viewById works again, layer still ontop of other things

This commit is contained in:
Harrison DiAmbrosio 2025-12-04 23:50:39 -05:00
parent 3ccf47e0be
commit 9186aeecd3
23 changed files with 282 additions and 181 deletions

90
src/Root.zig Normal file
View file

@ -0,0 +1,90 @@
/// The root of Mezzaluna is, you guessed it, the root of many of the systems mez needs:
/// - Managing outputs
/// -
const Root = @This();
const std = @import("std");
const wl = @import("wayland").server.wl;
const wlr = @import("wlroots");
const Output = @import("Output.zig");
const View = @import("View.zig");
const Utils = @import("Utils.zig");
const server = &@import("main.zig").server;
const gpa = std.heap.c_allocator;
xdg_toplevel_decoration_manager: *wlr.XdgDecorationManagerV1,
scene: *wlr.Scene,
waiting_room: *wlr.SceneTree,
scene_output_layout: *wlr.SceneOutputLayout,
output_layout: *wlr.OutputLayout,
pub fn init(self: *Root) void {
std.log.info("Creating root of mezzaluna\n", .{});
errdefer Utils.oomPanic();
const output_layout = try wlr.OutputLayout.create(server.wl_server);
errdefer output_layout.destroy();
const scene = try wlr.Scene.create();
errdefer scene.tree.node.destroy();
self.* = .{
.scene = scene,
.waiting_room = try scene.tree.createSceneTree(),
.output_layout = output_layout,
.xdg_toplevel_decoration_manager = try wlr.XdgDecorationManagerV1.create(server.wl_server),
.scene_output_layout = try scene.attachOutputLayout(output_layout),
};
}
pub fn deinit(self: *Root) void {
var it = self.scene.tree.children.iterator(.forward);
while(it.next()) |node| {
if(node.data == null) continue;
const view: *View = @ptrCast(@alignCast(node.data.?));
view.deinit();
}
self.output_layout.destroy();
self.scene.tree.node.destroy();
}
// Search output_layout's ouputs, and each outputs views
pub fn viewById(self: *Root, id: u64) ?*View {
var output_it = self.output_layout.outputs.iterator(.forward);
while(output_it.next()) |o| {
if(o.output.data == null) continue;
const output: *Output = @ptrCast(@alignCast(o.output.data.?));
var node_it = output.layers.content.children.iterator(.forward);
while(node_it.next()) |node| {
if(node.data == null) continue;
const view: *View = @as(*View, @ptrCast(@alignCast(node.data.?)));
if(view.id == id) return view;
}
}
return null;
}
pub fn outputById(self: *Root, id: u64) ?*Output {
var it = self.scene.outputs.iterator(.forward);
while(it.next()) |scene_output| {
if(scene_output.output.data == null) continue;
const output: *Output = @as(*Output, @ptrCast(@alignCast(scene_output.output.data.?)));
if(output.id == id) return output;
}
return null;
}