+char const *App::activate_surface(char const *drawing_name) {
+ ST();
+ auto const &surface_id = this->lookup_id(drawing_name);
+
+ if (!surface_id) {
+ return "Surface does not exist";
+ }
+
+ if (!this->controller->surface_exists(*surface_id)) {
+ return "Surface does not exist in controller!";
+ }
+
+ auto layer_id = this->layers.get_layer_id(*surface_id);
+
+ if (! layer_id) {
+ return "Surface is not on any layer!";
+ }
+
+ auto o_state = *this->layers.get_layout_state(*surface_id);
+
+ if (! o_state) {
+ return "Could not find layer for surface";
+ }
+
+ struct LayoutState &state = *o_state;
+
+ // disable layers that are above our current layer
+ for (auto const &l : this->layers.mapping) {
+ if (l.layer_id <= *layer_id) {
+ continue;
+ }
+
+ bool flush = false;
+ if (l.state.main != -1) {
+ this->deactivate(l.state.main);
+ l.state.main = -1;
+ flush = true;
+ }
+
+ if (l.state.sub != -1) {
+ this->deactivate(l.state.sub);
+ l.state.sub = -1;
+ flush = true;
+ }
+
+ l.state.s = LayoutState::Single;
+
+ if (flush) {
+ this->controller->commit_changes();
+ this->display->flush();
+ }
+ }
+
+ if (state.main == *surface_id || state.sub == *surface_id) {
+ return "Surface already active";
+ }
+
+ // This should involve a policy check, but as we do not (yet) have
+ // such a thing, we will just switch to this surface.
+ // XXX: input focus missing!!1
+
+ if (state.main == -1) {
+ this->emit_syncdraw(drawing_name);
+
+ this->surface_set_layout_full(*surface_id);
+ this->activate(*surface_id);
+ state.main = *surface_id;
+ state.sub = -1;
+ state.s = LayoutState::Single;
+
+ this->emit_flushdraw(drawing_name);
+ } else {
+ bool can_split = this->can_split(state, *surface_id);
+
+ if (state.sub == -1) {
+ if (can_split) {
+ if (state.main != *surface_id) {
+ std::string main = *this->lookup_name(state.main);
+ this->emit_syncdraw(drawing_name);
+ this->emit_syncdraw(main.c_str());
+
+ this->surface_set_layout_split(state.main, *surface_id);
+ this->activate(*surface_id);
+ state.sub = *surface_id;
+
+ // Should wait for EndDraw event...
+ this->emit_flushdraw(drawing_name);
+ this->emit_flushdraw(main.c_str());
+ }
+ } else {
+ this->emit_syncdraw(drawing_name);
+
+ this->surface_set_layout_full(*surface_id);
+ this->deactivate(state.main);
+ this->activate(*surface_id);
+ this->deactivate(state.sub);
+ state.main = *surface_id;
+ state.sub = -1;
+ state.s = LayoutState::Single;
+
+ this->emit_flushdraw(drawing_name);
+ }
+ }
+ }
+
+ // commit changes
+ this->controller->commit_changes();
+ this->display->flush();
+
+ // no error
+ return nullptr;
+}
+
+char const *App::deactivate_surface(char const *drawing_name) {
+ ST();
+ auto const &surface_id = this->lookup_id(drawing_name);
+
+ if (!surface_id) {
+ return "Surface does not exist";
+ }
+
+ if (*surface_id == this->layers.main_surface) {
+ return "Cannot deactivate main_surface";
+ }
+
+ auto o_state = *this->layers.get_layout_state(*surface_id);
+
+ if (! o_state) {
+ return "Could not find layer for surface";
+ }
+
+ struct LayoutState &state = *o_state;
+
+ if (state.main == -1) {
+ return "No surface active";
+ }
+
+ if (*surface_id == this->layers.main_surface) {
+ logdebug("Refusing to deactivate main_surface %d", *surface_id);
+ return nullptr;
+ }
+
+ if (state.main == *surface_id) {
+ if (state.sub != -1) {
+ std::string sub = *this->lookup_name(state.sub);
+ this->emit_syncdraw(sub.c_str());
+
+ this->deactivate(*surface_id);
+ this->surface_set_layout_full(state.sub);
+ state.main = state.sub;
+ state.sub = -1;
+ state.s = LayoutState::Single;
+
+ this->emit_flushdraw(sub.c_str());
+ } else {
+ this->deactivate(*surface_id);
+ state.main = -1;
+ }
+ }else if (state.sub == *surface_id) {
+ std::string main = *this->lookup_name(state.main);
+ this->emit_syncdraw(main.c_str());
+
+ this->deactivate(*surface_id);
+ this->deactivate(*surface_id);
+ this->surface_set_layout_full(state.main);
+ state.sub = -1;
+ state.s = LayoutState::Single;
+
+ this->emit_flushdraw(main.c_str());
+ } else {
+ return "Surface is not active";
+ }
+
+ this->controller->commit_changes();
+ this->display->flush();
+
+ return nullptr;
+}
+
+// _ _ _____ _
+// _ __ _ __ _____ _(_) ___ __| | | ____|_ _____ _ __ | |_ ___
+// | '_ \| '__/ _ \ \/ / |/ _ \/ _` | | _| \ \ / / _ \ '_ \| __/ __|
+// | |_) | | | (_) > <| | __/ (_| | | |___ \ V / __/ | | | |_\__ \
+// | .__/|_| \___/_/\_\_|\___|\__,_| |_____| \_/ \___|_| |_|\__|___/
+// |_|
+void App::surface_created(uint32_t surface_id) {
+ auto layer_id = this->layers.get_layer_id(surface_id);
+ if (! layer_id) {
+ logdebug("Newly created surfce %d is not associated with any layer!", surface_id);
+ return;
+ }
+
+ logdebug("surface_id is %u, layer_id is %u", surface_id, *layer_id);
+
+ this->controller->layers[*layer_id]
+ ->add_surface(this->controller->surfaces[surface_id].get());
+
+ // activate the main_surface right away
+ if (surface_id == static_cast<unsigned>(this->layers.main_surface)) {
+ logdebug("Activating main_surface (%d)", surface_id);
+
+ this->activate_surface(
+ this->lookup_name(surface_id).value_or("unknown-name").c_str());
+ }
+}
+
+void App::surface_removed(uint32_t surface_id) {
+ logdebug("surface_id is %u", surface_id);
+
+ this->id_alloc.remove_id(surface_id);
+}
+
+void App::emit_activated(char const *label) {
+ this->api.send_event("activated", label);
+}
+
+void App::emit_deactivated(char const *label) {
+ this->api.send_event("deactivated", label);
+}
+
+void App::emit_syncdraw(char const *label) {
+ this->api.send_event("syncdraw", label);
+}
+
+void App::emit_flushdraw(char const *label) {
+ this->api.send_event("flushdraw", label);
+}
+
+void App::emit_visible(char const *label, bool is_visible) {
+ this->api.send_event(is_visible ? "visible" : "invisible", label);
+}
+
+void App::emit_invisible(char const *label) { return emit_visible(label, false); }
+
+void App::emit_visible(char const *label) { return emit_visible(label, true); }
+
+result<int> App::request_surface(char const *drawing_name) {
+ auto lid = this->layers.get_layer_id(std::string(drawing_name));
+ if (!lid) {
+ // XXX: to we need to put these applications on the App layer?
+ return Err<int>("Drawing name does not match any role");
+ }
+
+ auto rname = this->lookup_id(drawing_name);
+ if (!rname) {
+ // name does not exist yet, allocate surface id...
+ auto id = int(this->id_alloc.generate_id(drawing_name));
+ this->layers.add_surface(id, *lid);
+
+ // XXX: we set the main_surface[_name] here and now,
+ // not sure if we want this, but it worked so far.
+ if (!this->layers.main_surface_name.empty() &&
+ this->layers.main_surface_name == drawing_name) {
+ this->layers.main_surface = id;
+ logdebug("Set main_surface id to %u", id);
+ }
+
+ return Ok<int>(id);
+ }
+
+ // Check currently registered drawing names if it is already there.
+ return Err<int>("Surface already present");
+}
+
+void App::activate(int id) {
+ if (this->controller->sprops[id].visibility == 0) {
+ this->controller->surfaces[id]->set_visibility(1);
+ char const *label =
+ this->lookup_name(id).value_or("unknown-name").c_str();
+ this->emit_activated(label);
+ this->emit_visible(label);
+ }
+}
+
+void App::deactivate(int id) {
+ if (this->controller->sprops[id].visibility != 0) {
+ this->controller->surfaces[id]->set_visibility(0);
+ char const *label =
+ this->lookup_name(id).value_or("unknown-name").c_str();
+ this->emit_deactivated(label);
+ this->emit_invisible(label);
+ }
+}
+
+bool App::can_split(struct LayoutState const &state, int new_id) {
+ if (state.main != -1 && state.main != new_id) {
+ auto new_id_layer = this->layers.get_layer_id(new_id).value();
+ auto current_id_layer =
+ this->layers.get_layer_id(state.main).value();
+
+ // surfaces are on separate layers, don't bother.
+ if (new_id_layer != current_id_layer) {
+ return false;
+ }
+
+ std::string const &new_id_str = this->lookup_name(new_id).value();
+ std::string const &cur_id_str =
+ this->lookup_name(state.main).value();
+
+ auto const &layer = this->layers.get_layer(new_id_layer);
+
+ logdebug("layer info name: %s", layer->name.c_str());
+
+ if (layer->layouts.empty()) {
+ return false;
+ }
+
+ for (auto i = layer->layouts.cbegin(); i != layer->layouts.cend(); i++) {
+ logdebug("%d main_match '%s'", new_id_layer, i->main_match.c_str());
+ auto rem = std::regex(i->main_match);
+ if (std::regex_match(cur_id_str, rem)) {
+ // build the second one only if the first already matched
+ logdebug("%d sub_match '%s'", new_id_layer, i->sub_match.c_str());
+ auto res = std::regex(i->sub_match);
+ if (std::regex_match(new_id_str, res)) {
+ logdebug("layout matched!");
+ return true;
+ }
+ }
+ }
+ }
+
+ return false;