// Add layers to screen (XXX: are they sorted correctly?)
s->set_render_order(this->layers.layers);
- c->commit_changes();
-
- this->display->flush();
+ this->layout_commit();
return 0;
}
surface_id, layer_id, x, y, w, h);
}
+void App::layout_commit() {
+ this->controller->commit_changes();
+ this->display->flush();
+}
+
char const *App::api_activate_surface(char const *drawing_name) {
ST();
auto const &surface_id = this->lookup_id(drawing_name);
l.state.s = LayoutState::Single;
if (flush) {
- this->controller->commit_changes();
- this->display->flush();
+ this->layout_commit();
}
}
this->emit_syncdraw(drawing_name);
this->surface_set_layout(*surface_id);
- this->activate(*surface_id);
+ this->activate(*surface_id); // XXX do we need to activate after enddraw?
state.main = *surface_id;
state.sub = -1;
state.s = LayoutState::Single;
+ this->layout_commit();
this->enqueue_flushdraw(state.main);
} else {
bool can_split = this->can_split(state, *surface_id);
this->activate(*surface_id);
state.sub = *surface_id;
+ this->layout_commit();
this->enqueue_flushdraw(state.main);
this->enqueue_flushdraw(state.sub);
}
state.sub = -1;
state.s = LayoutState::Single;
+ this->layout_commit();
this->enqueue_flushdraw(state.main);
}
}
}
- // commit changes
- this->controller->commit_changes();
- this->display->flush();
-
// no error
return nullptr;
}
return "No surface active";
}
+ // XXX: check against main_surface, main_surface_name is the configuration item.
if (*surface_id == this->layers.main_surface) {
logdebug("Refusing to deactivate main_surface %d", *surface_id);
return nullptr;
state.sub = -1;
state.s = LayoutState::Single;
+ this->layout_commit();
this->enqueue_flushdraw(state.sub);
} else {
this->deactivate(*surface_id);
state.sub = -1;
state.s = LayoutState::Single;
+ this->layout_commit();
this->enqueue_flushdraw(state.main);
} else {
return "Surface is not active";
}
- this->controller->commit_changes();
- this->display->flush();
-
return nullptr;
}
this->dispatch_pending_events();
}
+void App::deactivate_main_surface() {
+ this->layers.main_surface = -1;
+ this->api_deactivate_surface(this->layers.main_surface_name.c_str());
+}
+
// _ _ _____ _
// _ __ _ __ _____ _(_) ___ __| | | ____|_ _____ _ __ | |_ ___
// | '_ \| '__/ _ \ \/ / |/ _ \/ _` | | _| \ \ / / _ \ '_ \| __/ __|
void App::surface_removed(uint32_t surface_id) {
logdebug("surface_id is %u", surface_id);
- auto drawing_name = this->lookup_name(surface_id);
- if (drawing_name) {
- this->api_deactivate_surface(drawing_name->c_str());
+ // We cannot normally deactivate the main_surface, so be explicit
+ // about it:
+ if (int(surface_id) == this->layers.main_surface) {
+ this->deactivate_main_surface();
+ } else {
+ auto drawing_name = this->lookup_name(surface_id);
+ if (drawing_name) {
+ this->api_deactivate_surface(drawing_name->c_str());
+ }
}
this->id_alloc.remove_id(surface_id);
+ this->layers.remove_surface(surface_id);
}
void App::emit_activated(char const *label) {