+void App::surface_set_layout(uint32_t surface_id) {
+ auto o_layer_id = this->layers.get_layer_id(surface_id);
+
+ if (!o_layer_id) {
+ logerror("Surface %d is not associated with any layer!", int(surface_id));
+ return;
+ }
+
+ if (!this->controller->surface_exists(surface_id)) {
+ logerror("Surface %d does not exist", int(surface_id));
+ return;
+ }
+
+ uint32_t layer_id = o_layer_id.value();
+
+ auto rect = this->layers.get_layer_rect(surface_id).value();
+ auto &s = this->controller->surfaces[surface_id];
+
+ int x = rect.x;
+ int y = rect.y;
+ int w = rect.w;
+ int h = rect.h;
+
+ // less-than-0 values refer to MAX + 1 - $VALUE
+ // e.g. MAX is either screen width or height
+ if (w < 0) {
+ w = this->controller->output_size.w + 1 + w;
+ }
+ if (h < 0) {
+ h = this->controller->output_size.h + 1 + h;
+ }
+ logdebug("Computed rect={ %d, %d, %d, %d }", x, y, w, h);
+
+ // configure surface to wxh dimensions
+ s->set_configuration(w, h);
+ // set destination to the display rectangle
+ s->set_destination_rectangle(x, y, w, h);
+
+ // XXX: visibility should be determined independently of our
+ // layer + geometry setup.
+ s->set_visibility(1);
+ this->controller->layers[layer_id]->add_surface(s.get());
+
+ logdebug("Surface %u now on layer %u with rect { %d, %d, %d, %d }",
+ surface_id, layer_id, x, y, w, h);
+}
+
+char const *App::activate_surface(uint32_t surface_id) {
+ if (!this->controller->surface_exists(surface_id)) {
+ return "Surface does not exist";
+ }
+
+ // This shouild 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
+
+ // Make it visible, no (or little effect) if already visible
+ auto &s = this->controller->surfaces[surface_id];
+
+ // Set all others invisible
+ for (auto &i : this->controller->surfaces) {
+ auto &si = this->controller->sprops[i.second->id];
+ if (si.visibility == 1 && si.id != s->id &&
+ int(si.id) != this->layers.main_surface) {
+ i.second->set_visibility(0);
+ }
+ }
+ s->set_visibility(1);
+
+ // commit changes
+ this->controller->commit_changes();
+ this->display->flush();
+
+ // no error
+ return nullptr;
+}
+
+void App::add_task(char const *name, std::function<void()> &&f) {
+ this->pending.emplace_back(std::make_pair(name, f));
+}
+
+void App::execute_pending() {
+ if (!this->pending.empty()) {
+ for (auto &t : this->pending) {
+ logdebug("executing task '%s'", t.first);
+ t.second();
+ }
+ this->pending.clear();
+ this->controller->commit_changes();
+ this->display->flush();
+ }
+}
+