const Output = @This(); const wl = @import("wayland").server.wl; const zwlr = @import("wayland").server.zwlr; const wlr = @import("wlroots"); const std = @import("std"); const Utils = @import("Utils.zig"); const Server = @import("Server.zig"); const View = @import("View.zig"); const LayerSurface = @import("LayerSurface.zig"); const SceneNodeData = @import("SceneNodeData.zig").SceneNodeData; const posix = std.posix; const gpa = std.heap.c_allocator; const server = &@import("main.zig").server; focused: bool, id: u64, wlr_output: *wlr.Output, state: wlr.Output.State, tree: *wlr.SceneTree, scene_node_data: SceneNodeData, scene_output: *wlr.SceneOutput, layers: struct { background: *wlr.SceneTree, bottom: *wlr.SceneTree, content: *wlr.SceneTree, top: *wlr.SceneTree, fullscreen: *wlr.SceneTree, overlay: *wlr.SceneTree }, frame: wl.Listener(*wlr.Output) = .init(handleFrame), request_state: wl.Listener(*wlr.Output.event.RequestState) = .init(handleRequestState), destroy: wl.Listener(*wlr.Output) = .init(handleDestroy), // The wlr.Output should be destroyed by the caller on failure to trigger cleanup. pub fn init(wlr_output: *wlr.Output) ?*Output { errdefer Utils.oomPanic(); server.events.exec("OutputInitPre", .{}); const self = try gpa.create(Output); self.* = .{ .focused = false, .id = @intFromPtr(wlr_output), .wlr_output = wlr_output, .tree = try server.root.scene.tree.createSceneTree(), .layers = .{ .background = try self.tree.createSceneTree(), .bottom = try self.tree.createSceneTree(), .content = try self.tree.createSceneTree(), .top = try self.tree.createSceneTree(), .fullscreen = try self.tree.createSceneTree(), .overlay = try self.tree.createSceneTree(), }, .scene_output = try server.root.scene.createSceneOutput(wlr_output), .scene_node_data = SceneNodeData{ .output = self }, .state = wlr.Output.State.init() }; wlr_output.events.frame.add(&self.frame); wlr_output.events.request_state.add(&self.request_state); wlr_output.events.destroy.add(&self.destroy); errdefer deinit(self); if(!wlr_output.initRender(server.allocator, server.renderer)) { std.log.err("Unable to start output {s}", .{wlr_output.name}); return null; } self.state.setEnabled(true); if (wlr_output.preferredMode()) |mode| { self.state.setMode(mode); } if(!wlr_output.commitState(&self.state)) { std.log.err("Unable to commit state to output {s}", .{wlr_output.name}); return null; } const layout_output = try server.root.output_layout.addAuto(self.wlr_output); server.root.scene_output_layout.addOutput(layout_output, self.scene_output); self.setFocused(); wlr_output.data = self; server.events.exec("OutputInitPost", .{self.id}); return self; } pub fn deinit(self: *Output) void { server.events.exec("OutputDeinitPre", .{self.id}); self.frame.link.remove(); self.request_state.link.remove(); self.destroy.link.remove(); self.state.finish(); self.wlr_output.destroy(); server.events.exec("OutputDeinitPost", .{}); gpa.destroy(self); } pub fn setFocused(self: *Output) void { if(server.seat.focused_output) |prev_output| { prev_output.focused = false; } server.seat.focused_output = self; self.focused = true; } pub fn configureLayers(self: *Output) void { var output_box: wlr.Box = .{ .x = 0, .y = 0, .width = undefined, .height = undefined, }; self.wlr_output.effectiveResolution(&output_box.width, &output_box.height); // Should calculate usable area here for LUA view positioning for ([_]zwlr.LayerShellV1.Layer{ .background, .bottom, .top, .overlay }) |layer| { const tree = blk: { const trees = [_]*wlr.SceneTree{ self.layers.background, self.layers.bottom, self.layers.top, self.layers.overlay, }; break :blk trees[@intCast(@intFromEnum(layer))]; }; var it = tree.children.iterator(.forward); while(it.next()) |node| { if(node.data == null) continue; const scene_node_data: *SceneNodeData = @ptrCast(@alignCast(node.data.?)); switch (scene_node_data.*) { .layer_surface => { _ = scene_node_data.layer_surface.wlr_layer_surface.configured( @intCast(output_box.width), @intCast(output_box.height) ); }, else => { std.log.err("Something other than a layer surface found in layer surface scene trees", .{}); unreachable; } } } } } const SurfaceAtResult = struct { scene_node_data: *SceneNodeData, surface: *wlr.Surface, sx: f64, sy: f64, }; pub fn surfaceAt(self: *Output, lx: f64, ly: f64) ?SurfaceAtResult { var sx: f64 = undefined; var sy: f64 = undefined; const layers = [_]*wlr.SceneTree{ self.layers.top, self.layers.overlay, self.layers.fullscreen, self.layers.content, self.layers.bottom, self.layers.background }; for(layers) |layer| { if(layer.node.at(lx, ly, &sx, &sy)) |node| { const scene_buffer = wlr.SceneBuffer.fromNode(node); const scene_surface = wlr.SceneSurface.tryFromBuffer(scene_buffer) orelse continue; if (node.data == null) continue; const scene_node_data: *SceneNodeData = @ptrCast(@alignCast(node.data.?)); switch (scene_node_data.*) { .layer_surface, .view => { return SurfaceAtResult{ .scene_node_data = scene_node_data, .surface = scene_surface.surface, .sx = sx, .sy = sy, }; }, else => continue } } } return null; } // --------- WlrOutput Event Handlers --------- fn handleRequestState( listener: *wl.Listener(*wlr.Output.event.RequestState), event: *wlr.Output.event.RequestState, ) void { const output: *Output = @fieldParentPtr("request_state", listener); if (!output.wlr_output.commitState(event.state)) { std.log.warn("failed to set output state {}", .{event.state}); } } fn handleFrame( _: *wl.Listener(*wlr.Output), wlr_output: *wlr.Output ) void { const scene_output = server.root.scene.getSceneOutput(wlr_output); if(scene_output == null) { std.log.err("Unable to get scene output to render", .{}); return; } // std.log.info("Rendering commited scene output\n", .{}); _ = scene_output.?.commit(null); var now = posix.clock_gettime(posix.CLOCK.MONOTONIC) catch @panic("CLOCK_MONOTONIC not supported"); scene_output.?.sendFrameDone(&now); } fn handleDestroy( listener: *wl.Listener(*wlr.Output), _: *wlr.Output ) void { std.log.debug("Handling destroy", .{}); const output: *Output = @fieldParentPtr("destroy", listener); std.log.debug("removing output: {s}", .{output.wlr_output.name}); output.frame.link.remove(); output.request_state.link.remove(); output.destroy.link.remove(); server.root.output_layout.remove(output.wlr_output); gpa.destroy(output); } pub fn arrangeLayers(self: *Output) void { var full_box: wlr.Box = .{ .x = 0, .y = 0, .width = undefined, .height = undefined, }; self.wlr_output.effectiveResolution(&full_box.width, &full_box.height); inline for (@typeInfo(zwlr.LayerShellV1.Layer).@"enum".fields) |comptime_layer| { const layer: *wlr.SceneTree = @field(self.layers, comptime_layer.name); var it = layer.children.safeIterator(.forward); while (it.next()) |node| { if(node.data == null) continue; const scene_node_data: *SceneNodeData = @ptrCast(@alignCast(node.data.?)); const layer_surface: *LayerSurface = switch(scene_node_data.*) { .layer_surface => @fieldParentPtr("scene_node_data", scene_node_data), else => continue }; if (!layer_surface.wlr_layer_surface.initialized) continue; // TEST: river seems to try and prevent clients from taking an // exclusive size greater than half the screen by killing them. Do we // need to? Clients can do quite a bit of nasty stuff and taking // exclusive focus isn't even that bad. layer_surface.scene_layer_surface.configure(&full_box, &full_box); // TEST: are these calls useless? // const x = layer_surface.scene_layer_surface.tree.node.x; // const y = layer_surface.scene_layer_surface.tree.node.y; // layer_surface.scene_layer_surface.tree.node.setPosition(x, y); } } }