programming. We need to prepare a matrix to render the view
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* with. wlr_matrix_project_box is a helper which takes a box with a desired
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* x, y coordinates, width and height, and an output geometry, then
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* prepares an orthographic projection and multiplies the necessary
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* transforms to produce a model-view-projection matrix.
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*
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* Naturally you can do this any way you like, for example to make a 3D
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* compositor.
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*/
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float matrix[9];
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enum wl_output_transform transform =
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wlr_output_transform_invert(surface->current.transform);
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wlr_matrix_project_box(matrix, &box, transform, 0,
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output->transform_matrix);
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/* This takes our matrix, the texture, and an alpha, and performs the actual
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* rendering on the GPU. */
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wlr_render_texture_with_matrix(rdata->renderer, texture, matrix, 1);
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/* This lets the client know that we've displayed that frame and it can
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* prepare another one now if it likes. */
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wlr_surface_send_frame_done(surface, rdata->when);
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wlr_surface_send_frame_done(surface, data);
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}
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static void output_frame(struct wl_listener *listener, void *data) {
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@ -605,56 +523,16 @@ static void output_frame(struct wl_listener *listener, void *data) {
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* generally at the output's refresh rate (e.g. 60Hz). */
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struct tinywl_output *output =
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wl_container_of(listener, output, frame);
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struct wlr_renderer *renderer = output->server->renderer;
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struct wlr_scene_output *scene_output = wlr_scene_get_scene_output(
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output->server->scene, output->wlr_output);
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/* Render the scene if needed and commit the output */
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wlr_scene_output_commit(scene_output);
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struct timespec now;
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clock_gettime(CLOCK_MONOTONIC, &now);
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/* wlr_output_attach_render makes the OpenGL context current. */
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if (!wlr_output_attach_render(output->wlr_output, NULL)) {
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return;
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}
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/* The "effective" resolution can change if you rotate your outputs. */
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int width, height;
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wlr_output_effective_resolution(output->wlr_output, &width, &height);
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/* Begin the renderer (calls glViewport and some other GL sanity checks) */
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wlr_renderer_begin(renderer, width, height);
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float color[4] = {0.3, 0.3, 0.3, 1.0};
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wlr_renderer_clear(renderer, color);
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/* Each subsequent window we render is rendered on top of the last. Because
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* our view list is ordered front-to-back, we iterate over it backwards. */
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struct tinywl_view *view;
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wl_list_for_each_reverse(view, &output->server->views, link) {
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if (!view->mapped) {
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/* An unmapped view should not be rendered. */
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continue;
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}
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struct render_data rdata = {
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.output = output->wlr_output,
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.view = view,
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.renderer = renderer,
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.when = &now,
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};
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/* This calls our render_surface function for each surface among the
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* xdg_surface's toplevel and popups. */
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wlr_xdg_surface_for_each_surface(view->xdg_surface,
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render_surface, &rdata);
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}
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/* Hardware cursors are rendered by the GPU on a separate plane, and can be
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* moved around without re-rendering what's beneath them - which is more
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* efficient. However, not all hardware supports hardware cursors. For this
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* reason, wlroots provides a software fallback, which we ask it to render
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* here. wlr_cursor handles configuring hardware vs software cursors for you,
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* and this function is a no-op when hardware cursors are in use. */
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wlr_output_render_software_cursors(output->wlr_output, NULL);
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/* Conclude rendering and swap the buffers, showing the final frame
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* on-screen. */
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wlr_renderer_end(renderer);
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wlr_output_commit(output->wlr_output);
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wlr_scene_output_for_each_surface(scene_output, send_frame_done, &now);
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}
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static void server_new_output(struct wl_listener *listener, void *data) {
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@ -704,23 +582,32 @@ static void server_new_output(struct wl_listener *listener, void *data) {
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wlr_output_layout_add_auto(server->output_layout, wlr_output);
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}
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static void xdg_surface_map(struct wl_listener *listener, void *data) {
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static void xdg_toplevel_map(struct wl_listener *listener, void *data) {
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/* Called when the surface is mapped, or ready to display on-screen. */
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struct tinywl_view *view = wl_container_of(listener, view, map);
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view->mapped = true;
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wl_list_insert(&view->server->views, &view->link);
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focus_view(view, view->xdg_surface->surface);
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}
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static void xdg_surface_unmap(struct wl_listener *listener, void *data) {
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static void xdg_toplevel_unmap(struct wl_listener *listener, void *data) {
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/* Called when the surface is unmapped, and should no longer be shown. */
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struct tinywl_view *view = wl_container_of(listener, view, unmap);
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view->mapped = false;
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wl_list_remove(&view->link);
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}
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static void xdg_surface_destroy(struct wl_listener *listener, void *data) {
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static void xdg_toplevel_destroy(struct wl_listener *listener, void *data) {
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/* Called when the surface is destroyed and should never be shown again. */
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struct tinywl_view *view = wl_container_of(listener, view, destroy);
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wl_list_remove(&view->link);
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wl_list_remove(&view->map.link);
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wl_list_remove(&view->unmap.link);
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wl_list_remove(&view->destroy.link);
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wl_list_remove(&view->request_move.link);
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wl_list_remove(&view->request_resize.link);
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free(view);
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}
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@ -746,8 +633,10 @@ static void begin_interactive(struct tinywl_view *view,
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struct wlr_box geo_box;
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wlr_xdg_surface_get_geometry(view->xdg_surface, &geo_box);
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double border_x = (view->x + geo_box.x) + ((edges & WLR_EDGE_RIGHT) ? geo_box.width : 0);
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double border_y = (view->y + geo_box.y) + ((edges & WLR_EDGE_BOTTOM) ? geo_box.height : 0);
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double border_x = (view->x + geo_box.x) +
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((edges & WLR_EDGE_RIGHT) ? geo_box.width : 0);
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double border_y = (view->y + geo_box.y) +
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((edges & WLR_EDGE_BOTTOM) ? geo_box.height : 0);
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server->grab_x = server->cursor->x - border_x;
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server->grab_y = server->cursor->y - border_y;
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@ -788,22 +677,38 @@ static void server_new_xdg_surface(struct wl_listener *listener, void *data) {
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struct tinywl_server *server =
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wl_container_of(listener, server, new_xdg_surface);
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struct wlr_xdg_surface *xdg_surface = data;
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if (xdg_surface->role != WLR_XDG_SURFACE_ROLE_TOPLEVEL) {
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/* We must add xdg popups to the scene graph so they get rendered. The
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* wlroots scene graph provides a helper for this, but to use it we must
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* provide the proper parent scene node of the xdg popup. To enable this,
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* we always set the user data field of xdg_surfaces to the corresponding
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* scene node. */
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if (xdg_surface->role == WLR_XDG_SURFACE_ROLE_POPUP) {
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struct wlr_xdg_surface *parent = wlr_xdg_surface_from_wlr_surface(
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xdg_surface->popup->parent);
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struct wlr_scene_node *parent_node = parent->data;
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xdg_surface->data = wlr_scene_xdg_surface_create(
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parent_node, xdg_surface);
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return;
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}
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assert(xdg_surface->role == WLR_XDG_SURFACE_ROLE_TOPLEVEL);
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/* Allocate a tinywl_view for this surface */
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struct tinywl_view *view =
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calloc(1, sizeof(struct tinywl_view));
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view->server = server;
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view->xdg_surface = xdg_surface;
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view->scene_node = wlr_scene_xdg_surface_create(
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&view->server->scene->node, view->xdg_surface);
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view->scene_node->data = view;
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xdg_surface->data = view->scene_node;
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/* Listen to the various events it can emit */
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view->map.notify = xdg_surface_map;
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view->map.notify = xdg_toplevel_map;
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wl_signal_add(&xdg_surface->events.map, &view->map);
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view->unmap.notify = xdg_surface_unmap;
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view->unmap.notify = xdg_toplevel_unmap;
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wl_signal_add(&xdg_surface->events.unmap, &view->unmap);
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view->destroy.notify = xdg_surface_destroy;
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view->destroy.notify = xdg_toplevel_destroy;
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wl_signal_add(&xdg_surface->events.destroy, &view->destroy);
|
||||
|
||||
/* cotd */
|
||||
|
@ -812,9 +717,6 @@ static void server_new_xdg_surface(struct wl_listener *listener, void *data) {
|
|||
wl_signal_add(&toplevel->events.request_move, &view->request_move);
|
||||
view->request_resize.notify = xdg_toplevel_request_resize;
|
||||
wl_signal_add(&toplevel->events.request_resize, &view->request_resize);
|
||||
|
||||
/* Add it to the list of views. */
|
||||
wl_list_insert(&server->views, &view->link);
|
||||
}
|
||||
|
||||
int main(int argc, char *argv[]) {
|
||||
|
@ -880,9 +782,17 @@ int main(int argc, char *argv[]) {
|
|||
server.new_output.notify = server_new_output;
|
||||
wl_signal_add(&server.backend->events.new_output, &server.new_output);
|
||||
|
||||
/* Set up our list of views and the xdg-shell. The xdg-shell is a Wayland
|
||||
* protocol which is used for application windows. For more detail on
|
||||
* shells, refer to my article:
|
||||
/* Create a scene graph. This is a wlroots abstraction that handles all
|
||||
* rendering and damage tracking. All the compositor author needs to do
|
||||
* is add things that should be rendered to the scene graph at the proper
|
||||
* positions and then call wlr_scene_output_commit() to render a frame if
|
||||
* necessary.
|
||||
*/
|
||||
server.scene = wlr_scene_create();
|
||||
wlr_scene_attach_output_layout(server.scene, server.output_layout);
|
||||
|
||||
/* Set up the xdg-shell. The xdg-shell is a Wayland protocol which is used
|
||||
* for application windows. For more detail on shells, refer to my article:
|
||||
*
|
||||
* https://drewdevault.com/2018/07/29/Wayland-shells.html
|
||||
*/
|
||||
|
|
Loading…
Reference in New Issue