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Introduce new scene-graph API
A new wlr_scene API has been added, following the design ideas from [1]. The new API contains the minimal set of features required to make the API useful. The goal is to design a solid fundation and add more features in the future. [1]: https://github.com/swaywm/wlroots/issues/1826#issuecomment-564601757
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include/wlr/types/wlr_scene.h
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114
include/wlr/types/wlr_scene.h
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/*
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* This an unstable interface of wlroots. No guarantees are made regarding the
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* future consistency of this API.
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*/
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#ifndef WLR_USE_UNSTABLE
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#error "Add -DWLR_USE_UNSTABLE to enable unstable wlroots features"
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#endif
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#ifndef WLR_TYPES_WLR_SCENE_H
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#define WLR_TYPES_WLR_SCENE_H
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/**
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* The scene-graph API provides a declarative way to display surfaces. The
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* compositor creates a scene, adds surfaces, then renders the scene on
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* outputs.
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*
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* The scene-graph API only supports basic 2D composition operations (like the
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* KMS API or the Wayland protocol does). For anything more complicated,
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* compositors need to implement custom rendering logic.
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*/
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#include <pixman.h>
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#include <wayland-server-core.h>
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#include <wlr/types/wlr_surface.h>
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struct wlr_output;
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enum wlr_scene_node_type {
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WLR_SCENE_NODE_ROOT,
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WLR_SCENE_NODE_SURFACE,
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};
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struct wlr_scene_node_state {
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struct wl_list link; // wlr_scene_node_state.children
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struct wl_list children; // wlr_scene_node_state.link
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int x, y; // relative to parent
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};
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/** A node is an object in the scene. */
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struct wlr_scene_node {
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enum wlr_scene_node_type type;
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struct wlr_scene_node *parent;
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struct wlr_scene_node_state state;
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struct {
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struct wl_signal destroy;
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} events;
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};
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/** The root scene-graph node. */
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struct wlr_scene {
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struct wlr_scene_node node;
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};
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/** A scene-graph node displaying a single surface. */
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struct wlr_scene_surface {
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struct wlr_scene_node node;
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struct wlr_surface *surface;
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// private state
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struct wl_listener surface_destroy;
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};
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/**
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* Immediately destroy the scene-graph node.
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*/
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void wlr_scene_node_destroy(struct wlr_scene_node *node);
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/**
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* Set the position of the node relative to its parent.
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*/
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void wlr_scene_node_set_position(struct wlr_scene_node *node, int x, int y);
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/**
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* Move the node right above the specified sibling.
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*/
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void wlr_scene_node_place_above(struct wlr_scene_node *node,
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struct wlr_scene_node *sibling);
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/**
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* Move the node right below the specified sibling.
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*/
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void wlr_scene_node_place_below(struct wlr_scene_node *node,
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struct wlr_scene_node *sibling);
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/**
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* Call `iterator` on each surface in the scene-graph, with the surface's
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* position in layout coordinates. The function is called from root to leaves
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* (in rendering order).
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*/
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void wlr_scene_node_for_each_surface(struct wlr_scene_node *node,
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wlr_surface_iterator_func_t iterator, void *user_data);
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/**
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* Create a new scene-graph.
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*/
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struct wlr_scene *wlr_scene_create(void);
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/**
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* Manually render the scene-graph on an output. The compositor needs to call
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* wlr_renderer_begin before and wlr_renderer_end after calling this function.
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* Damage is given in output-buffer-local coordinates and can be set to NULL to
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* disable damage tracking.
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*/
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void wlr_scene_render_output(struct wlr_scene *scene, struct wlr_output *output,
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int lx, int ly, pixman_region32_t *damage);
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/**
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* Add a node displaying a single surface to the scene-graph.
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*
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* The child sub-surfaces are ignored.
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*/
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struct wlr_scene_surface *wlr_scene_surface_create(struct wlr_scene_node *parent,
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struct wlr_surface *surface);
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#endif
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