return Ok(j);
}
-struct result<layer_map>
- load_layer_map(char const *filename) {
+struct result<layer_map> load_layer_map(char const *filename) {
logdebug("loading IDs from %s", filename);
auto j = file_to_json(filename);
int App::dispatch_pending_events() {
if (this->pop_pending_events()) {
- assert(this->pending_events == false);
this->display->dispatch_pending();
return 0;
}
return -1;
}
+bool App::pop_pending_events() {
+ bool x{true};
+ return this->pending_events.compare_exchange_strong(
+ x, false, std::memory_order_consume);
+}
+
+void App::set_pending_events() {
+ this->pending_events.store(true, std::memory_order_release);
+}
+
+optional<int> App::lookup_id(char const *name) {
+ return this->id_alloc.lookup(std::string(name));
+}
+optional<std::string> App::lookup_name(int id) {
+ return this->id_alloc.lookup(id);
+}
+
// _ _ _ _ _ ____
// (_)_ __ (_) |_ | | __ _ _ _ ___ _ _| |_ / /\ \
// | | '_ \| | __| | |/ _` | | | |/ _ \| | | | __| | | |
auto &l = layers[i.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());
+ 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{};
}
// set destination to the display rectangle
s->set_destination_rectangle(x, y, w, h);
- //redraw_fix(this, s, x, y, w, h);
+ // redraw_fix(this, s, x, y, w, h);
- logdebug("Surface %u now with rect { %d, %d, %d, %d }",
- surface_id, x, y, w, h);
+ logdebug("Surface %u now with rect { %d, %d, %d, %d }", surface_id, x, y, w,
+ h);
}
-void App::surface_set_layout_split(uint32_t surface_id, uint32_t sub_surface_id) {
+void App::surface_set_layout_split(uint32_t surface_id,
+ uint32_t sub_surface_id) {
if (!this->controller->surface_exists(surface_id)) {
logerror("Surface %d does not exist", int(surface_id));
return;
int w = rect.w;
int h = rect.h;
- this->state.main = surface_id;
- this->state.sub = sub_surface_id;
- this->state.s = LayoutState::Split;
-
// less-than-0 values refer to MAX + 1 - $VALUE
// e.g. MAX is either screen width or height
if (w < 0) {
// set source reactangle, even if we should not need to set it.
ss->set_source_rectangle(0, 0, w, h);
// set destination to the display rectangle
- ss->set_destination_rectangle(x+x_off, y+y_off, w, h);
+ ss->set_destination_rectangle(x + x_off, y + y_off, w, h);
- //redraw_fix(this, s, x, y, w, h);
- //redraw_fix(this, ss, x+x_off, y+y_off, w, h);
+ // redraw_fix(this, s, x, y, w, h);
+ // redraw_fix(this, ss, x+x_off, y+y_off, w, h);
logdebug("Surface %u now on layer %u with rect { %d, %d, %d, %d }",
surface_id, layer_id, x, y, w, h);
}
-char const *App::activate_surface(char const *drawing_name) {
+char const *App::api_activate_surface(char const *drawing_name) {
+ ST();
auto const &surface_id = this->lookup_id(drawing_name);
if (!surface_id) {
return "Surface does not exist in controller!";
}
- if (this->state.main == *surface_id || this->state.sub == *surface_id) {
+ auto layer_id = this->layers.get_layer_id(*surface_id);
+
+ if (!layer_id) {
+ return "Surface is not on any layer!";
+ }
+
+ auto o_state = *this->layers.get_layout_state(*surface_id);
+
+ if (!o_state) {
+ return "Could not find layer for surface";
+ }
+
+ struct LayoutState &state = *o_state;
+
+ // disable layers that are above our current layer
+ for (auto const &l : this->layers.mapping) {
+ if (l.layer_id <= *layer_id) {
+ continue;
+ }
+
+ bool flush = false;
+ if (l.state.main != -1) {
+ this->deactivate(l.state.main);
+ l.state.main = -1;
+ flush = true;
+ }
+
+ if (l.state.sub != -1) {
+ this->deactivate(l.state.sub);
+ l.state.sub = -1;
+ flush = true;
+ }
+
+ l.state.s = LayoutState::Single;
+
+ if (flush) {
+ this->controller->commit_changes();
+ this->display->flush();
+ }
+ }
+
+ if (state.main == *surface_id || state.sub == *surface_id) {
return "Surface already active";
}
// 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 (state.main == -1) {
+ this->emit_syncdraw(drawing_name);
- if (this->state.main == -1) {
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;
+ state.main = *surface_id;
+ state.sub = -1;
+ state.s = LayoutState::Single;
+
+ this->enqueue_flushdraw(state.main);
} else {
- bool can_split = this->can_split(*surface_id);
+ bool can_split = this->can_split(state, *surface_id);
- if (this->state.sub == -1) {
+ if (state.sub == -1) {
if (can_split) {
- if (this->state.main != *surface_id) {
- this->surface_set_layout_split(this->state.main, *surface_id);
+ if (state.main != *surface_id) {
+ std::string main = std::move(*this->lookup_name(state.main));
+ this->emit_syncdraw(drawing_name);
+ this->emit_syncdraw(main.c_str());
+
+ this->surface_set_layout_split(state.main, *surface_id);
this->activate(*surface_id);
- this->state.sub = *surface_id;
+ state.sub = *surface_id;
+
+ this->enqueue_flushdraw(state.main);
+ this->enqueue_flushdraw(state.sub);
}
} else {
+ this->emit_syncdraw(drawing_name);
+
this->surface_set_layout_full(*surface_id);
- this->deactivate(this->state.main);
+ this->deactivate(state.main);
this->activate(*surface_id);
- this->deactivate(this->state.sub);
- this->state.main = *surface_id;
- this->state.sub = -1;
- this->state.s = LayoutState::Single;
+ this->deactivate(state.sub);
+ state.main = *surface_id;
+ state.sub = -1;
+ state.s = LayoutState::Single;
+
+ this->enqueue_flushdraw(state.main);
}
}
}
return nullptr;
}
-char const *App::deactivate_surface(char const *drawing_name) {
+char const *App::api_deactivate_surface(char const *drawing_name) {
+ ST();
auto const &surface_id = this->lookup_id(drawing_name);
if (!surface_id) {
return "Cannot deactivate main_surface";
}
- if (this->state.main == -1) {
+ auto o_state = *this->layers.get_layout_state(*surface_id);
+
+ if (!o_state) {
+ return "Could not find layer for surface";
+ }
+
+ struct LayoutState &state = *o_state;
+
+ if (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 (state.main == *surface_id) {
+ if (state.sub != -1) {
+ std::string sub = std::move(*this->lookup_name(state.sub));
+ this->emit_syncdraw(sub.c_str());
+
this->deactivate(*surface_id);
- this->surface_set_layout_full(this->state.main);
- this->state.sub = -1;
- this->state.s = LayoutState::Single;
+ this->surface_set_layout_full(state.sub);
+ state.main = state.sub;
+ state.sub = -1;
+ state.s = LayoutState::Single;
+
+ this->enqueue_flushdraw(state.sub);
} else {
- return "Surface is not active";
+ this->deactivate(*surface_id);
+ state.main = -1;
}
+ } else if (state.sub == *surface_id) {
+ std::string main = std::move(*this->lookup_name(state.main));
+ this->emit_syncdraw(main.c_str());
+
+ this->deactivate(*surface_id);
+ this->deactivate(*surface_id);
+ this->surface_set_layout_full(state.main);
+ state.sub = -1;
+ state.s = LayoutState::Single;
+
+ this->enqueue_flushdraw(state.main);
+ } else {
+ return "Surface is not active";
}
this->controller->commit_changes();
return nullptr;
}
+void App::enqueue_flushdraw(int surface_id) {
+ this->check_flushdraw(surface_id);
+ logdebug("Enqueuing EndDraw for surface_id %d", surface_id);
+ this->pending_end_draw.push_back(surface_id);
+}
+
+void App::check_flushdraw(int surface_id) {
+ auto i = std::find(std::begin(this->pending_end_draw),
+ std::end(this->pending_end_draw), surface_id);
+ if (i != std::end(this->pending_end_draw)) {
+ auto n = this->lookup_name(surface_id);
+ logerror("Application %s (%d) has pending EndDraw call(s)!",
+ n ? n->c_str() : "unknown-name", surface_id);
+ std::swap(this->pending_end_draw[std::distance(
+ std::begin(this->pending_end_draw), i)],
+ this->pending_end_draw.back());
+ this->pending_end_draw.resize(this->pending_end_draw.size() - 1);
+ }
+}
+
+char const *App::api_enddraw(char const *drawing_name) {
+ for (unsigned i = 0, iend = this->pending_end_draw.size(); i < iend; i++) {
+ auto n = this->lookup_name(this->pending_end_draw[i]);
+ if (n && *n == drawing_name) {
+ std::swap(this->pending_end_draw[i], this->pending_end_draw[iend - 1]);
+ this->pending_end_draw.resize(iend - 1);
+ // XXX: Please tell the compositor to thaw the surface...
+ this->emit_flushdraw(drawing_name);
+ return nullptr;
+ }
+ }
+ return "No EndDraw pending for surface";
+}
+
+void App::api_ping() {
+ this->dispatch_pending_events();
+}
+
// _ _ _____ _
// _ __ _ __ _____ _(_) ___ __| | | ____|_ _____ _ __ | |_ ___
// | '_ \| '__/ _ \ \/ / |/ _ \/ _` | | _| \ \ / / _ \ '_ \| __/ __|
// | .__/|_| \___/_/\_\_|\___|\__,_| |_____| \_/ \___|_| |_|\__|___/
// |_|
void App::surface_created(uint32_t surface_id) {
- logdebug("surface_id is %u", surface_id);
+ auto layer_id = this->layers.get_layer_id(surface_id);
+ if (!layer_id) {
+ logdebug("Newly created surfce %d is not associated with any layer!",
+ surface_id);
+ return;
+ }
- this->surface_set_layout_full(surface_id);
+ logdebug("surface_id is %u, layer_id is %u", surface_id, *layer_id);
- this->controller->layers[this->layers.get_layer_id(surface_id).value()]
- ->add_surface(this->controller->surfaces[surface_id].get());
+ this->controller->layers[*layer_id]->add_surface(
+ this->controller->surfaces[surface_id].get());
// activate the main_surface right away
if (surface_id == static_cast<unsigned>(this->layers.main_surface)) {
logdebug("Activating main_surface (%d)", surface_id);
- this->activate_surface(
- this->lookup_name(surface_id).value_or("unknown-name").c_str());
+ this->api_activate_surface(
+ this->lookup_name(surface_id).value_or("unknown-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());
+ }
+
this->id_alloc.remove_id(surface_id);
}
}
void App::emit_flushdraw(char const *label) {
- this->api.send_event("syncdraw", label);
+ this->api.send_event("flushdraw", label);
}
void App::emit_visible(char const *label, bool is_visible) {
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) {
+result<int> App::api_request_surface(char const *drawing_name) {
auto lid = this->layers.get_layer_id(std::string(drawing_name));
if (!lid) {
// XXX: to we need to put these applications on the App layer?
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.
}
}
-bool App::can_split(int new_id) {
- if (this->state.main != -1 && this->state.main != new_id) {
+bool App::can_split(struct LayoutState const &state, int new_id) {
+ if (state.main != -1 && state.main != new_id) {
auto new_id_layer = this->layers.get_layer_id(new_id).value();
- auto current_id_layer =
- this->layers.get_layer_id(this->state.main).value();
+ auto current_id_layer = this->layers.get_layer_id(state.main).value();
// surfaces are on separate layers, don't bother.
if (new_id_layer != current_id_layer) {
}
std::string const &new_id_str = this->lookup_name(new_id).value();
- std::string const &cur_id_str =
- this->lookup_name(this->state.main).value();
+ std::string const &cur_id_str = this->lookup_name(state.main).value();
auto const &layer = this->layers.get_layer(new_id_layer);