wlroots/examples/output-layout.c

211 lines
6.6 KiB
C

#define _POSIX_C_SOURCE 199309L
#define _XOPEN_SOURCE 500
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <string.h>
#include <strings.h>
#include <unistd.h>
#include <limits.h>
#include <wayland-server.h>
#include <wayland-server-protocol.h>
#include <xkbcommon/xkbcommon.h>
#include <GLES2/gl2.h>
#include <wlr/render/matrix.h>
#include <wlr/render/gles2.h>
#include <wlr/render.h>
#include <wlr/util/log.h>
#include <wlr/backend.h>
#include <wlr/backend/session.h>
#include <wlr/types/wlr_output_layout.h>
#include <wlr/types/wlr_output.h>
#include <wlr/types/wlr_keyboard.h>
#include <math.h>
#include "shared.h"
#include "cat.h"
struct sample_state {
struct example_config *config;
struct wlr_renderer *renderer;
struct wlr_texture *cat_texture;
struct wlr_output_layout *layout;
float x_offs, y_offs;
float x_vel, y_vel;
struct wlr_output *main_output;
struct wl_list outputs;
};
static void handle_output_frame(struct output_state *output, struct timespec *ts) {
struct compositor_state *state = output->compositor;
struct sample_state *sample = state->data;
struct wlr_output *wlr_output = output->output;
wlr_output_make_current(wlr_output);
wlr_renderer_begin(sample->renderer, wlr_output);
if (wlr_output_layout_intersects(sample->layout, output->output,
sample->x_offs, sample->y_offs,
sample->x_offs + 128, sample->y_offs + 128)) {
float matrix[16];
// transform global coordinates to local coordinates
double local_x = sample->x_offs;
double local_y = sample->y_offs;
wlr_output_layout_output_coords(sample->layout, output->output, &local_x,
&local_y);
wlr_texture_get_matrix(sample->cat_texture, &matrix,
&wlr_output->transform_matrix, local_x, local_y);
wlr_render_with_matrix(sample->renderer,
sample->cat_texture, &matrix);
}
wlr_renderer_end(sample->renderer);
wlr_output_swap_buffers(wlr_output);
if (output->output == sample->main_output) {
long ms = (ts->tv_sec - output->last_frame.tv_sec) * 1000 +
(ts->tv_nsec - output->last_frame.tv_nsec) / 1000000;
// how many seconds have passed since the last frame
float seconds = ms / 1000.0f;
if (seconds > 0.1f) {
// XXX when we switch vt, the rendering loop stops so try to detect
// that and pause when it happens.
seconds = 0.0f;
}
// check for collisions and bounce
bool ur_collision = !wlr_output_layout_output_at(sample->layout,
sample->x_offs + 128, sample->y_offs);
bool ul_collision = !wlr_output_layout_output_at(sample->layout,
sample->x_offs, sample->y_offs);
bool ll_collision = !wlr_output_layout_output_at(sample->layout,
sample->x_offs, sample->y_offs + 128);
bool lr_collision = !wlr_output_layout_output_at(sample->layout,
sample->x_offs + 128, sample->y_offs + 128);
if (ur_collision && ul_collision && ll_collision && lr_collision) {
// oops we went off the screen somehow
struct wlr_output_layout_output *main_l_output;
main_l_output = wlr_output_layout_get(sample->layout, sample->main_output);
sample->x_offs = main_l_output->x + 20;
sample->y_offs = main_l_output->y + 20;
} else if (ur_collision && ul_collision) {
sample->y_vel = fabs(sample->y_vel);
} else if (lr_collision && ll_collision) {
sample->y_vel = -fabs(sample->y_vel);
} else if (ll_collision && ul_collision) {
sample->x_vel = fabs(sample->x_vel);
} else if (ur_collision && lr_collision) {
sample->x_vel = -fabs(sample->x_vel);
} else {
if (ur_collision || lr_collision) {
sample->x_vel = -fabs(sample->x_vel);
}
if (ul_collision || ll_collision) {
sample->x_vel = fabs(sample->x_vel);
}
if (ul_collision || ur_collision) {
sample->y_vel = fabs(sample->y_vel);
}
if (ll_collision || lr_collision) {
sample->y_vel = -fabs(sample->y_vel);
}
}
sample->x_offs += sample->x_vel * seconds;
sample->y_offs += sample->y_vel * seconds;
}
}
static void set_main_output(struct sample_state *sample,
struct wlr_output *output) {
sample->main_output = output;
struct wlr_output_layout_output *l_output;
l_output = wlr_output_layout_get(sample->layout, output);
sample->x_offs = l_output->x + 200;
sample->y_offs = l_output->y + 200;
}
static void handle_output_resolution(struct compositor_state *state, struct output_state *output) {
struct sample_state *sample = state->data;
wlr_output_layout_destroy(sample->layout);
sample->layout = configure_layout(sample->config, &sample->outputs);
set_main_output(sample, output->output);
}
static void handle_output_add(struct output_state *output) {
struct sample_state *sample = output->compositor->data;
wl_list_insert(&sample->outputs, &output->link);
wlr_output_layout_destroy(sample->layout);
sample->layout = configure_layout(sample->config, &sample->outputs);
set_main_output(sample, output->output);
}
static void update_velocities(struct compositor_state *state,
float x_diff, float y_diff) {
struct sample_state *sample = state->data;
sample->x_vel += x_diff;
sample->y_vel += y_diff;
}
static void handle_keyboard_key(struct keyboard_state *kbstate, uint32_t keycode,
xkb_keysym_t sym, enum wlr_key_state key_state) {
// NOTE: It may be better to simply refer to our key state during each frame
// and make this change in pixels/sec^2
// Also, key repeat
int delta = 75;
if (key_state == WLR_KEY_PRESSED) {
switch (sym) {
case XKB_KEY_Left:
update_velocities(kbstate->compositor, -delta, 0);
break;
case XKB_KEY_Right:
update_velocities(kbstate->compositor, delta, 0);
break;
case XKB_KEY_Up:
update_velocities(kbstate->compositor, 0, -delta);
break;
case XKB_KEY_Down:
update_velocities(kbstate->compositor, 0, delta);
break;
}
}
}
int main(int argc, char *argv[]) {
struct sample_state state = {0};
state.x_vel = 500;
state.y_vel = 500;
state.layout = wlr_output_layout_init();
wl_list_init(&state.outputs);
state.config = parse_args(argc, argv);
struct compositor_state compositor = { 0 };
compositor.data = &state;
compositor.output_add_cb = handle_output_add;
compositor.output_frame_cb = handle_output_frame;
compositor.output_resolution_cb = handle_output_resolution;
compositor.keyboard_key_cb = handle_keyboard_key;
compositor_init(&compositor);
state.renderer = wlr_gles2_renderer_create(compositor.backend);
state.cat_texture = wlr_render_texture_create(state.renderer);
wlr_texture_upload_pixels(state.cat_texture, WL_SHM_FORMAT_ABGR8888,
cat_tex.width, cat_tex.width, cat_tex.height, cat_tex.pixel_data);
wl_display_run(compositor.display);
wlr_texture_destroy(state.cat_texture);
wlr_renderer_destroy(state.renderer);
compositor_fini(&compositor);
wlr_output_layout_destroy(state.layout);
example_config_destroy(state.config);
}