int App::dispatch_pending_events() {
if (this->pop_pending_events()) {
- assert(this->pending_events == false);
this->display->dispatch_pending();
return 0;
}
}
char const *App::activate_surface(char const *drawing_name) {
+ ST();
auto const &surface_id = this->lookup_id(drawing_name);
if (!surface_id) {
return "Surface already active";
}
+ // Special case main_surface
+ if (*surface_id == this->layers.main_surface) {
+ for (auto const &s: this->controller->surfaces) {
+ if (s.second->id != *surface_id) {
+ this->deactivate(s.second->id);
+ }
+ }
+ this->activate(*surface_id);
+ this->state.main = this->state.sub = -1;
+ this->state.s = LayoutState::Single;
+ // commit changes
+ this->controller->commit_changes();
+ this->display->flush();
+ return nullptr;
+ }
+
// 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.id != s->id && si.visibility != 0 &&
- // int(si.id) != this->layers.main_surface) {
- // this->deactivate(si.id);
- // }
- //}
-
if (this->state.main == -1) {
+ this->emit_syncdraw(drawing_name);
+
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;
+
+ this->emit_flushdraw(drawing_name);
} else {
bool can_split = this->can_split(*surface_id);
if (this->state.sub == -1) {
if (can_split) {
if (this->state.main != *surface_id) {
+ this->emit_syncdraw(drawing_name);
+ this->emit_syncdraw(this->lookup_name(this->state.main)->c_str());
+
this->surface_set_layout_split(this->state.main, *surface_id);
this->activate(*surface_id);
this->state.sub = *surface_id;
+
+ // Should wait for EndDraw event...
+ this->emit_flushdraw(drawing_name);
+ this->emit_flushdraw(this->lookup_name(this->state.main)->c_str());
}
} else {
+ this->emit_syncdraw(drawing_name);
+
this->surface_set_layout_full(*surface_id);
this->deactivate(this->state.main);
this->activate(*surface_id);
this->state.main = *surface_id;
this->state.sub = -1;
this->state.s = LayoutState::Single;
+
+ this->emit_flushdraw(drawing_name);
}
}
}
}
char const *App::deactivate_surface(char const *drawing_name) {
+ ST();
auto const &surface_id = this->lookup_id(drawing_name);
if (!surface_id) {
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) {
+ }
+
+ if (*surface_id == this->layers.main_surface) {
+ logdebug("Refusing to deactivate main_surface %d", *surface_id);
+ return nullptr;
+ }
+
+ if (this->state.main == *surface_id) {
+ if (this->state.sub != -1) {
+ this->emit_syncdraw(this->lookup_name(this->state.sub)->c_str());
+
this->deactivate(*surface_id);
- this->surface_set_layout_full(this->state.main);
+ this->surface_set_layout_full(this->state.sub);
+ this->state.main = this->state.sub;
this->state.sub = -1;
this->state.s = LayoutState::Single;
+
+ this->emit_flushdraw(this->lookup_name(this->state.sub)->c_str());
} else {
- return "Surface is not active";
+ this->deactivate(*surface_id);
+ this->state.main = -1;
}
+ }else if (this->state.sub == *surface_id) {
+ this->emit_syncdraw(this->lookup_name(this->state.main)->c_str());
+
+ this->deactivate(*surface_id);
+ this->deactivate(*surface_id);
+ this->surface_set_layout_full(this->state.main);
+ this->state.sub = -1;
+ this->state.s = LayoutState::Single;
+
+ this->emit_flushdraw(this->lookup_name(this->state.main)->c_str());
+ } else {
+ return "Surface is not active";
}
this->controller->commit_changes();
// | .__/|_| \___/_/\_\_|\___|\__,_| |_____| \_/ \___|_| |_|\__|___/
// |_|
void App::surface_created(uint32_t surface_id) {
- logdebug("surface_id is %u", surface_id);
-
- this->surface_set_layout_full(surface_id);
+ auto layer_id = this->layers.get_layer_id(surface_id);
+ logdebug("surface_id is %u, layer_id is %u", surface_id, layer_id ? *layer_id : -1u);
- this->controller->layers[this->layers.get_layer_id(surface_id).value()]
+ this->controller->layers[*layer_id]
->add_surface(this->controller->surfaces[surface_id].get());
// activate the main_surface right away
this->api.send_event(is_visible ? "visible" : "invisible", label);
}
-void App::emit_invisible(char const *label) { return emit_visible(label, 0); }
+void App::emit_invisible(char const *label) { return emit_visible(label, false); }
-void App::emit_visible(char const *label) { return emit_visible(label, 1); }
+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 (!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.value());
+ 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.