#include <json-c/json.h>
+#include <algorithm>
#include <bits/signum.h>
#include <csignal>
#include <fstream>
-#include <algorithm>
#include <json.hpp>
+#include <regex>
+#include <thread>
namespace wm {
namespace {
App *g_app;
-using json = nlohmann::json;
-
-struct wm::area area_from_json(json const &j) {
- return wm::area{
- j["name"],
- {
- j["width"], j["height"], j["x"], j["y"],
- },
- j["zorder"],
- };
-}
-
-result<struct layout> layout_from_json(json const &j) {
- auto &ja = j["areas"];
-
- auto l = layout{j["name"], uint32_t(ja.size()), {}};
-
- if (ja.size() > layout::MAX_N_AREAS) {
- return Err<struct layout>("Invalid number of areas in layout");
- }
-
- logdebug("Loading layout '%s' with %u areas", l.name.c_str(),
- unsigned(ja.size()));
-
- std::transform(std::cbegin(ja), std::cend(ja), std::begin(l.areas),
- area_from_json);
-
- return Ok(l);
-}
+using nlohmann::json;
result<json> file_to_json(char const *filename) {
std::ifstream i(filename);
return Ok(j);
}
-// Will throw if parsing fails
-struct result<layouts_type> load_layout(char const *filename) {
- logdebug("loading layout from %s", filename);
-
- auto j = file_to_json(filename);
- if (j.is_err()) {
- return Err<layouts_type>(j.unwrap_err());
- }
- json jlayouts = j.unwrap();
-
- auto layouts = layouts_type();
- layouts.reserve(jlayouts.size());
- std::transform(std::cbegin(jlayouts), std::cend(jlayouts),
- std::back_inserter(layouts), layout_from_json);
-
- return Ok(layouts);
-}
-
struct result<layer_map>
load_layer_map(char const *filename) {
logdebug("loading IDs from %s", filename);
config(),
layouts(),
layers(),
- pending(),
- name_mapping(),
- id_alloc{}
-{
+ id_alloc{},
+ pending_events(false) {
assert(g_app == nullptr);
g_app = this;
logerror("%s", l.err().value());
}
}
-
- {
- auto l =
- load_layout(this->config.get_string("layout.json").value().c_str());
- if (l.is_ok()) {
- this->layouts = l.unwrap();
- } else {
- logerror("%s", l.err().value());
- }
- }
} catch (std::exception &e) {
logerror("Loading of configuration failed: %s", e.what());
}
this->display->add_global_handler(
"ivi_controller", [this](wl_registry *r, uint32_t name, uint32_t v) {
- this->controller = std::make_unique<genivi::controller>(r, name, v);
+ this->controller =
+ std::make_unique<struct genivi::controller>(r, name, v);
// Init controller hooks
this->controller->chooks = &this->chooks;
// Third level objects
this->display->roundtrip();
- return init_layout();
+ return init_layers();
}
int App::dispatch_events() {
+ if (this->dispatch_events() == 0) {
+ return 0;
+ }
+
int ret = this->display->dispatch();
if (ret == -1) {
logerror("wl_display_dipatch() returned error %d",
}
this->display->flush();
- // execute pending tasks, that is layout changes etc.
- this->execute_pending();
-
return 0;
}
+int App::dispatch_pending_events() {
+ if (this->pop_pending_events()) {
+ assert(this->pending_events == false);
+ this->display->dispatch_pending();
+ return 0;
+ }
+ return -1;
+}
+
// _ _ _ _ _ ____
// (_)_ __ (_) |_ | | __ _ _ _ ___ _ _| |_ / /\ \
// | | '_ \| | __| | |/ _` | | | |/ _ \| | | | __| | | |
// | | | | | | |_ | | (_| | |_| | (_) | |_| | |_| | | |
// |_|_| |_|_|\__|___|_|\__,_|\__, |\___/ \__,_|\__| | | |
// |_____| |___/ \_\/_/
-int App::init_layout() {
+int App::init_layers() {
if (!this->controller) {
logerror("ivi_controller global not available");
return -1;
auto &l = layers[i.layer_id];
l->set_destination_rectangle(0, 0, o->width, o->height);
l->set_visibility(1);
- logdebug("Setting up layer %s (%d) for surfaces %d-%d", i.name.c_str(),
- i.layer_id, i.id_min, i.id_max);
+ logdebug("Setting up layer %s (%d) for surfaces %d-%d and role match \"%s\"", i.name.c_str(),
+ i.layer_id, i.id_min, i.id_max, i.role.c_str());
+ this->layouts[l->id] = LayoutState{};
}
// Add layers to screen (XXX: are they sorted correctly?)
return 0;
}
-void App::surface_set_layout(uint32_t surface_id) {
+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) {
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);
+ 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;
+ this->state.main = surface_id;
+ this->state.sub = sub_surface_id;
+ this->state.s = LayoutState::Split;
+
// less-than-0 values refer to MAX + 1 - $VALUE
// e.g. MAX is either screen width or height
if (w < 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);
- // XXX: visibility should be determined independently of our
- // layer + geometry setup.
- s->set_visibility(surface_id == (unsigned)this->layers.main_surface ? 1 : 0);
- this->controller->layers[layer_id]->add_surface(s.get());
+ // 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::activate_surface(uint32_t surface_id) {
- if (!this->controller->surface_exists(surface_id)) {
+char const *App::activate_surface(char const *drawing_name) {
+ 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!";
+ }
+
+ if (this->state.main == *surface_id || this->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
// 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);
+ 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.id != s->id && si.visibility != 0 &&
+ // int(si.id) != this->layers.main_surface) {
+ // this->deactivate(si.id);
+ // }
+ //}
+
+ if (this->state.main == -1) {
+ this->surface_set_layout_full(*surface_id);
+ this->activate(*surface_id);
+ this->state.main = *surface_id;
+ this->state.sub = -1;
+ this->state.s = LayoutState::Single;
+ } else {
+ bool can_split = this->can_split(*surface_id);
+
+ if (this->state.sub == -1) {
+ if (can_split) {
+ if (this->state.main != *surface_id) {
+ this->surface_set_layout_split(this->state.main, *surface_id);
+ this->activate(*surface_id);
+ this->state.sub = *surface_id;
+ }
+ } else {
+ this->surface_set_layout_full(*surface_id);
+ this->deactivate(this->state.main);
+ this->activate(*surface_id);
+ this->deactivate(this->state.sub);
+ this->state.main = *surface_id;
+ this->state.sub = -1;
+ this->state.s = LayoutState::Single;
+ }
}
}
- s->set_visibility(1);
// commit changes
this->controller->commit_changes();
return nullptr;
}
-void App::add_task(char const *name, std::function<void()> &&f) {
- this->pending.emplace_back(std::make_pair(name, f));
-}
+char const *App::deactivate_surface(char const *drawing_name) {
+ auto const &surface_id = this->lookup_id(drawing_name);
+
+ if (!surface_id) {
+ return "Surface does not exist";
+ }
-void App::execute_pending() {
- if (!this->pending.empty()) {
- for (auto &t : this->pending) {
- logdebug("executing task '%s'", t.first);
- t.second();
+ if (*surface_id == this->layers.main_surface) {
+ return "Cannot deactivate main_surface";
+ }
+
+ if (this->state.main == -1) {
+ return "No surface active";
+ } else {
+ if (this->state.main == *surface_id) {
+ if (this->state.sub != -1) {
+ this->deactivate(*surface_id);
+ this->surface_set_layout_full(this->state.sub);
+ this->state.main = this->state.sub;
+ this->state.sub = -1;
+ this->state.s = LayoutState::Single;
+ } else {
+ this->deactivate(*surface_id);
+ this->state.main = -1;
+ }
+ }else if (this->state.sub == *surface_id) {
+ this->deactivate(*surface_id);
+ this->surface_set_layout_full(this->state.main);
+ this->state.sub = -1;
+ this->state.s = LayoutState::Single;
+ } else {
+ return "Surface is not active";
}
- this->pending.clear();
- this->controller->commit_changes();
- this->display->flush();
}
+
+ this->controller->commit_changes();
+ this->display->flush();
+
+ return nullptr;
}
// _ _ _____ _
void App::surface_created(uint32_t surface_id) {
logdebug("surface_id is %u", surface_id);
- // We need to execute the surface setup after its creation.
- this->add_task("surface_set_layout",
- [surface_id, this] { this->surface_set_layout(surface_id); });
+ this->surface_set_layout_full(surface_id);
+
+ this->controller->layers[this->layers.get_layer_id(surface_id).value()]
+ ->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("syncdraw", 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, 0); }
+
+void App::emit_visible(char const *label) { return emit_visible(label, 1); }
+
result<int> App::request_surface(char const *drawing_name) {
auto lid = this->layers.get_layer_id(std::string(drawing_name));
if (!lid) {
return Err<int>("Drawing name does not match any role");
}
- auto rname = this->id_alloc[drawing_name];
- if (! rname) {
+ auto rname = this->lookup_id(drawing_name);
+ if (!rname) {
// name does not exist yet, allocate surface id...
- // XXX: how to allocate surface IDs?
- // * allocate by running a counter for each layer?
- // * allocate IDs globally, i.e. do not have layers contain
- // ID ranges (only define the surfaces on the layer by
- // role?)
- auto id = int(this->id_alloc(drawing_name));
+ auto id = int(this->id_alloc.generate_id(drawing_name));
this->layers.add_surface(id, lid.value());
- // XXX: setup the main_surface id if we registered HomeScreen
- // XXX: you should fix this!
+ // 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_name == drawing_name) {
this->layers.main_surface = id;
- this->activate_surface(id);
logdebug("Set main_surface id to %u", id);
}
return Err<int>("Surface already present");
}
-char const* App::activate_surface(char const *drawing_name) {
- auto osid = this->id_alloc[drawing_name];
-
- if (osid) {
- logdebug("ativate surface with name %s and id %u", drawing_name, osid.value());
- this->activate_surface(osid.value());
- return nullptr;
+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);
}
-
- logerror("surface %s unknown", drawing_name);
- return "Surface unknown";
}
-// _ _ _ _ _ _ _
-// | |__ (_)_ __ __| (_)_ __ __ _ __ _ _ __ (_) (_)_ __ ___ _ __ | |
-// | '_ \| | '_ \ / _` | | '_ \ / _` | / _` | '_ \| | | | '_ ` _ \| '_ \| |
-// | |_) | | | | | (_| | | | | | (_| | | (_| | |_) | | | | | | | | | |_) | |
-// |_.__/|_|_| |_|\__,_|_|_| |_|\__, |___\__,_| .__/|_| |_|_| |_| |_| .__/|_|
-// |___/_____| |_| |_|
-binding_api::result_type binding_api::request_surface(
- char const *drawing_name) {
- auto r = this->app->request_surface(drawing_name);
- if (r.is_err()) {
- return Err<json_object*>(r.unwrap_err());
- }
- return Ok(json_object_new_int(r.unwrap()));
-}
-
-binding_api::result_type binding_api::activate_surface(
- char const *drawing_name) {
- logdebug("%s drawing_name %s", __func__, drawing_name);
- auto r = this->app->activate_surface(drawing_name);
- if (r) {
- return Err<json_object *>(r);
+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);
}
- return Ok(json_object_new_object());
}
-binding_api::result_type binding_api::list_drawing_names() {
- json j = this->app->id_alloc.names;
- return Ok(json_tokener_parse(j.dump().c_str()));
-}
+bool App::can_split(int new_id) {
+ if (this->state.main != -1 && this->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(this->state.main).value();
-binding_api::result_type binding_api::debug_layers() {
- logdebug("%s", __func__);
- return Ok(json_tokener_parse(this->app->layers.to_json().dump().c_str()));
-}
+ // surfaces are on separate layers, don't bother.
+ if (new_id_layer != current_id_layer) {
+ return false;
+ }
-binding_api::result_type binding_api::debug_surfaces() {
- logdebug("%s", __func__);
- return Ok(to_json(this->app->controller->sprops));
-}
+ std::string const &new_id_str = this->lookup_name(new_id).value();
+ std::string const &cur_id_str =
+ this->lookup_name(this->state.main).value();
-binding_api::result_type binding_api::debug_status() {
- logdebug("%s", __func__);
- json_object *jr = json_object_new_object();
- json_object_object_add(jr, "surfaces",
- to_json(this->app->controller->sprops));
- json_object_object_add(jr, "layers", to_json(this->app->controller->lprops));
- return Ok(jr);
-}
+ auto const &layer = this->layers.get_layer(new_id_layer);
-binding_api::result_type binding_api::debug_terminate() {
- logdebug("%s", __func__);
- raise(SIGKILL); // XXX afb-daemon kills it's pgroup using TERM, which
- // doesn't play well with perf
- return Ok(json_object_new_object());
-}
+ logdebug("layer info name: %s", layer->name.c_str());
-binding_api::result_type binding_api::demo_activate_surface(
- uint32_t surfaceid) {
- char const *e = this->app->activate_surface(surfaceid);
- if (e) {
- return Err<json_object *>(e);
- }
- return Ok(json_object_new_object());
-}
+ if (layer->layouts.empty()) {
+ return false;
+ }
-binding_api::result_type binding_api::demo_activate_all() {
- for (auto &s : this->app->controller->surfaces) {
- s.second->set_visibility(1);
+ 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;
+ }
+ }
+ }
}
- this->app->controller->commit_changes();
- this->app->display->flush();
- return Ok(json_object_new_object());
+
+ return false;
}
// _ _ _ _ _
this->app->surface_removed(surface_id);
}
-void controller_hooks::add_task(char const *name, std::function<void()> &&f) {
- this->app->add_task(name, std::move(f));
-}
-
} // namespace wm