labwc/src/output.c

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C
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#include "labwc.h"
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#include "theme/theme.h"
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struct draw_data {
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struct wlr_renderer *renderer;
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float *transform_matrix;
float *rgba;
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};
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static void draw_rect(struct draw_data *d, struct wlr_box box)
{
wlr_render_rect(d->renderer, &box, d->rgba, d->transform_matrix);
}
static void render_cycle_box(struct output *output)
{
if (!output->server->cycle_view)
return;
struct view *view;
wl_list_for_each_reverse (view, &output->server->views, link) {
if (view != output->server->cycle_view)
continue;
struct wlr_box box;
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if ((view->type == LAB_XWAYLAND_VIEW) ||
!rc.client_side_decorations) {
box = deco_max_extents(view);
} else {
box.x = view->x;
box.y = view->y;
box.width = view->w;
box.height = view->h;
}
float cycle_color[] = { 0.0, 0.0, 0.0, 0.2 };
wlr_render_rect(output->server->renderer, &box, cycle_color,
output->wlr_output->transform_matrix);
return;
}
}
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static void render_icon(struct draw_data *d, struct wlr_box box,
struct wlr_texture *texture)
{
if (!texture)
return;
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float matrix[9];
wlr_matrix_project_box(matrix, &box, WL_OUTPUT_TRANSFORM_NORMAL, 0,
d->transform_matrix);
wlr_render_texture_with_matrix(d->renderer, texture, matrix, 1);
}
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static void render_decorations(struct wlr_output *output, struct view *view)
{
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if (!view->show_server_side_deco)
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return;
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struct draw_data ddata = {
.renderer = view->server->renderer,
.transform_matrix = output->transform_matrix,
};
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ddata.rgba = theme.window_active_handle_bg_color;
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draw_rect(&ddata, deco_box(view, LAB_DECO_PART_TOP));
draw_rect(&ddata, deco_box(view, LAB_DECO_PART_RIGHT));
draw_rect(&ddata, deco_box(view, LAB_DECO_PART_BOTTOM));
draw_rect(&ddata, deco_box(view, LAB_DECO_PART_LEFT));
if (view_hasfocus(view))
ddata.rgba = theme.window_active_title_bg_color;
else
ddata.rgba = theme.window_inactive_title_bg_color;
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draw_rect(&ddata, deco_box(view, LAB_DECO_PART_TITLE));
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if (view_hasfocus(view)) {
render_icon(&ddata, deco_box(view, LAB_DECO_BUTTON_CLOSE),
theme.xbm_close_active_unpressed);
render_icon(&ddata, deco_box(view, LAB_DECO_BUTTON_MAXIMIZE),
theme.xbm_maximize_active_unpressed);
render_icon(&ddata, deco_box(view, LAB_DECO_BUTTON_ICONIFY),
theme.xbm_iconify_active_unpressed);
} else {
render_icon(&ddata, deco_box(view, LAB_DECO_BUTTON_CLOSE),
theme.xbm_close_inactive_unpressed);
render_icon(&ddata, deco_box(view, LAB_DECO_BUTTON_MAXIMIZE),
theme.xbm_maximize_inactive_unpressed);
render_icon(&ddata, deco_box(view, LAB_DECO_BUTTON_ICONIFY),
theme.xbm_iconify_inactive_unpressed);
}
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}
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struct render_data {
struct wlr_output *output;
struct wlr_output_layout *output_layout;
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struct wlr_renderer *renderer;
int lx, ly;
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struct timespec *when;
};
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static void render_surface(struct wlr_surface *surface, int sx, int sy,
void *data)
{
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struct render_data *rdata = data;
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struct wlr_texture *texture = wlr_surface_get_texture(surface);
if (!texture)
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return;
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/* The view has a position in layout coordinates. If you have two
* displays, one next to the other, both 1080p, a view on the rightmost
* display might have layout coordinates of 2000,100. We need to
* translate that to output-local coordinates, or (2000 - 1920). */
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double ox = 0, oy = 0;
wlr_output_layout_output_coords(rdata->output_layout, rdata->output,
&ox, &oy);
ox += rdata->lx + sx;
oy += rdata->ly + sy;
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/* TODO: Support HiDPI */
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struct wlr_box box = {
.x = ox * rdata->output->scale,
.y = oy * rdata->output->scale,
.width = surface->current.width * rdata->output->scale,
.height = surface->current.height * rdata->output->scale,
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};
/*
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* Those familiar with OpenGL are also familiar with the role of
* matricies in graphics programming. We need to prepare a matrix to
* render the view with. wlr_matrix_project_box is a helper which takes
* a box with a desired x, y coordinates, width and height, and an
* output geometry, then prepares an orthographic projection and
* multiplies the necessary transforms to produce a
* model-view-projection matrix.
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*
* Naturally you can do this any way you like, for example to make a 3D
* compositor.
*/
float matrix[9];
enum wl_output_transform transform =
wlr_output_transform_invert(surface->current.transform);
wlr_matrix_project_box(matrix, &box, transform, 0,
rdata->output->transform_matrix);
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/*
* This takes our matrix, the texture, and an alpha, and performs the
* actual rendering on the GPU.
*/
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wlr_render_texture_with_matrix(rdata->renderer, texture, matrix, 1);
/* This lets the client know that we've displayed that frame and it can
* prepare another one now if it likes. */
wlr_surface_send_frame_done(surface, rdata->when);
}
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void output_frame(struct wl_listener *listener, void *data)
{
/* This function is called every time an output is ready to display a
* frame, generally at the output's refresh rate (e.g. 60Hz). */
struct output *output = wl_container_of(listener, output, frame);
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struct wlr_renderer *renderer = output->server->renderer;
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
/* wlr_output_attach_render makes the OpenGL context current. */
if (!wlr_output_attach_render(output->wlr_output, NULL)) {
return;
}
/* The "effective" resolution can change if you rotate your outputs. */
int width, height;
wlr_output_effective_resolution(output->wlr_output, &width, &height);
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/* Begin the renderer (calls glViewport and some other GL sanity checks)
*/
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wlr_renderer_begin(renderer, width, height);
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float color[4] = { 0.3, 0.3, 0.3, 1.0 };
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wlr_renderer_clear(renderer, color);
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/* Each subsequent window we render is rendered on top of the last.
* Because our view list is ordered front-to-back, we iterate over it
* backwards. */
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struct view *view;
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wl_list_for_each_reverse (view, &output->server->views, link) {
if (!view->mapped)
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continue;
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struct render_data rdata = {
.output = output->wlr_output,
.output_layout = output->server->output_layout,
.lx = view->x,
.ly = view->y,
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.renderer = renderer,
.when = &now,
};
render_decorations(output->wlr_output, view);
if (view->type == LAB_XDG_SHELL_VIEW) {
/* render each xdg toplevel and popup surface */
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wlr_xdg_surface_for_each_surface(
view->xdg_surface, render_surface, &rdata);
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} else if (view->type == LAB_XWAYLAND_VIEW) {
render_surface(view->xwayland_surface->surface, 0, 0,
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&rdata);
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}
}
/* If in cycle (alt-tab) mode, highlight selected view */
render_cycle_box(output);
/* Render xwayland override_redirect surfaces */
struct xwayland_unmanaged *unmanaged;
wl_list_for_each_reverse (unmanaged,
&output->server->unmanaged_surfaces,
link) {
struct render_data rdata = {
.output = output->wlr_output,
.output_layout = output->server->output_layout,
.lx = unmanaged->lx,
.ly = unmanaged->ly,
.renderer = renderer,
.when = &now,
};
struct wlr_surface *s = unmanaged->xwayland_surface->surface;
render_surface(s, 0, 0, &rdata);
}
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/* Hardware cursors are rendered by the GPU on a separate plane, and can
* be moved around without re-rendering what's beneath them - which is
* more efficient. However, not all hardware supports hardware cursors.
* For this reason, wlroots provides a software fallback, which we ask
* it to render here. wlr_cursor handles configuring hardware vs
* software cursors for you,
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* and this function is a no-op when hardware cursors are in use. */
wlr_output_render_software_cursors(output->wlr_output, NULL);
/* Conclude rendering and swap the buffers, showing the final frame
* on-screen. */
wlr_renderer_end(renderer);
wlr_output_commit(output->wlr_output);
}
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void output_new(struct wl_listener *listener, void *data)
{
/* This event is rasied by the backend when a new output (aka a display
* or monitor) becomes available. */
struct server *server = wl_container_of(listener, server, new_output);
struct wlr_output *wlr_output = data;
/*
* Some backends don't have modes. DRM+KMS does, and we need to set a
* mode before we can use the output. The mode is a tuple of (width,
* height, refresh rate), and each monitor supports only a specific set
* of modes. We just pick the monitor's preferred mode.
* TODO: support user configuration
*/
if (!wl_list_empty(&wlr_output->modes)) {
struct wlr_output_mode *mode =
wlr_output_preferred_mode(wlr_output);
wlr_output_set_mode(wlr_output, mode);
wlr_output_enable(wlr_output, true);
if (!wlr_output_commit(wlr_output)) {
return;
}
}
/* Allocates and configures our state for this output */
struct output *output = calloc(1, sizeof(struct output));
output->wlr_output = wlr_output;
output->server = server;
/* Sets up a listener for the frame notify event. */
output->frame.notify = output_frame;
wl_signal_add(&wlr_output->events.frame, &output->frame);
wl_list_insert(&server->outputs, &output->link);
/* Adds this to the output layout. The add_auto function arranges
* outputs from left-to-right in the order they appear. A more
* sophisticated compositor would let the user configure the arrangement
* of outputs in the layout.
*
* The output layout utility automatically adds a wl_output global to
* the display, which Wayland clients can see to find out information
* about the output (such as DPI, scale factor, manufacturer, etc).
*/
wlr_output_layout_add_auto(server->output_layout, wlr_output);
}