#include <json-c/json.h>
+#include <algorithm>
#include <bits/signum.h>
#include <csignal>
#include <fstream>
-#include <algorithm>
#include <json.hpp>
namespace wm {
layers(),
pending(),
name_mapping(),
- id_alloc{}
-{
+ id_alloc{} {
assert(g_app == nullptr);
g_app = this;
}
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 rname = this->id_alloc[drawing_name];
- if (! rname) {
+ if (!rname) {
// name does not exist yet, allocate surface id...
// XXX: how to allocate surface IDs?
// * allocate by running a counter for each layer?
auto id = int(this->id_alloc(drawing_name));
this->layers.add_surface(id, lid.value());
- // XXX: setup the main_surface id if we registered HomeScreen
// XXX: you should fix this!
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) {
+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());
+ logdebug("ativate surface with name %s and id %u", drawing_name,
+ osid.value());
this->activate_surface(osid.value());
return nullptr;
}
char const *drawing_name) {
auto r = this->app->request_surface(drawing_name);
if (r.is_err()) {
- return Err<json_object*>(r.unwrap_err());
+ return Err<json_object *>(r.unwrap_err());
}
return Ok(json_object_new_int(r.unwrap()));
}