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lua position, size, focus and z-index (not really)
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notes/ideation.md
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notes/ideation.md
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# {NAME GOES HERE}
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1. Not strictly dynamic tiling, calls to a lua script (a standard stack/master by default) to know where to
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* Tile windows
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* Follow window rules, (GIMP should be floating)
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* If this is the case, a default config should exist somewhere
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2. A very transparent API for lua to interact with is important
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* I love the idea of the autocommands, wm should hold a callback list for each autocommand (maybe look at how nvim does this)
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3. Is it better to use the zig-wlroots bindings, "translate-c" wlroots, or compile the C in with wlroots
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* It seems like Isaac started with translate-c and then created the wlroots bindings. Depends if we want latest for wlroots and zig
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* Not using the bindings is most likey a LOT of extra work
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# Names
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* Mezzaluna (mez)
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# Style Guide
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Perhaps we do what river does for organization? Checkout river/Server.zig:17's use of @This();
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# information
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server owns
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- compositor
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wlr_compositor owms
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- a list of wlr_surfaces
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wlr_surfaces owns
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- wl_resources which should (be/have?) buffers
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## Scene Structure
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wlr_scene owns
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- list of outputs
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- wlr_scene_tree
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wlr_scene_tree owns
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- its own wlr_scene_node
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- list of its children wlr_scene_node
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wlr_scene_node can be TREE, RECT or BUFFER and owns
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- its own type
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- a pointer to its parent wlr_scene_tree
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- a list of children as wlr_scene_trees
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- boolean if enabled
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- x, y position relative to parent
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- wl signal for destroy
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- *void arbitrary data
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```zig
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struct wl_resource *_surface;
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wl_resource_for_each(_surface, &server->compositor->surfaces) {
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struct wlr_surface *surface = wlr_surface_from_resource(_surface);
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if (!wlr_surface_has_buffer(surface)) {
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continue;
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}
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struct wlr_box render_box = {
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.x = 20, .y = 20,
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.width = surface->current->width,
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.height = surface->current->height
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};
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float matrix[16];
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wlr_matrix_project_box(&matrix, &render_box,
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surface->current->transform,
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0, &wlr_output->transform_matrix);
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wlr_render_with_matrix(renderer, surface->texture, &matrix, 1.0f);
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wlr_surface_send_frame_done(surface, &now);
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}
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```
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