+namespace {
+
+#ifdef WE_LIKE_NOT_TO_USE_THIS
+// This can fix the HomeScreen...
+void redraw_fix(App *app, std::unique_ptr<genivi::surface> &s, int x, int y,
+ int w, int h) {
+ { // XXX: Work around weston redraw issues
+ // trigger an update by changing the source dimensions!
+ s->set_configuration(w + 1, h);
+ s->set_source_rectangle(0, 0, w + 1, h);
+ s->set_destination_rectangle(x, y, w + 1, h);
+ app->controller->commit_changes();
+ app->display->roundtrip();
+
+ // wait some time, for the process to do its thing...
+ using namespace std::chrono_literals;
+ std::this_thread::sleep_for(100ms);
+
+ // Set a different size then what we actually want.
+ s->set_configuration(w, h);
+ s->set_source_rectangle(0, 0, w, h);
+ s->set_destination_rectangle(x, y, w, h);
+ app->controller->commit_changes();
+ app->display->roundtrip();
+ }
+}
+#endif
+
+} // namespace
+
+void App::surface_set_layout_full(uint32_t surface_id) {
+ if (!this->controller->surface_exists(surface_id)) {
+ logerror("Surface %d does not exist", int(surface_id));
+ return;
+ }
+
+ 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;
+ }
+
+ uint32_t layer_id = o_layer_id.value();
+ logdebug("surface_set_layout for surface %u on layer %u", surface_id,
+ layer_id);
+
+ auto const &layer = this->layers.get_layer(layer_id);
+ auto rect = layer.value().rect;
+ 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;
+ }
+
+ // configure surface to wxh dimensions
+ s->set_configuration(w, h);
+
+ // set source reactangle, even if we should not need to set it.
+ s->set_source_rectangle(0, 0, w, h);
+
+ // set destination to the display rectangle
+ s->set_destination_rectangle(x, y, w, h);
+
+ // redraw_fix(this, s, x, y, w, h);
+
+ logdebug("Surface %u now with rect { %d, %d, %d, %d }", surface_id, x, y, w,
+ h);
+}
+
+void App::surface_set_layout_split(uint32_t surface_id,
+ uint32_t sub_surface_id) {
+ if (!this->controller->surface_exists(surface_id)) {
+ logerror("Surface %d does not exist", int(surface_id));
+ return;
+ }
+
+ 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;
+ }
+
+ uint32_t layer_id = o_layer_id.value();
+ logdebug("surface_set_layout for surface %u on layer %u", surface_id,
+ layer_id);
+
+ auto const &layer = this->layers.get_layer(layer_id);
+ auto rect = layer.value().rect;
+ auto &s = this->controller->surfaces[surface_id];
+ auto &ss = this->controller->surfaces[sub_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;
+ }
+
+ int x_off = 0;
+ int y_off = 0;
+
+ // split along major axis
+ if (w > h) {
+ w /= 2;
+ x_off = w;
+ } else {
+ h /= 2;
+ y_off = h;
+ }
+
+ // configure surface to wxh dimensions
+ s->set_configuration(w, h);
+ // set source reactangle, even if we should not need to set it.
+ s->set_source_rectangle(0, 0, w, h);
+ // set destination to the display rectangle
+ s->set_destination_rectangle(x, y, w, h);
+
+ // configure surface to wxh dimensions
+ ss->set_configuration(w, h);
+ // set source reactangle, even if we should not need to set it.
+ ss->set_source_rectangle(0, 0, w, h);
+ // set destination to the display rectangle
+ ss->set_destination_rectangle(x + x_off, y + y_off, w, h);
+
+ // redraw_fix(this, s, x, y, w, h);
+ // redraw_fix(this, ss, x+x_off, y+y_off, w, h);
+
+ logdebug("Surface %u now on layer %u with rect { %d, %d, %d, %d }",
+ surface_id, layer_id, x, y, w, h);
+}
+
+char const *App::api_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);
+ this->pending_end_draw.push_back(state.main);
+ } 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 = std::move(*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;
+
+ this->pending_end_draw.push_back(state.main);
+ this->pending_end_draw.push_back(state.sub);
+ // 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);
+ this->pending_end_draw.push_back(state.main);
+ }
+ }
+ }
+
+ // commit changes
+ this->controller->commit_changes();
+ this->display->flush();
+
+ // no error
+ return nullptr;
+}
+
+char const *App::api_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 = std::move(*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());
+ this->pending_end_draw.push_back(state.sub);
+ } else {
+ this->deactivate(*surface_id);
+ state.main = -1;
+ }
+ } else if (state.sub == *surface_id) {
+ std::string main = std::move(*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());
+ this->pending_end_draw.push_back(state.main);
+ } else {
+ return "Surface is not active";
+ }
+
+ this->controller->commit_changes();
+ this->display->flush();
+
+ return nullptr;
+}
+
+char const *App::api_enddraw(char const *drawing_name) {
+ for (unsigned i = 0, iend = this->pending_end_draw.size(); i < iend; i++) {
+ auto n = this->lookup_name(this->pending_end_draw[i]);
+ if (n && *n == drawing_name) {
+ std::swap(this->pending_end_draw[i], this->pending_end_draw[iend - 1]);
+ this->pending_end_draw.resize(iend - 1);
+ // XXX: Please tell the compositor to thaw the surface...
+ this->emit_flushdraw(drawing_name);
+ return nullptr;
+ }
+ }
+ return "No EndDraw pending for surface";
+}
+