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https://github.com/MezzalunaWM/Mezzaluna.git
synced 2026-03-07 19:49:53 -05:00
debug scene tree printer, layers are functional again
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6 changed files with 417 additions and 21 deletions
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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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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 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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output_layout: *wlr.OutputLayout,
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pub fn init(self: *Root) void {
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std.log.info("Creating root of mezzaluna\n", .{});
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errdefer Utils.oomPanic();
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const output_layout = try wlr.OutputLayout.create(server.wl_server);
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errdefer output_layout.destroy();
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const scene = try wlr.Scene.create();
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errdefer scene.tree.node.destroy();
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self.* = .{
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.scene = scene,
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.waiting_room = try scene.tree.createSceneTree(),
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.output_layout = output_layout,
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.xdg_toplevel_decoration_manager = try wlr.XdgDecorationManagerV1.create(server.wl_server),
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.scene_output_layout = try scene.attachOutputLayout(output_layout),
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};
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}
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pub fn deinit(self: *Root) void {
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var it = self.scene.tree.children.iterator(.forward);
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while(it.next()) |node| {
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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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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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self.scene.tree.node.destroy();
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}
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// Search output_layout's ouputs, and each outputs views
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pub fn viewById(self: *Root, id: u64) ?*View {
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var output_it = self.output_layout.outputs.iterator(.forward);
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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_snd: *SceneNodeData = @ptrCast(@alignCast(o.output.data.?));
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const output: *Output = switch (output_snd.*) {
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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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if(node.data == null) continue;
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const view_snd: *SceneNodeData = @ptrCast(@alignCast(node.data.?));
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// TODO: Should we assert that we want only views to be here
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// -- Basically should we use switch statements for snd interactions
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// -- Or if statements, for simplicity
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if(view_snd.* == .view and view_snd.view.id == id) {
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return view_snd.view;
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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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pub fn outputById(self: *Root, id: u64) ?*Output {
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var it = self.scene.outputs.iterator(.forward);
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while(it.next()) |scene_output| {
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if(scene_output.output.data == null) continue;
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const output: *Output = @as(*Output, @ptrCast(@alignCast(scene_output.output.data.?)));
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if(output.id == id) return output;
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}
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return null;
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}
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pub fn debugPrintSceneTree(self: *Root) void {
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std.log.debug("=== SCENE TREE DEBUG ===", .{});
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printNode(&self.scene.tree.node, 0);
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std.log.debug("=== END SCENE TREE ===", .{});
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}
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fn printNode(node: *wlr.SceneNode, depth: usize) void {
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errdefer Utils.oomPanic();
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var indent = gpa.alloc(u8, depth);
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for(0..indent.len) |i| {
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}
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// Print node type and position
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const type_name = switch (node.type) {
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.tree => "TREE",
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.rect => "RECT",
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.buffer => "BUFFER",
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};
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std.log.debug("{s}{s} @ ({d}, {d}) enabled={} visible={}", .{
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indent,
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type_name,
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node.x,
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node.y,
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node.enabled,
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node.state.pending.enabled,
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});
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// Print associated data if present
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if (node.data) |data| {
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const scene_node_data: *SceneNodeData = @ptrCast(@alignCast(data));
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switch (scene_node_data.*) {
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.output => |output| {
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std.log.debug("{s} → Output: {s} (focused={}, id={})", .{
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indent,
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output.wlr_output.name,
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output.focused,
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output.id,
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});
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},
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.view => |view| {
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std.log.debug("{s} → View: id={} mapped={} focused={}", .{
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indent,
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view.id,
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view.xdg_toplevel.base.surface.mapped,
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view.focused,
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});
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if (view.xdg_toplevel.title) |title| {
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std.log.debug("{s} title=\"{s}\"", .{ indent, title });
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}
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},
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.layer_surface => |layer| {
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const layer_name = switch (layer.wlr_layer_surface.current.layer) {
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.background => "background",
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.bottom => "bottom",
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.top => "top",
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.overlay => "overlay",
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else => "unknown",
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};
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std.log.debug("{s} → LayerSurface: layer={s} mapped={}", .{
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indent,
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layer_name,
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layer.wlr_layer_surface.surface.mapped,
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});
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if (layer.wlr_layer_surface.namespace.len > 0) {
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std.log.debug("{s} namespace=\"{s}\"", .{
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indent,
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layer.wlr_layer_surface.namespace,
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});
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}
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},
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}
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}
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// Print buffer-specific info
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if (node.type == .buffer) {
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const scene_buffer = wlr.SceneBuffer.fromNode(node);
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std.log.debug("{s} buffer: {d}x{d}", .{
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indent,
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scene_buffer.buffer.?.width,
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scene_buffer.buffer.?.height,
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});
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// Check if it's a surface
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if (wlr.SceneSurface.tryFromBuffer(scene_buffer)) |scene_surface| {
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std.log.debug("{s} → Surface: {*}", .{ indent, scene_surface.surface });
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}
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}
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// Recursively print children if this is a tree
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if (node.type == .tree) {
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const tree = wlr.SceneTree.fromNode(node);
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var it = tree.children.iterator(.forward);
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var child_count: usize = 0;
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while (it.next()) |child| {
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child_count += 1;
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printNode(child, depth + 1);
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}
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if (child_count == 0) {
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std.log.debug("{s} (no children)", .{indent});
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}
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}
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}
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