controller{},
outputs(),
config(),
- layouts(),
layers(),
id_alloc{},
pending_events(false),
// XXX: This likely needs to be sorted by order (note, we don't (yet?)
// do any zorder arrangement).
for (auto const &i : this->layers.mapping) {
- c->layer_create(i.layer_id, o->width, o->height);
- auto &l = layers[i.layer_id];
+ c->layer_create(i.second.layer_id, o->width, o->height);
+ auto &l = layers[i.second.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 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{};
+ logdebug("Setting up layer %s (%d) for surface role match \"%s\"",
+ i.second.name.c_str(), i.second.layer_id, i.second.role.c_str());
}
// Add layers to screen (XXX: are they sorted correctly?)
// disable layers that are above our current layer
for (auto const &l : this->layers.mapping) {
- if (l.layer_id <= *layer_id) {
+ if (l.second.layer_id <= *layer_id) {
continue;
}
bool flush = false;
- if (l.state.main != -1) {
- this->deactivate(l.state.main);
- l.state.main = -1;
+ if (l.second.state.main != -1) {
+ this->deactivate(l.second.state.main);
+ l.second.state.main = -1;
flush = true;
}
- if (l.state.sub != -1) {
- this->deactivate(l.state.sub);
- l.state.sub = -1;
+ if (l.second.state.sub != -1) {
+ this->deactivate(l.second.state.sub);
+ l.second.state.sub = -1;
flush = true;
}
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->try_layout(
} else {
bool can_split = this->can_split(state, *surface_id);
- if (state.sub == -1) {
if (can_split) {
this->try_layout(
state,
this->surface_set_layout(state.main, surface_id);
this->activate(*surface_id);
+ if (state.sub != -1) {
+ this->deactivate(state.sub);
+ }
state = nl;
this->layout_commit();
this->surface_set_layout(*surface_id);
this->deactivate(state.main);
this->activate(*surface_id);
- this->deactivate(state.sub);
+ if (state.sub != -1) {
+ this->deactivate(state.sub);
+ }
state = nl;
this->layout_commit();
this->enqueue_flushdraw(state.main);
});
}
- }
}
// no error
}
void App::activate(int id) {
- if (this->controller->sprops[id].visibility == 0) {
+ auto ip = this->controller->sprops.find(id);
+ if (ip != this->controller->sprops.end() && ip->second.visibility == 0) {
this->controller->surfaces[id]->set_visibility(1);
char const *label =
this->lookup_name(id).value_or("unknown-name").c_str();
}
void App::deactivate(int id) {
- if (this->controller->sprops[id].visibility != 0) {
+ auto ip = this->controller->sprops.find(id);
+ if (ip != this->controller->sprops.end() && ip->second.visibility != 0) {
this->controller->surfaces[id]->set_visibility(0);
char const *label =
this->lookup_name(id).value_or("unknown-name").c_str();
this->app->surface_removed(surface_id);
}
+void controller_hooks::surface_visibility(uint32_t surface_id, uint32_t v) {
+}
+
+void controller_hooks::surface_destination_rectangle(uint32_t surface_id, uint32_t x, uint32_t y, uint32_t w, uint32_t h) {
+}
+
} // namespace wm