#include <memory>
#include <unordered_map>
#include <unordered_set>
+#include <deque>
#include "afb_binding_api.hpp"
#include "config.hpp"
namespace wm {
struct id_allocator {
- unsigned next = 0x0100'0000;
+ constexpr static unsigned id_shift = 20;
+ constexpr static unsigned id_mask = (1 << id_shift) - 1;
+
+ unsigned next = 1;
// Surfaces that where requested but not yet created
std::unordered_map<unsigned, std::string> surfaces;
// Insert and return a new ID
unsigned generate_id(std::string const &name) {
unsigned sid = this->next++;
+ sid <<= id_shift;
this->surfaces[sid] = name;
// this->pending_surfaces.insert({sid});
this->names[name] = sid;
struct id_allocator id_alloc;
+ std::deque<unsigned> last_active;
+
explicit App(wl::display *d);
~App();
void surface_set_layout(uint32_t surface_id);
char const *activate_surface(uint32_t surface_id);
+ char const *deactivate_surface(uint32_t surface_id);
// Allocate a surface ID for this role
result<int> request_surface(char const *drawing_name);
// Activate (i.e. make visible, if allowed!) a surface
char const *activate_surface(char const *drawing_name);
+ char const *deactivate_surface(char const *drawing_name);
// add tasks, executed after dispatch_events()
void add_task(char const *name, std::function<void()> &&f);