#include "window_manager.hpp"
#include "json_helper.hpp"
-#include "wm_config.hpp"
#include "applist.hpp"
extern "C"
int WindowManager::init()
{
- int ret;
if (!this->display->ok())
{
return -1;
// Third level objects
this->display->roundtrip();
- ret = init_layers();
- return ret;
+ return init_layers();
}
int WindowManager::dispatch_pending_events()
return -1;
}
- WMConfig wm_config;
- wm_config.loadConfigs();
-
auto &c = this->controller;
auto &o = this->outputs.front();
auto &s = c->screens.begin()->second;
auto &layers = c->layers;
- this->layers.loadAreaDb();
- const compositor::rect base = this->layers.getAreaSize("fullscreen");
-
- const std::string aspect_setting = wm_config.getConfigAspect();
- const compositor::rect scale_rect =
- this->layers.getScaleDestRect(o->width, o->height, aspect_setting);
-
// Write output dimensions to ivi controller...
c->output_size = compositor::size{uint32_t(o->width), uint32_t(o->height)};
c->physical_size = compositor::size{uint32_t(o->physical_width),
// Quick and dirty setup of layers
for (auto const &i : this->layers.mapping)
{
- c->layer_create(i.second.layer_id, scale_rect.w, scale_rect.h);
+ c->layer_create(i.second.layer_id, o->width, o->height);
auto &l = layers[i.second.layer_id];
- l->set_source_rectangle(0, 0, base.w, base.h);
- l->set_destination_rectangle(
- scale_rect.x, scale_rect.y, scale_rect.w, scale_rect.h);
+ l->set_destination_rectangle(0, 0, o->width, o->height);
l->set_visibility(1);
HMI_DEBUG("wm", "Setting up layer %s (%d) for surface role match \"%s\"",
i.second.name.c_str(), i.second.layer_id, i.second.role.c_str());
this->layout_commit();
+ this->layers.loadAreaDb();
+ this->layers.setupArea(o->width, o->height);
+
return 0;
}