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) {
}
char const *App::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
- if (this->state.main == -1) {
+ if (state.main == -1) {
this->emit_syncdraw(drawing_name);
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->emit_flushdraw(drawing_name);
+ //////this->emit_flushdraw(drawing_name);
+ this->pending_end_draw.push_back(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) {
+ if (state.main != *surface_id) {
+ std::string main = std::move(*this->lookup_name(state.main));
this->emit_syncdraw(drawing_name);
- this->emit_syncdraw(this->lookup_name(this->state.main)->c_str());
+ this->emit_syncdraw(main.c_str());
- this->surface_set_layout_split(this->state.main, *surface_id);
+ this->surface_set_layout_split(state.main, *surface_id);
this->activate(*surface_id);
- this->state.sub = *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(this->lookup_name(this->state.main)->c_str());
+ //////this->emit_flushdraw(drawing_name);
+ //////this->emit_flushdraw(main.c_str());
}
} 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->emit_flushdraw(drawing_name);
+ //////this->emit_flushdraw(drawing_name);
+ this->pending_end_draw.push_back(state.main);
}
}
}
}
char const *App::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";
}
- if (this->state.main == *surface_id) {
- if (this->state.sub != -1) {
- this->emit_syncdraw(this->lookup_name(this->state.sub)->c_str());
+ 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.sub);
- this->state.main = this->state.sub;
- 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->emit_flushdraw(this->lookup_name(this->state.sub)->c_str());
+ //////this->emit_flushdraw(sub.c_str());
+ this->pending_end_draw.push_back(state.sub);
} else {
this->deactivate(*surface_id);
- this->state.main = -1;
+ state.main = -1;
}
- }else if (this->state.sub == *surface_id) {
- this->emit_syncdraw(this->lookup_name(this->state.main)->c_str());
+ }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(this->state.main);
- this->state.sub = -1;
- this->state.s = LayoutState::Single;
+ this->surface_set_layout_full(state.main);
+ state.sub = -1;
+ state.s = LayoutState::Single;
- this->emit_flushdraw(this->lookup_name(this->state.main)->c_str());
+ //////this->emit_flushdraw(main.c_str());
+ this->pending_end_draw.push_back(state.main);
} else {
return "Surface is not active";
}
return nullptr;
}
+char const *App::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::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->controller->layers[this->layers.get_layer_id(surface_id).value()]
+ 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());
// activate the main_surface right away
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->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) {
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();
+ 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();
+ this->lookup_name(state.main).value();
auto const &layer = this->layers.get_layer(new_id_layer);