xdg-shell: completely rewrite xdg-positioner (#7067)

This implementation actually works.
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outfoxxed 2024-07-27 13:43:01 -07:00 committed by GitHub
parent 6edfdd63a1
commit bc86afea7e
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6 changed files with 114 additions and 126 deletions

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@ -115,7 +115,7 @@ pkg_check_modules(
gbm
hyprlang>=0.3.2
hyprcursor>=0.1.7
hyprutils>=0.2.0)
hyprutils>=0.2.1)
find_package(hyprwayland-scanner 0.3.10 REQUIRED)

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@ -22,7 +22,7 @@ CPopup::CPopup(SP<CXDGPopupResource> popup, CPopup* pOwner) : m_pParent(pOwner),
m_pWindowOwner = pOwner->m_pWindowOwner;
m_vLastSize = popup->surface->current.geometry.size();
unconstrain();
reposition();
initAllSignals();
}
@ -188,18 +188,18 @@ void CPopup::onReposition() {
m_vLastPos = coordsRelativeToParent();
unconstrain();
reposition();
}
void CPopup::unconstrain() {
void CPopup::reposition() {
const auto COORDS = t1ParentCoords();
const auto PMONITOR = g_pCompositor->getMonitorFromVector(COORDS);
if (!PMONITOR)
return;
CBox box = {PMONITOR->vecPosition.x - COORDS.x, PMONITOR->vecPosition.y - COORDS.y, PMONITOR->vecSize.x, PMONITOR->vecSize.y};
m_pResource->applyPositioning(box, COORDS - PMONITOR->vecPosition);
CBox box = {PMONITOR->vecPosition.x, PMONITOR->vecPosition.y, PMONITOR->vecSize.x, PMONITOR->vecSize.y};
m_pResource->applyPositioning(box, COORDS);
}
Vector2D CPopup::coordsRelativeToParent() {

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@ -74,11 +74,11 @@ class CPopup {
} listeners;
void initAllSignals();
void unconstrain();
void reposition();
void recheckChildrenRecursive();
void sendScale();
Vector2D localToGlobal(const Vector2D& rel);
Vector2D t1ParentCoords();
static void bfHelper(std::vector<CPopup*> nodes, std::function<void(CPopup*, void*)> fn, void* data);
};
};

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@ -14,7 +14,7 @@ executable('Hyprland', src,
dependency('cairo'),
dependency('hyprcursor', version: '>=0.1.7'),
dependency('hyprlang', version: '>= 0.3.2'),
dependency('hyprutils', version: '>= 0.2.0'),
dependency('hyprutils', version: '>= 0.2.1'),
dependency('libdrm'),
dependency('egl'),
dependency('xkbcommon'),

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@ -8,6 +8,20 @@
#define LOGM PROTO::xdgShell->protoLog
void SXDGPositionerState::setAnchor(xdgPositionerAnchor edges) {
anchor.setTop(edges == XDG_POSITIONER_ANCHOR_TOP || edges == XDG_POSITIONER_ANCHOR_TOP_LEFT || edges == XDG_POSITIONER_ANCHOR_TOP_RIGHT);
anchor.setLeft(edges == XDG_POSITIONER_ANCHOR_LEFT || edges == XDG_POSITIONER_ANCHOR_TOP_LEFT || edges == XDG_POSITIONER_ANCHOR_BOTTOM_LEFT);
anchor.setBottom(edges == XDG_POSITIONER_ANCHOR_BOTTOM || edges == XDG_POSITIONER_ANCHOR_BOTTOM_LEFT || edges == XDG_POSITIONER_ANCHOR_BOTTOM_RIGHT);
anchor.setRight(edges == XDG_POSITIONER_ANCHOR_RIGHT || edges == XDG_POSITIONER_ANCHOR_TOP_RIGHT || edges == XDG_POSITIONER_ANCHOR_BOTTOM_RIGHT);
}
void SXDGPositionerState::setGravity(xdgPositionerGravity edges) {
gravity.setTop(edges == XDG_POSITIONER_GRAVITY_TOP || edges == XDG_POSITIONER_GRAVITY_TOP_LEFT || edges == XDG_POSITIONER_GRAVITY_TOP_RIGHT);
gravity.setLeft(edges == XDG_POSITIONER_GRAVITY_LEFT || edges == XDG_POSITIONER_GRAVITY_TOP_LEFT || edges == XDG_POSITIONER_GRAVITY_BOTTOM_LEFT);
gravity.setBottom(edges == XDG_POSITIONER_GRAVITY_BOTTOM || edges == XDG_POSITIONER_GRAVITY_BOTTOM_LEFT || edges == XDG_POSITIONER_GRAVITY_BOTTOM_RIGHT);
gravity.setRight(edges == XDG_POSITIONER_GRAVITY_RIGHT || edges == XDG_POSITIONER_GRAVITY_TOP_RIGHT || edges == XDG_POSITIONER_GRAVITY_BOTTOM_RIGHT);
}
CXDGPopupResource::CXDGPopupResource(SP<CXdgPopup> resource_, SP<CXDGSurfaceResource> owner_, SP<CXDGSurfaceResource> surface_, SP<CXDGPositionerResource> positioner) :
surface(surface_), parent(owner_), resource(resource_), positionerRules(positioner) {
if (!good())
@ -490,9 +504,9 @@ CXDGPositionerResource::CXDGPositionerResource(SP<CXdgPositioner> resource_, SP<
resource->setSetOffset([this](CXdgPositioner* r, int32_t x, int32_t y) { state.offset = {x, y}; });
resource->setSetAnchor([this](CXdgPositioner* r, xdgPositionerAnchor a) { state.anchor = a; });
resource->setSetAnchor([this](CXdgPositioner* r, xdgPositionerAnchor a) { state.setAnchor(a); });
resource->setSetGravity([this](CXdgPositioner* r, xdgPositionerGravity g) { state.gravity = g; });
resource->setSetGravity([this](CXdgPositioner* r, xdgPositionerGravity g) { state.setGravity(g); });
resource->setSetConstraintAdjustment([this](CXdgPositioner* r, xdgPositionerConstraintAdjustment a) { state.constraintAdjustment = (uint32_t)a; });
@ -513,125 +527,96 @@ CXDGPositionerRules::CXDGPositionerRules(SP<CXDGPositionerResource> positioner)
state = positioner->state;
}
static Vector2D pointForAnchor(const CBox& box, const Vector2D& predictionSize, xdgPositionerAnchor anchor) {
switch (anchor) {
case XDG_POSITIONER_ANCHOR_TOP: return box.pos() + Vector2D{box.size().x / 2.0 - predictionSize.x / 2.0, 0.0};
case XDG_POSITIONER_ANCHOR_BOTTOM: return box.pos() + Vector2D{box.size().x / 2.0 - predictionSize.x / 2.0, box.size().y};
case XDG_POSITIONER_ANCHOR_LEFT: return box.pos() + Vector2D{0.0, box.size().y / 2.0 - predictionSize.y / 2.0};
case XDG_POSITIONER_ANCHOR_RIGHT: return box.pos() + Vector2D{box.size().x, box.size().y / 2.F - predictionSize.y / 2.0};
case XDG_POSITIONER_ANCHOR_TOP_LEFT: return box.pos();
case XDG_POSITIONER_ANCHOR_BOTTOM_LEFT: return box.pos() + Vector2D{0.0, box.size().y};
case XDG_POSITIONER_ANCHOR_TOP_RIGHT: return box.pos() + Vector2D{box.size().x, 0.0};
case XDG_POSITIONER_ANCHOR_BOTTOM_RIGHT: return box.pos() + Vector2D{box.size().x, box.size().y};
default: return box.pos();
}
return {};
}
CBox CXDGPositionerRules::getPosition(const CBox& constraint, const Vector2D& parentCoord) {
CBox CXDGPositionerRules::getPosition(CBox constraint, const Vector2D& parentCoord) {
Debug::log(LOG, "GetPosition with constraint {} {} and parent {}", constraint.pos(), constraint.size(), parentCoord);
CBox predictedBox = {parentCoord + constraint.pos() + pointForAnchor(state.anchorRect, state.requestedSize, state.anchor) + state.offset, state.requestedSize};
// padding
constraint.expand(-4);
bool success = predictedBox.inside(constraint);
auto anchorRect = state.anchorRect.copy().translate(parentCoord);
if (success)
return predictedBox.translate(-parentCoord - constraint.pos());
auto width = state.requestedSize.x;
auto height = state.requestedSize.y;
CBox test = predictedBox;
auto anchorX = state.anchor.left() ? anchorRect.x : state.anchor.right() ? anchorRect.extent().x : anchorRect.middle().x;
auto anchorY = state.anchor.top() ? anchorRect.y : state.anchor.bottom() ? anchorRect.extent().y : anchorRect.middle().y;
if (state.constraintAdjustment & (XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_FLIP_X | XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_FLIP_Y)) {
// attempt to flip
const bool flipX = state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_FLIP_X;
const bool flipY = state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_FLIP_Y;
auto countEdges = [constraint](const CBox& test) -> int {
int edgeCount = 0;
edgeCount += test.x < constraint.x ? 1 : 0;
edgeCount += test.x + test.w > constraint.x + constraint.w ? 1 : 0;
edgeCount += test.y < constraint.y ? 1 : 0;
edgeCount += test.y + test.h > constraint.y + constraint.h ? 1 : 0;
return edgeCount;
};
int edgeCount = countEdges(test);
auto calcEffectiveX = [&]() { return state.gravity.left() ? anchorX - width : state.gravity.right() ? anchorX : anchorX - width / 2; };
auto calcEffectiveY = [&]() { return state.gravity.top() ? anchorY - height : state.gravity.bottom() ? anchorY : anchorY - height / 2; };
if (flipX && edgeCount > countEdges(test.copy().translate(Vector2D{-predictedBox.w - state.anchorRect.w, 0.0})))
test.translate(Vector2D{-predictedBox.w - state.anchorRect.w, 0.0});
if (flipY && edgeCount > countEdges(test.copy().translate(Vector2D{0.0, -predictedBox.h - state.anchorRect.h})))
test.translate(Vector2D{0.0, -predictedBox.h - state.anchorRect.h});
auto effectiveX = calcEffectiveX();
auto effectiveY = calcEffectiveY();
success = test.copy().expand(-1).inside(constraint);
// Note: the usage of offset is a guess which maintains compatibility with other compositors that were tested.
// It considers the offset when deciding whether or not to flip but does not actually flip the offset, instead
// applying it after the flip step.
if (success)
return test.translate(-parentCoord - constraint.pos());
}
if (state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_FLIP_X) {
auto flip = (state.gravity.left() && effectiveX + state.offset.x < constraint.x) || (state.gravity.right() && effectiveX + state.offset.x + width > constraint.extent().x);
// for slide and resize, defines the padding around the edge for the positioned
// surface.
constexpr int EDGE_PADDING = 4;
if (state.constraintAdjustment & (XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_SLIDE_X | XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_SLIDE_Y)) {
// attempt to slide
const bool slideX = state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_SLIDE_X;
const bool slideY = state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_SLIDE_Y;
//const bool gravityLeft = state.gravity == XDG_POSITIONER_GRAVITY_NONE || state.gravity == XDG_POSITIONER_GRAVITY_LEFT || state.gravity == XDG_POSITIONER_GRAVITY_TOP_LEFT || state.gravity == XDG_POSITIONER_GRAVITY_BOTTOM_LEFT;
//const bool gravityTop = state.gravity == XDG_POSITIONER_GRAVITY_NONE || state.gravity == XDG_POSITIONER_GRAVITY_TOP || state.gravity == XDG_POSITIONER_GRAVITY_TOP_LEFT || state.gravity == XDG_POSITIONER_GRAVITY_TOP_RIGHT;
const bool leftEdgeOut = test.x < constraint.x;
const bool topEdgeOut = test.y < constraint.y;
const bool rightEdgeOut = test.x + test.w > constraint.x + constraint.w;
const bool bottomEdgeOut = test.y + test.h > constraint.y + constraint.h;
// TODO: this isn't truly conformant.
if (leftEdgeOut && slideX)
test.x = constraint.x + EDGE_PADDING;
if (rightEdgeOut && slideX)
test.x = std::clamp((double)(constraint.x + constraint.w - test.w), (double)(constraint.x + EDGE_PADDING), (double)INFINITY);
if (topEdgeOut && slideY)
test.y = constraint.y + EDGE_PADDING;
if (bottomEdgeOut && slideY)
test.y = std::clamp((double)(constraint.y + constraint.h - test.h), (double)(constraint.y + EDGE_PADDING), (double)INFINITY);
success = test.copy().expand(-1).inside(constraint);
if (success)
return test.translate(-parentCoord - constraint.pos());
}
if (state.constraintAdjustment & (XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_RESIZE_X | XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_RESIZE_Y)) {
const bool resizeX = state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_RESIZE_X;
const bool resizeY = state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_RESIZE_Y;
const bool leftEdgeOut = test.x < constraint.x;
const bool topEdgeOut = test.y < constraint.y;
const bool rightEdgeOut = test.x + test.w > constraint.x + constraint.w;
const bool bottomEdgeOut = test.y + test.h > constraint.y + constraint.h;
// TODO: this isn't truly conformant.
if (leftEdgeOut && resizeX) {
test.w = test.x + test.w - constraint.x - EDGE_PADDING;
test.x = constraint.x + EDGE_PADDING;
if (flip) {
state.gravity ^= CEdges::LEFT | CEdges::RIGHT;
anchorX = state.anchor.left() ? anchorRect.extent().x : state.anchor.right() ? anchorRect.x : anchorX;
effectiveX = calcEffectiveX();
}
if (rightEdgeOut && resizeX)
test.w = constraint.w - (test.x - constraint.w) - EDGE_PADDING;
if (topEdgeOut && resizeY) {
test.h = test.y + test.h - constraint.y - EDGE_PADDING;
test.y = constraint.y + EDGE_PADDING;
}
if (bottomEdgeOut && resizeY)
test.h = constraint.h - (test.y - constraint.y) - EDGE_PADDING;
success = test.copy().expand(-1).inside(constraint);
if (success)
return test.translate(-parentCoord - constraint.pos());
}
LOGM(WARN, "Compositor/client bug: xdg_positioner couldn't find a place");
if (state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_FLIP_Y) {
auto flip = (state.gravity.top() && effectiveY + state.offset.y < constraint.y) || (state.gravity.bottom() && effectiveY + state.offset.y + height > constraint.extent().y);
return test.translate(-parentCoord - constraint.pos());
if (flip) {
state.gravity ^= CEdges::TOP | CEdges::BOTTOM;
anchorY = state.anchor.top() ? anchorRect.extent().y : state.anchor.bottom() ? anchorRect.y : anchorY;
effectiveX = calcEffectiveX();
}
}
effectiveX += state.offset.x;
effectiveY += state.offset.y;
// Slide order is important for the case where the window is too large to fit on screen.
if (state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_SLIDE_X) {
if (effectiveX + width > constraint.extent().x)
effectiveX = constraint.extent().x - width;
if (effectiveX < constraint.x)
effectiveX = constraint.x;
}
if (state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_SLIDE_Y) {
if (effectiveY + height > constraint.extent().y)
effectiveY = constraint.extent().y - height;
if (effectiveY < constraint.y)
effectiveY = constraint.y;
}
if (state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_RESIZE_X) {
if (effectiveX < constraint.x) {
auto diff = constraint.x - effectiveX;
effectiveX = constraint.x;
width -= diff;
}
auto effectiveX2 = effectiveX + width;
if (effectiveX2 > constraint.extent().x)
width -= effectiveX2 - constraint.extent().x;
}
if (state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_RESIZE_Y) {
if (effectiveY < constraint.y) {
auto diff = constraint.y - effectiveY;
effectiveY = constraint.y;
height -= diff;
}
auto effectiveY2 = effectiveY + height;
if (effectiveY2 > constraint.extent().y)
height -= effectiveY2 - constraint.extent().y;
}
return {effectiveX - parentCoord.x, effectiveY - parentCoord.y, width, height};
}
CXDGWMBase::CXDGWMBase(SP<CXdgWmBase> resource_) : resource(resource_) {

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@ -4,10 +4,10 @@
#include <vector>
#include <cstdint>
#include <optional>
#include <hyprutils/math/Edges.hpp>
#include "WaylandProtocol.hpp"
#include "xdg-shell.hpp"
#include "../helpers/math/Math.hpp"
#include "../helpers/math/Math.hpp"
#include "../helpers/signal/Signal.hpp"
#include "types/SurfaceRole.hpp"
@ -20,21 +20,24 @@ class CSeatGrab;
class CWLSurfaceResource;
struct SXDGPositionerState {
Vector2D requestedSize;
CBox anchorRect;
xdgPositionerAnchor anchor = XDG_POSITIONER_ANCHOR_NONE;
xdgPositionerGravity gravity = XDG_POSITIONER_GRAVITY_NONE;
uint32_t constraintAdjustment = 0;
Vector2D offset;
bool reactive = false;
Vector2D parentSize;
Vector2D requestedSize;
CBox anchorRect;
CEdges anchor;
CEdges gravity;
uint32_t constraintAdjustment = 0;
Vector2D offset;
bool reactive = false;
Vector2D parentSize;
void setAnchor(xdgPositionerAnchor edges);
void setGravity(xdgPositionerGravity edges);
};
class CXDGPositionerRules {
public:
CXDGPositionerRules(SP<CXDGPositionerResource> positioner);
CBox getPosition(const CBox& constraint, const Vector2D& parentPos);
CBox getPosition(CBox constraint, const Vector2D& parentPos);
private:
SXDGPositionerState state;