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);
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;
auto layer_id = this->layers.get_layer_id(*surface_id);
- if (! layer_id) {
+ if (!layer_id) {
return "Surface is not on any layer!";
}
auto o_state = *this->layers.get_layout_state(*surface_id);
- if (! o_state) {
+ if (!o_state) {
return "Could not find layer for surface";
}
state.sub = -1;
state.s = LayoutState::Single;
- //////this->emit_flushdraw(drawing_name);
- this->pending_end_draw.push_back(state.main);
+ this->enqueue_flushdraw(state.main);
} else {
bool can_split = this->can_split(state, *surface_id);
this->activate(*surface_id);
state.sub = *surface_id;
- this->pending_end_draw.push_back(state.main);
- this->pending_end_draw.push_back(state.sub);
- // Should wait for EndDraw event...
- //////this->emit_flushdraw(drawing_name);
- //////this->emit_flushdraw(main.c_str());
+ this->enqueue_flushdraw(state.main);
+ this->enqueue_flushdraw(state.sub);
}
} else {
this->emit_syncdraw(drawing_name);
state.sub = -1;
state.s = LayoutState::Single;
- //////this->emit_flushdraw(drawing_name);
- this->pending_end_draw.push_back(state.main);
+ this->enqueue_flushdraw(state.main);
}
}
}
auto o_state = *this->layers.get_layout_state(*surface_id);
- if (! o_state) {
+ if (!o_state) {
return "Could not find layer for surface";
}
state.sub = -1;
state.s = LayoutState::Single;
- //////this->emit_flushdraw(sub.c_str());
- this->pending_end_draw.push_back(state.sub);
+ this->enqueue_flushdraw(state.sub);
} else {
this->deactivate(*surface_id);
state.main = -1;
}
- }else if (state.sub == *surface_id) {
+ } else if (state.sub == *surface_id) {
std::string main = std::move(*this->lookup_name(state.main));
this->emit_syncdraw(main.c_str());
state.sub = -1;
state.s = LayoutState::Single;
- //////this->emit_flushdraw(main.c_str());
- this->pending_end_draw.push_back(state.main);
+ this->enqueue_flushdraw(state.main);
} else {
return "Surface is not active";
}
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]);
// |_|
void App::surface_created(uint32_t 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);
+ if (!layer_id) {
+ logdebug("Newly created surfce %d is not associated with any layer!",
+ surface_id);
return;
}
logdebug("surface_id is %u, layer_id is %u", surface_id, *layer_id);
- this->controller->layers[*layer_id]
- ->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)) {
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(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(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);