tinywl: use wlr_scene

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Isaac Freund 2021-11-25 20:28:54 +01:00
parent ba974a4e9f
commit a44b2af672
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@ -1,4 +1,5 @@
#define _POSIX_C_SOURCE 200112L
#include <assert.h>
#include <getopt.h>
#include <stdbool.h>
#include <stdlib.h>
@ -14,10 +15,10 @@
#include <wlr/types/wlr_data_device.h>
#include <wlr/types/wlr_input_device.h>
#include <wlr/types/wlr_keyboard.h>
#include <wlr/types/wlr_matrix.h>
#include <wlr/types/wlr_output.h>
#include <wlr/types/wlr_output_layout.h>
#include <wlr/types/wlr_pointer.h>
#include <wlr/types/wlr_scene.h>
#include <wlr/types/wlr_seat.h>
#include <wlr/types/wlr_xcursor_manager.h>
#include <wlr/types/wlr_xdg_shell.h>
@ -36,6 +37,7 @@ struct tinywl_server {
struct wlr_backend *backend;
struct wlr_renderer *renderer;
struct wlr_allocator *allocator;
struct wlr_scene *scene;
struct wlr_xdg_shell *xdg_shell;
struct wl_listener new_xdg_surface;
@ -76,12 +78,12 @@ struct tinywl_view {
struct wl_list link;
struct tinywl_server *server;
struct wlr_xdg_surface *xdg_surface;
struct wlr_scene_node *scene_node;
struct wl_listener map;
struct wl_listener unmap;
struct wl_listener destroy;
struct wl_listener request_move;
struct wl_listener request_resize;
bool mapped;
int x, y;
};
@ -118,6 +120,7 @@ static void focus_view(struct tinywl_view *view, struct wlr_surface *surface) {
}
struct wlr_keyboard *keyboard = wlr_seat_get_keyboard(seat);
/* Move the view to the front */
wlr_scene_node_raise_to_top(view->scene_node);
wl_list_remove(&view->link);
wl_list_insert(&server->views, &view->link);
/* Activate the new surface */
@ -166,14 +169,9 @@ static bool handle_keybinding(struct tinywl_server *server, xkb_keysym_t sym) {
if (wl_list_length(&server->views) < 2) {
break;
}
struct tinywl_view *current_view = wl_container_of(
server->views.next, current_view, link);
struct tinywl_view *next_view = wl_container_of(
current_view->link.next, next_view, link);
server->views.prev, next_view, link);
focus_view(next_view, next_view->xdg_surface->surface);
/* Move the previous view to the end of the list */
wl_list_remove(&current_view->link);
wl_list_insert(server->views.prev, &current_view->link);
break;
default:
return false;
@ -199,7 +197,8 @@ static void keyboard_handle_key(
bool handled = false;
uint32_t modifiers = wlr_keyboard_get_modifiers(keyboard->device->keyboard);
if ((modifiers & WLR_MODIFIER_ALT) && event->state == WL_KEYBOARD_KEY_STATE_PRESSED) {
if ((modifiers & WLR_MODIFIER_ALT) &&
event->state == WL_KEYBOARD_KEY_STATE_PRESSED) {
/* If alt is held down and this button was _pressed_, we attempt to
* process it as a compositor keybinding. */
for (int i = 0; i < nsyms; i++) {
@ -310,52 +309,32 @@ static void seat_request_set_selection(struct wl_listener *listener, void *data)
wlr_seat_set_selection(server->seat, event->source, event->serial);
}
static bool view_at(struct tinywl_view *view,
double lx, double ly, struct wlr_surface **surface,
double *sx, double *sy) {
/*
* XDG toplevels may have nested surfaces, such as popup windows for context
* menus or tooltips. This function tests if any of those are underneath the
* coordinates lx and ly (in output Layout Coordinates). If so, it sets the
* surface pointer to that wlr_surface and the sx and sy coordinates to the
* coordinates relative to that surface's top-left corner.
*/
double view_sx = lx - view->x;
double view_sy = ly - view->y;
double _sx, _sy;
struct wlr_surface *_surface = NULL;
_surface = wlr_xdg_surface_surface_at(
view->xdg_surface, view_sx, view_sy, &_sx, &_sy);
if (_surface != NULL) {
*sx = _sx;
*sy = _sy;
*surface = _surface;
return true;
}
return false;
}
static struct tinywl_view *desktop_view_at(
struct tinywl_server *server, double lx, double ly,
struct wlr_surface **surface, double *sx, double *sy) {
/* This iterates over all of our surfaces and attempts to find one under the
* cursor. This relies on server->views being ordered from top-to-bottom. */
struct tinywl_view *view;
wl_list_for_each(view, &server->views, link) {
if (view_at(view, lx, ly, surface, sx, sy)) {
return view;
}
/* This returns the topmost node in the scene at the given layout coords.
* we only care about surface nodes as we are specifically looking for a
* surface in the surface tree of a tinywl_view. */
struct wlr_scene_node *node = wlr_scene_node_at(
&server->scene->node, lx, ly, sx, sy);
if (node == NULL || node->type != WLR_SCENE_NODE_SURFACE) {
return NULL;
}
return NULL;
*surface = wlr_scene_surface_from_node(node)->surface;
/* Find the node corresponding to the tinywl_view at the root of this
* surface tree, it is the only one for which we set the data field. */
while (node != NULL && node->data == NULL) {
node = node->parent;
}
return node->data;
}
static void process_cursor_move(struct tinywl_server *server, uint32_t time) {
/* Move the grabbed view to the new position. */
server->grabbed_view->x = server->cursor->x - server->grab_x;
server->grabbed_view->y = server->cursor->y - server->grab_y;
struct tinywl_view *view = server->grabbed_view;
view->x = server->cursor->x - server->grab_x;
view->y = server->cursor->y - server->grab_y;
wlr_scene_node_set_position(view->scene_node, view->x, view->y);
}
static void process_cursor_resize(struct tinywl_server *server, uint32_t time) {
@ -404,6 +383,7 @@ static void process_cursor_resize(struct tinywl_server *server, uint32_t time) {
wlr_xdg_surface_get_geometry(view->xdg_surface, &geo_box);
view->x = new_left - geo_box.x;
view->y = new_top - geo_box.y;
wlr_scene_node_set_position(view->scene_node, view->x, view->y);
int new_width = new_right - new_left;
int new_height = new_bottom - new_top;
@ -530,74 +510,12 @@ static void server_cursor_frame(struct wl_listener *listener, void *data) {
wlr_seat_pointer_notify_frame(server->seat);
}
/* Used to move all of the data necessary to render a surface from the top-level
* frame handler to the per-surface render function. */
struct render_data {
struct wlr_output *output;
struct wlr_renderer *renderer;
struct tinywl_view *view;
struct timespec *when;
};
static void render_surface(struct wlr_surface *surface,
// TODO: We should avoid sending the frame done event twice if a surface
// appears on multiple outputs.
// https://github.com/swaywm/wlroots/issues/3210
static void send_frame_done(struct wlr_surface *surface,
int sx, int sy, void *data) {
/* This function is called for every surface that needs to be rendered. */
struct render_data *rdata = data;
struct tinywl_view *view = rdata->view;
struct wlr_output *output = rdata->output;
/* We first obtain a wlr_texture, which is a GPU resource. wlroots
* automatically handles negotiating these with the client. The underlying
* resource could be an opaque handle passed from the client, or the client
* could have sent a pixel buffer which we copied to the GPU, or a few other
* means. You don't have to worry about this, wlroots takes care of it. */
struct wlr_texture *texture = wlr_surface_get_texture(surface);
if (texture == NULL) {
return;
}
/* 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). */
double ox = 0, oy = 0;
wlr_output_layout_output_coords(
view->server->output_layout, output, &ox, &oy);
ox += view->x + sx, oy += view->y + sy;
/* We also have to apply the scale factor for HiDPI outputs. This is only
* part of the puzzle, TinyWL does not fully support HiDPI. */
struct wlr_box box = {
.x = ox * output->scale,
.y = oy * output->scale,
.width = surface->current.width * output->scale,
.height = surface->current.height * output->scale,
};
/*
* 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.
*
* 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,
output->transform_matrix);
/* This takes our matrix, the texture, and an alpha, and performs the actual
* rendering on the GPU. */
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);
wlr_surface_send_frame_done(surface, data);
}
static void output_frame(struct wl_listener *listener, void *data) {
@ -605,56 +523,16 @@ static void output_frame(struct wl_listener *listener, void *data) {
* generally at the output's refresh rate (e.g. 60Hz). */
struct tinywl_output *output =
wl_container_of(listener, output, frame);
struct wlr_renderer *renderer = output->server->renderer;
struct wlr_scene_output *scene_output = wlr_scene_get_scene_output(
output->server->scene, output->wlr_output);
/* Render the scene if needed and commit the output */
wlr_scene_output_commit(scene_output);
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);
/* Begin the renderer (calls glViewport and some other GL sanity checks) */
wlr_renderer_begin(renderer, width, height);
float color[4] = {0.3, 0.3, 0.3, 1.0};
wlr_renderer_clear(renderer, color);
/* 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. */
struct tinywl_view *view;
wl_list_for_each_reverse(view, &output->server->views, link) {
if (!view->mapped) {
/* An unmapped view should not be rendered. */
continue;
}
struct render_data rdata = {
.output = output->wlr_output,
.view = view,
.renderer = renderer,
.when = &now,
};
/* This calls our render_surface function for each surface among the
* xdg_surface's toplevel and popups. */
wlr_xdg_surface_for_each_surface(view->xdg_surface,
render_surface, &rdata);
}
/* 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,
* 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);
wlr_scene_output_for_each_surface(scene_output, send_frame_done, &now);
}
static void server_new_output(struct wl_listener *listener, void *data) {
@ -704,23 +582,32 @@ static void server_new_output(struct wl_listener *listener, void *data) {
wlr_output_layout_add_auto(server->output_layout, wlr_output);
}
static void xdg_surface_map(struct wl_listener *listener, void *data) {
static void xdg_toplevel_map(struct wl_listener *listener, void *data) {
/* Called when the surface is mapped, or ready to display on-screen. */
struct tinywl_view *view = wl_container_of(listener, view, map);
view->mapped = true;
wl_list_insert(&view->server->views, &view->link);
focus_view(view, view->xdg_surface->surface);
}
static void xdg_surface_unmap(struct wl_listener *listener, void *data) {
static void xdg_toplevel_unmap(struct wl_listener *listener, void *data) {
/* Called when the surface is unmapped, and should no longer be shown. */
struct tinywl_view *view = wl_container_of(listener, view, unmap);
view->mapped = false;
wl_list_remove(&view->link);
}
static void xdg_surface_destroy(struct wl_listener *listener, void *data) {
static void xdg_toplevel_destroy(struct wl_listener *listener, void *data) {
/* Called when the surface is destroyed and should never be shown again. */
struct tinywl_view *view = wl_container_of(listener, view, destroy);
wl_list_remove(&view->link);
wl_list_remove(&view->map.link);
wl_list_remove(&view->unmap.link);
wl_list_remove(&view->destroy.link);
wl_list_remove(&view->request_move.link);
wl_list_remove(&view->request_resize.link);
free(view);
}
@ -746,8 +633,10 @@ static void begin_interactive(struct tinywl_view *view,
struct wlr_box geo_box;
wlr_xdg_surface_get_geometry(view->xdg_surface, &geo_box);
double border_x = (view->x + geo_box.x) + ((edges & WLR_EDGE_RIGHT) ? geo_box.width : 0);
double border_y = (view->y + geo_box.y) + ((edges & WLR_EDGE_BOTTOM) ? geo_box.height : 0);
double border_x = (view->x + geo_box.x) +
((edges & WLR_EDGE_RIGHT) ? geo_box.width : 0);
double border_y = (view->y + geo_box.y) +
((edges & WLR_EDGE_BOTTOM) ? geo_box.height : 0);
server->grab_x = server->cursor->x - border_x;
server->grab_y = server->cursor->y - border_y;
@ -788,22 +677,38 @@ static void server_new_xdg_surface(struct wl_listener *listener, void *data) {
struct tinywl_server *server =
wl_container_of(listener, server, new_xdg_surface);
struct wlr_xdg_surface *xdg_surface = data;
if (xdg_surface->role != WLR_XDG_SURFACE_ROLE_TOPLEVEL) {
/* We must add xdg popups to the scene graph so they get rendered. The
* wlroots scene graph provides a helper for this, but to use it we must
* provide the proper parent scene node of the xdg popup. To enable this,
* we always set the user data field of xdg_surfaces to the corresponding
* scene node. */
if (xdg_surface->role == WLR_XDG_SURFACE_ROLE_POPUP) {
struct wlr_xdg_surface *parent = wlr_xdg_surface_from_wlr_surface(
xdg_surface->popup->parent);
struct wlr_scene_node *parent_node = parent->data;
xdg_surface->data = wlr_scene_xdg_surface_create(
parent_node, xdg_surface);
return;
}
assert(xdg_surface->role == WLR_XDG_SURFACE_ROLE_TOPLEVEL);
/* Allocate a tinywl_view for this surface */
struct tinywl_view *view =
calloc(1, sizeof(struct tinywl_view));
view->server = server;
view->xdg_surface = xdg_surface;
view->scene_node = wlr_scene_xdg_surface_create(
&view->server->scene->node, view->xdg_surface);
view->scene_node->data = view;
xdg_surface->data = view->scene_node;
/* Listen to the various events it can emit */
view->map.notify = xdg_surface_map;
view->map.notify = xdg_toplevel_map;
wl_signal_add(&xdg_surface->events.map, &view->map);
view->unmap.notify = xdg_surface_unmap;
view->unmap.notify = xdg_toplevel_unmap;
wl_signal_add(&xdg_surface->events.unmap, &view->unmap);
view->destroy.notify = xdg_surface_destroy;
view->destroy.notify = xdg_toplevel_destroy;
wl_signal_add(&xdg_surface->events.destroy, &view->destroy);
/* cotd */
@ -812,9 +717,6 @@ static void server_new_xdg_surface(struct wl_listener *listener, void *data) {
wl_signal_add(&toplevel->events.request_move, &view->request_move);
view->request_resize.notify = xdg_toplevel_request_resize;
wl_signal_add(&toplevel->events.request_resize, &view->request_resize);
/* Add it to the list of views. */
wl_list_insert(&server->views, &view->link);
}
int main(int argc, char *argv[]) {
@ -880,9 +782,17 @@ int main(int argc, char *argv[]) {
server.new_output.notify = server_new_output;
wl_signal_add(&server.backend->events.new_output, &server.new_output);
/* Set up our list of views and the xdg-shell. The xdg-shell is a Wayland
* protocol which is used for application windows. For more detail on
* shells, refer to my article:
/* Create a scene graph. This is a wlroots abstraction that handles all
* rendering and damage tracking. All the compositor author needs to do
* is add things that should be rendered to the scene graph at the proper
* positions and then call wlr_scene_output_commit() to render a frame if
* necessary.
*/
server.scene = wlr_scene_create();
wlr_scene_attach_output_layout(server.scene, server.output_layout);
/* Set up the xdg-shell. The xdg-shell is a Wayland protocol which is used
* for application windows. For more detail on shells, refer to my article:
*
* https://drewdevault.com/2018/07/29/Wayland-shells.html
*/