From 7da386db79a2f10ce0a357a76001638ff3310b70 Mon Sep 17 00:00:00 2001 From: Marcus Fritzsch Date: Tue, 12 Sep 2017 11:29:32 +0200 Subject: [PATCH] App/layers: deactivate surfaces on layers above. * When activating a surface on layer x, all surfaces on all layers above this will be deactivated. * Remove main_surface special case (we get the same result by putting the main_surface on the bottom layer). * Track LayoutState per layer, make can_split() accept this layer-local LayoutState for its decision. * Sort layers on load according to their ID. That is, do not make use Of the layer's z-order attribute, also there is no need to. Signed-off-by: Marcus Fritzsch --- src/app.cpp | 128 ++++++++++++++++++++++++++++++++------------------------- src/app.hpp | 4 +- src/layers.cpp | 3 +- src/layers.hpp | 10 +++++ 4 files changed, 85 insertions(+), 60 deletions(-) diff --git a/src/app.cpp b/src/app.cpp index 7673ba9..c0cb100 100644 --- a/src/app.cpp +++ b/src/app.cpp @@ -332,10 +332,6 @@ void App::surface_set_layout_split(uint32_t surface_id, uint32_t sub_surface_id) 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) { @@ -390,67 +386,83 @@ char const *App::activate_surface(char const *drawing_name) { return "Surface does not exist in controller!"; } - if (this->state.main == *surface_id || this->state.sub == *surface_id) { - return "Surface already active"; - } + auto layer_id = *this->layers.get_layer_id(*surface_id); + struct LayoutState &state = **this->layers.get_layout_state(*surface_id); - // Special case main_surface - if (*surface_id == this->layers.main_surface) { - for (auto const &s: this->controller->surfaces) { - if (s.second->id != *surface_id) { - this->deactivate(s.second->id); - } + logdebug("state @ %p = { %d, %d, %d }", &state, state.main, state.sub, state.s); + + // 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(); } - this->activate(*surface_id); - this->state.main = this->state.sub = -1; - this->state.s = LayoutState::Single; - // commit changes - this->controller->commit_changes(); - this->display->flush(); - return nullptr; + } + + if (state.main == *surface_id || state.sub == *surface_id) { + return "Surface already active"; } // This should involve a policy check, but as we do not (yet) have // 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); } 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) { this->emit_syncdraw(drawing_name); - this->emit_syncdraw(this->lookup_name(this->state.main)->c_str()); + this->emit_syncdraw(this->lookup_name(state.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; // Should wait for EndDraw event... this->emit_flushdraw(drawing_name); - this->emit_flushdraw(this->lookup_name(this->state.main)->c_str()); + this->emit_flushdraw(this->lookup_name(state.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); } @@ -477,7 +489,9 @@ char const *App::deactivate_surface(char const *drawing_name) { return "Cannot deactivate main_surface"; } - if (this->state.main == -1) { + struct LayoutState &state = **this->layers.get_layout_state(*surface_id); + + if (state.main == -1) { return "No surface active"; } @@ -486,31 +500,33 @@ char const *App::deactivate_surface(char const *drawing_name) { return nullptr; } - if (this->state.main == *surface_id) { - if (this->state.sub != -1) { - this->emit_syncdraw(this->lookup_name(this->state.sub)->c_str()); + logdebug("state @ %p = { %d, %d, %d }", &state, state.main, state.sub, state.s); + + if (state.main == *surface_id) { + if (state.sub != -1) { + this->emit_syncdraw(this->lookup_name(state.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(this->lookup_name(state.sub)->c_str()); } 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) { + this->emit_syncdraw(this->lookup_name(state.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(this->lookup_name(state.main)->c_str()); } else { return "Surface is not active"; } @@ -621,11 +637,11 @@ void App::deactivate(int id) { } } -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) { @@ -634,7 +650,7 @@ bool App::can_split(int new_id) { 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); diff --git a/src/app.hpp b/src/app.hpp index 297b6af..2e5478b 100644 --- a/src/app.hpp +++ b/src/app.hpp @@ -127,8 +127,6 @@ struct App { return this->id_alloc.lookup(id); } - struct LayoutState state; - // Set by AFB API when wayland events need to be dispatched std::atomic pending_events; void set_pending_events() { @@ -180,7 +178,7 @@ struct App { void activate(int id); void deactivate(int id); - bool can_split(int new_id); + bool can_split(struct LayoutState const &state, int new_id); }; } // namespace wm diff --git a/src/layers.cpp b/src/layers.cpp index d0a769a..a0665b7 100644 --- a/src/layers.cpp +++ b/src/layers.cpp @@ -87,7 +87,8 @@ struct result to_layer_map(nlohmann::json const &j) { return unsigned(k.layer_id); }); - // XXX need to sort layers? + std::sort(stl.layers.begin(), stl.layers.end()); + for (auto i : stl.mapping) { if (i.name.empty()) { return Err("Found mapping w/o name"); diff --git a/src/layers.hpp b/src/layers.hpp index ee32054..ada7344 100644 --- a/src/layers.hpp +++ b/src/layers.hpp @@ -23,6 +23,7 @@ #include #include +#include "layout.hpp" #include "result.hpp" #include "wayland.hpp" @@ -57,6 +58,8 @@ struct layer { std::string role; // XXX perhaps a zorder is needed here? std::vector layouts; + // XXX need to change the way we store these things... + mutable struct LayoutState state; explicit layer(nlohmann::json const &j); @@ -88,6 +91,13 @@ struct layer_map { optional get_layer_id(int surface_id); optional get_layer_id(std::string const &role); + optional get_layout_state(int surface_id) { + int layer_id = *this->get_layer_id(surface_id); + auto i = std::find_if( + std::begin(this->mapping), std::end(this->mapping), + [layer_id](struct layer const &l) { return layer_id == l.layer_id; }); + return i == this->mapping.end() ? nullopt : optional(&i->state); + } optional get_layer(int layer_id) { auto i = std::find_if( std::cbegin(this->mapping), std::cend(this->mapping), -- 2.16.6