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	Handle layers under the scene-graph API
This excludes popups.
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					 5 changed files with 249 additions and 438 deletions
				
			
		
							
								
								
									
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								src/output.c
									
										
									
									
									
								
							
							
						
						
									
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								src/output.c
									
										
									
									
									
								
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			@ -12,6 +12,7 @@
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#include <wlr/types/wlr_buffer.h>
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#include <wlr/types/wlr_xdg_output_v1.h>
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#include <wlr/types/wlr_output_damage.h>
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#include <wlr/types/wlr_scene.h>
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#include <wlr/util/region.h>
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#include <wlr/util/log.h>
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#include "buffer.h"
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			@ -110,14 +111,16 @@ new_output_notify(struct wl_listener *listener, void *data)
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	output->frame.notify = output_frame_notify;
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	wl_signal_add(&wlr_output->events.frame, &output->frame);
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	wl_list_init(&output->layers[0]);
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	wl_list_init(&output->layers[1]);
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	wl_list_init(&output->layers[2]);
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	wl_list_init(&output->layers[3]);
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	/*
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	 * Arrange outputs from left-to-right in the order they appear.
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	 * TODO: support configuration in run-time
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	 */
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	for (int i = 0; i < 4; i++) {
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		wl_list_init(&output->layers[i]);
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		output->layer_tree[i] =
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			wlr_scene_tree_create(&server->scene->node);
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		output->layer_tree[i]->node.data = output->wlr_output;
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	}
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	wlr_scene_node_lower_to_bottom(&output->layer_tree[1]->node);
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	wlr_scene_node_lower_to_bottom(&output->layer_tree[0]->node);
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	wlr_scene_node_raise_to_top(&output->layer_tree[2]->node);
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	wlr_scene_node_raise_to_top(&output->layer_tree[3]->node);
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	if (rc.adaptive_sync) {
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		wlr_log(WLR_INFO, "enable adaptive sync on %s",
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			@ -318,11 +321,13 @@ handle_output_layout_change(struct wl_listener *listener, void *data)
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				"wlr_output_manager_v1_set_configuration()");
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		}
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		struct output *output;
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		wl_list_for_each(output, &server->outputs, link) {
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			if (output) {
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				arrange_layers(output);
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			}
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		}
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		/* FIXME: Sort this out */
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//		wl_list_for_each(output, &server->outputs, link) {
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//			if (output) {
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//				arrange_layers(output);
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//			}
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//		}
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		output_update_for_layout_change(server);
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	}
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}
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