mirror of
https://github.com/MezzalunaWM/Mezzaluna.git
synced 2026-03-07 19:49:53 -05:00
still working on migrating to the new SceneNodeData
This commit is contained in:
parent
7a619ab770
commit
1039e3a800
7 changed files with 148 additions and 123 deletions
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@ -86,8 +86,8 @@ pub fn processCursorMotion(self: *Cursor, time_msec: u32) void {
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// Exit the switch if no focused output exists
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if (output == null) return;
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const viewAtResult = output.?.viewAt(self.wlr_cursor.x, self.wlr_cursor.y);
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if (viewAtResult == null) {
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const surfaceAtResult = output.?.surfaceAt(self.wlr_cursor.x, self.wlr_cursor.y);
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if (surfaceAtResult == null) {
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self.wlr_cursor.setXcursor(self.x_cursor_manager, "default");
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server.seat.wlr_seat.pointerClearFocus();
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@ -98,10 +98,16 @@ pub fn processCursorMotion(self: *Cursor, time_msec: u32) void {
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return;
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}
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server.events.exec("ViewPointerMotion", .{viewAtResult.?.view.id, self.wlr_cursor.x, self.wlr_cursor.y});
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switch (surfaceAtResult.?.scene_node_data.*) {
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.view => {
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server.events.exec("ViewPointerMotion", .{surfaceAtResult.?.scene_node_data.view.id, self.wlr_cursor.x, self.wlr_cursor.y});
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},
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.layer_surface => { },
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else => unreachable
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}
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server.seat.wlr_seat.pointerNotifyEnter(viewAtResult.?.surface, viewAtResult.?.sx, viewAtResult.?.sy);
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server.seat.wlr_seat.pointerNotifyMotion(time_msec, viewAtResult.?.sx, viewAtResult.?.sy);
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server.seat.wlr_seat.pointerNotifyEnter(surfaceAtResult.?.surface, surfaceAtResult.?.sx, surfaceAtResult.?.sy);
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server.seat.wlr_seat.pointerNotifyMotion(time_msec, surfaceAtResult.?.sx, surfaceAtResult.?.sy);
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},
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.move => { // TODO: Have these behave more like pointer motion
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if(self.drag.view) |view| {
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@ -6,12 +6,13 @@ const wlr = @import("wlroots");
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const Utils = @import("Utils.zig");
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const Output = @import("Output.zig");
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const SceneNodeData = @import("SceneNodeData.zig");
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const SceneNodeData = @import("SceneNodeData.zig").SceneNodeData;
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const gpa = std.heap.c_allocator;
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const server = &@import("main.zig").server;
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output: *Output,
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scene_node_data: SceneNodeData,
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wlr_layer_surface: *wlr.LayerSurfaceV1,
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scene_layer_surface: *wlr.SceneLayerSurfaceV1,
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@ -27,11 +28,26 @@ pub fn init(wlr_layer_surface: *wlr.LayerSurfaceV1) *LayerSurface {
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const self = try gpa.create(LayerSurface);
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self.* = .{
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.output = @ptrCast(@alignCast(wlr_layer_surface.output.?.data)),
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.output = blk: {
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// These block things are dangerous
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// There was no need for this
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// But I cannot be stopped
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// - Powerhungry programmer
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const data = wlr_layer_surface.output.?.data;
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if(data == null) unreachable;
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const scene_node_data: *SceneNodeData = @ptrCast(@alignCast(wlr_layer_surface.output.?.data.?));
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break :blk switch(scene_node_data.*) {
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.output => @fieldParentPtr("scene_node_data", scene_node_data),
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else => unreachable
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};
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},
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.wlr_layer_surface = wlr_layer_surface,
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.scene_layer_surface = undefined,
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.scene_node_data = .{ .layer_surface = self }
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};
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self.wlr_layer_surface.surface.data = &self.scene_node_data;
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if(server.seat.focused_output) |output| {
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self.scene_layer_surface = switch (wlr_layer_surface.current.layer) {
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.background => try output.layers.background.createSceneLayerSurfaceV1(wlr_layer_surface),
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@ -45,11 +61,6 @@ pub fn init(wlr_layer_surface: *wlr.LayerSurfaceV1) *LayerSurface {
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};
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}
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try SceneNodeData.setData(
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&self.scene_layer_surface.tree.node,
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.{ .layer_surface = self },
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);
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self.wlr_layer_surface.surface.data = &self.scene_layer_surface.tree.node;
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self.wlr_layer_surface.events.destroy.add(&self.destroy);
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self.wlr_layer_surface.surface.events.map.add(&self.map);
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101
src/Output.zig
101
src/Output.zig
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@ -5,11 +5,13 @@ const zwlr = @import("wayland").server.zwlr;
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const wlr = @import("wlroots");
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const std = @import("std");
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const Server = @import("Server.zig");
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const Utils = @import("Utils.zig");
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const Server = @import("Server.zig");
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const View = @import("View.zig");
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const LayerSurface = @import("LayerSurface.zig");
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const SceneNodeData = @import("SceneNodeData.zig");
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const SceneNodeData = @import("SceneNodeData.zig").SceneNodeData;
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const posix = std.posix;
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const gpa = std.heap.c_allocator;
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@ -21,6 +23,7 @@ id: u64,
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wlr_output: *wlr.Output,
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state: wlr.Output.State,
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tree: *wlr.SceneTree,
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scene_node_data: SceneNodeData,
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scene_output: *wlr.SceneOutput,
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layers: struct {
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@ -59,6 +62,7 @@ pub fn init(wlr_output: *wlr.Output) ?*Output {
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.overlay = try self.tree.createSceneTree(),
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},
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.scene_output = try server.root.scene.createSceneOutput(wlr_output),
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.scene_node_data = SceneNodeData{ .output = self },
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.state = wlr.Output.State.init()
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};
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@ -130,7 +134,6 @@ pub fn configureLayers(self: *Output) void {
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self.wlr_output.effectiveResolution(&output_box.width, &output_box.height);
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// Should calculate usable area here for LUA view positioning
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for ([_]zwlr.LayerShellV1.Layer{ .background, .bottom, .top, .overlay }) |layer| {
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const tree = blk: {
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const trees = [_]*wlr.SceneTree{
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@ -146,43 +149,65 @@ pub fn configureLayers(self: *Output) void {
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while(it.next()) |node| {
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if(node.data == null) continue;
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const layer_surface: *wlr.LayerSurfaceV1 = @ptrCast(@alignCast(node.data.?));
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_ = layer_surface.configure(@intCast(output_box.width), @intCast(output_box.height));
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const scene_node_data: *SceneNodeData = @ptrCast(@alignCast(node.data.?));
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switch (scene_node_data.*) {
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.layer_surface => {
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_ = scene_node_data.layer_surface.wlr_layer_surface.configured(
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@intCast(output_box.width),
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@intCast(output_box.height)
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);
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},
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else => {
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std.log.err("Something other than a layer surface found in layer surface scene trees", .{});
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unreachable;
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}
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}
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}
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}
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}
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const ViewAtResult = struct {
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view: *View,
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const SurfaceAtResult = struct {
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scene_node_data: *SceneNodeData,
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surface: *wlr.Surface,
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sx: f64,
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sy: f64,
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};
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pub fn viewAt(self: *Output, lx: f64, ly: f64) ?ViewAtResult {
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pub fn surfaceAt(self: *Output, lx: f64, ly: f64) ?SurfaceAtResult {
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var sx: f64 = undefined;
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var sy: f64 = undefined;
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if(self.layers.content.node.at(lx, ly, &sx, &sy)) |node| {
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if (node.type != .buffer) return null;
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const scene_buffer = wlr.SceneBuffer.fromNode(node);
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const scene_surface = wlr.SceneSurface.tryFromBuffer(scene_buffer) orelse return null;
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const layers = [_]*wlr.SceneTree{
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self.layers.top,
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self.layers.overlay,
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self.layers.fullscreen,
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self.layers.content,
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self.layers.bottom,
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self.layers.background
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};
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var it: ?*wlr.SceneTree = node.parent;
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for(layers) |layer| {
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if(layer.node.at(lx, ly, &sx, &sy)) |node| {
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const scene_buffer = wlr.SceneBuffer.fromNode(node);
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const scene_surface = wlr.SceneSurface.tryFromBuffer(scene_buffer) orelse continue;
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while (it) |n| : (it = n.node.parent) {
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if (n.node.data == null) continue;
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if (node.data == null) continue;
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const scene_node_data: *SceneNodeData = @ptrCast(@alignCast(node.data.?));
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const view: *View = @ptrCast(@alignCast(n.node.data.?));
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return ViewAtResult{
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.view = view,
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.surface = scene_surface.surface,
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.sx = sx,
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.sy = sy,
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};
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switch (scene_node_data.*) {
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.layer_surface, .view => {
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return SurfaceAtResult{
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.scene_node_data = scene_node_data,
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.surface = scene_surface.surface,
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.sx = sx,
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.sy = sy,
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};
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},
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else => continue
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}
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}
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}
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return null;
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}
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@ -247,23 +272,27 @@ pub fn arrangeLayers(self: *Output) void {
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const layer: *wlr.SceneTree = @field(self.layers, comptime_layer.name);
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var it = layer.children.safeIterator(.forward);
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while (it.next()) |node| {
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if (@as(?*SceneNodeData, @alignCast(@ptrCast(node.data)))) |node_data| {
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const layer_surface = node_data.data.layer_surface;
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if(node.data == null) continue;
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if (!layer_surface.wlr_layer_surface.initialized) continue;
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const scene_node_data: *SceneNodeData = @ptrCast(@alignCast(node.data.?));
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const layer_surface: *LayerSurface = switch(scene_node_data.*) {
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.layer_surface => @fieldParentPtr("scene_node_data", scene_node_data),
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else => continue
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};
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// TEST: river seems to try and prevent clients from taking an
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// exclusive size greater than half the screen by killing them. Do we
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// need to? Clients can do quite a bit of nasty stuff and taking
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// exclusive focus isn't even that bad.
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if (!layer_surface.wlr_layer_surface.initialized) continue;
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layer_surface.scene_layer_surface.configure(&full_box, &full_box);
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// TEST: river seems to try and prevent clients from taking an
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// exclusive size greater than half the screen by killing them. Do we
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// need to? Clients can do quite a bit of nasty stuff and taking
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// exclusive focus isn't even that bad.
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// TEST: are these calls useless?
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// const x = layer_surface.scene_layer_surface.tree.node.x;
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// const y = layer_surface.scene_layer_surface.tree.node.y;
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// layer_surface.scene_layer_surface.tree.node.setPosition(x, y);
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}
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layer_surface.scene_layer_surface.configure(&full_box, &full_box);
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// TEST: are these calls useless?
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// const x = layer_surface.scene_layer_surface.tree.node.x;
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// const y = layer_surface.scene_layer_surface.tree.node.y;
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// layer_surface.scene_layer_surface.tree.node.setPosition(x, y);
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}
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}
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}
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38
src/Root.zig
38
src/Root.zig
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@ -1,22 +1,25 @@
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/// The root of Mezzaluna is, you guessed it, the root of many of the systems mez needs:
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/// - Managing outputs
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/// -
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const Root = @This();
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const std = @import("std");
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const wl = @import("wayland").server.wl;
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const wlr = @import("wlroots");
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const Output = @import("Output.zig");
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const View = @import("View.zig");
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const Utils = @import("Utils.zig");
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const server = &@import("main.zig").server;
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const gpa = std.heap.c_allocator;
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const Output = @import("Output.zig");
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const View = @import("View.zig");
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const LayerSurface = @import("LayerSurface.zig");
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const SceneNodeData = @import("SceneNodeData.zig").SceneNodeData;
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const Utils = @import("Utils.zig");
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xdg_toplevel_decoration_manager: *wlr.XdgDecorationManagerV1,
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scene: *wlr.Scene,
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waiting_room: *wlr.SceneTree,
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scene_output_layout: *wlr.SceneOutputLayout,
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@ -48,8 +51,16 @@ pub fn deinit(self: *Root) void {
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while(it.next()) |node| {
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if(node.data == null) continue;
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const view: *View = @ptrCast(@alignCast(node.data.?));
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view.deinit();
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const scene_node_data: *SceneNodeData = @ptrCast(@alignCast(node.data.?));
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switch(scene_node_data.*) {
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.output => {
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scene_node_data.output.deinit();
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},
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else => {
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std.log.debug("The root has a child that is not an output", .{});
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unreachable;
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}
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}
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}
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self.output_layout.destroy();
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@ -62,7 +73,16 @@ pub fn viewById(self: *Root, id: u64) ?*View {
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while(output_it.next()) |o| {
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if(o.output.data == null) continue;
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const output: *Output = @ptrCast(@alignCast(o.output.data.?));
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const scene_node_data: *SceneNodeData = @ptrCast(@alignCast(o.output.data.?));
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const output: *Output = switch (scene_node_data.*) {
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.output => |output_ptr| output_ptr,
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else => {
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std.log.err("Incorrect scene node type found", .{});
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unreachable;
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}
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};
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var node_it = output.layers.content.children.iterator(.forward);
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while(node_it.next()) |node| {
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@ -1,54 +1,10 @@
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const SceneNodeData = @This();
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const std = @import("std");
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const wlr = @import("wlroots");
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const wl = @import("wayland").server.wl;
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const View = @import("View.zig");
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const LayerSurface = @import("LayerSurface.zig");
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const Output = @import("Output.zig");
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const gpa = std.heap.c_allocator;
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pub const Data = union(enum) {
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const SceneNodeType = enum { view, layer_surface, output };
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pub const SceneNodeData = union(SceneNodeType) {
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view: *View,
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layer_surface: *LayerSurface,
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output: *Output
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};
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node: *wlr.SceneNode,
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data: Data,
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destroy: wl.Listener(void) = wl.Listener(void).init(handleDestroy),
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pub fn setData(node: *wlr.SceneNode, data: Data) !void {
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const scene_node_data = try gpa.create(SceneNodeData);
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scene_node_data.* = .{
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.node = node,
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.data = data,
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};
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node.data = scene_node_data;
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node.events.destroy.add(&scene_node_data.destroy);
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}
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fn handleDestroy(listener: *wl.Listener(void)) void {
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const scene_node_data: *SceneNodeData = @fieldParentPtr("destroy", listener);
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scene_node_data.destroy.link.remove();
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scene_node_data.node.data = null;
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gpa.destroy(scene_node_data);
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}
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pub fn getFromNode(node: *wlr.SceneNode) ?*SceneNodeData {
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var n = node;
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while (true) {
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if (@as(?*SceneNodeData, @alignCast(@ptrCast(n.data)))) |scene_node_data| {
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return scene_node_data;
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}
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if (n.parent) |parent_tree| {
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n = &parent_tree.node;
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} else {
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return null;
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}
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}
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}
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@ -4,19 +4,19 @@ const std = @import("std");
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const wl = @import("wayland").server.wl;
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const wlr = @import("wlroots");
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const Root = @import("Root.zig");
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const Seat = @import("Seat.zig");
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const Cursor = @import("Cursor.zig");
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const Keyboard = @import("Keyboard.zig");
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const LayerSurface = @import("LayerSurface.zig");
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const Output = @import("Output.zig");
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const View = @import("View.zig");
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const Utils = @import("Utils.zig");
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const Keymap = @import("types/Keymap.zig");
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const Hook = @import("types/Hook.zig");
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const Events = @import("types/Events.zig");
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const Popup = @import("Popup.zig");
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const RemoteLua = @import("RemoteLua.zig");
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const Root = @import("Root.zig");
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const Seat = @import("Seat.zig");
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const Cursor = @import("Cursor.zig");
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const Keyboard = @import("Keyboard.zig");
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const LayerSurface = @import("LayerSurface.zig");
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const Output = @import("Output.zig");
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const View = @import("View.zig");
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const Utils = @import("Utils.zig");
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const Keymap = @import("types/Keymap.zig");
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const Hook = @import("types/Hook.zig");
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const Events = @import("types/Events.zig");
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const Popup = @import("Popup.zig");
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const RemoteLua = @import("RemoteLua.zig");
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const RemoteLuaManager = @import("RemoteLuaManager.zig");
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const gpa = std.heap.c_allocator;
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@ -35,15 +35,13 @@ xdg_shell: *wlr.XdgShell,
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layer_shell: *wlr.LayerShellV1,
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xdg_toplevel_decoration_manager: *wlr.XdgDecorationManagerV1,
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// Input
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allocator: *wlr.Allocator,
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root: Root,
|
||||
seat: Seat,
|
||||
cursor: Cursor,
|
||||
|
||||
// lua data
|
||||
// Lua data
|
||||
keymaps: std.AutoHashMap(u64, Keymap),
|
||||
hooks: std.ArrayList(*Hook),
|
||||
events: Events,
|
||||
|
|
|
|||
|
|
@ -6,6 +6,8 @@ const wlr = @import("wlroots");
|
|||
|
||||
const Popup = @import("Popup.zig");
|
||||
const Output = @import("Output.zig");
|
||||
const SceneNodeData = @import("SceneNodeData.zig").SceneNodeData;
|
||||
|
||||
const Utils = @import("Utils.zig");
|
||||
|
||||
const gpa = std.heap.c_allocator;
|
||||
|
|
@ -20,6 +22,7 @@ output: ?*Output,
|
|||
xdg_toplevel: *wlr.XdgToplevel,
|
||||
xdg_toplevel_decoration: ?*wlr.XdgToplevelDecorationV1,
|
||||
scene_tree: *wlr.SceneTree,
|
||||
scene_node_data: SceneNodeData,
|
||||
|
||||
// Surface Listeners
|
||||
map: wl.Listener(void) = .init(handleMap),
|
||||
|
|
@ -62,6 +65,8 @@ pub fn initFromTopLevel(xdg_toplevel: *wlr.XdgToplevel) *View {
|
|||
.xdg_toplevel = xdg_toplevel,
|
||||
.scene_tree = undefined,
|
||||
.xdg_toplevel_decoration = null,
|
||||
|
||||
.scene_node_data = .{ .view = self }
|
||||
};
|
||||
|
||||
self.xdg_toplevel.base.surface.events.unmap.add(&self.unmap);
|
||||
|
|
@ -76,8 +81,8 @@ pub fn initFromTopLevel(xdg_toplevel: *wlr.XdgToplevel) *View {
|
|||
self.scene_tree = try server.root.waiting_room.createSceneXdgSurface(xdg_toplevel.base);
|
||||
}
|
||||
|
||||
self.scene_tree.node.data = self;
|
||||
self.xdg_toplevel.base.data = self.scene_tree;
|
||||
self.scene_tree.node.data = &self.scene_node_data;
|
||||
self.xdg_toplevel.base.data = &self.scene_node_data;
|
||||
|
||||
self.xdg_toplevel.events.destroy.add(&self.destroy);
|
||||
self.xdg_toplevel.base.surface.events.map.add(&self.map);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue