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https://github.com/hyprwm/wlroots-hyprland.git
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scene: add wlr_scene_output_for_each_surface
This allows compositors to more easily implement sending wl_surface.frame callback done events.
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2 changed files with 46 additions and 0 deletions
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@ -270,6 +270,14 @@ void wlr_scene_output_set_position(struct wlr_scene_output *scene_output,
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*/
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*/
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bool wlr_scene_output_commit(struct wlr_scene_output *scene_output);
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bool wlr_scene_output_commit(struct wlr_scene_output *scene_output);
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/**
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* Call `iterator` on each surface in the scene-graph visible on the output,
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* with the surface's position in layout coordinates. The function is called
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* from root to leaves (in rendering order).
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*/
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void wlr_scene_output_for_each_surface(struct wlr_scene_output *scene_output,
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wlr_surface_iterator_func_t iterator, void *user_data);
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/**
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/**
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* Attach an output layout to a scene.
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* Attach an output layout to a scene.
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*
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*
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@ -887,3 +887,41 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
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return wlr_output_commit(output);
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return wlr_output_commit(output);
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}
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}
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static void scene_output_for_each_surface(const struct wlr_box *output_box,
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struct wlr_scene_node *node, int lx, int ly,
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wlr_surface_iterator_func_t user_iterator, void *user_data) {
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if (!node->state.enabled) {
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return;
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}
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lx += node->state.x;
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ly += node->state.y;
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if (node->type == WLR_SCENE_NODE_SURFACE) {
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struct wlr_box node_box = { .x = lx, .y = ly };
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scene_node_get_size(node, &node_box.width, &node_box.height);
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struct wlr_box intersection;
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if (wlr_box_intersection(&intersection, output_box, &node_box)) {
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struct wlr_scene_surface *scene_surface =
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wlr_scene_surface_from_node(node);
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user_iterator(scene_surface->surface, lx, ly, user_data);
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}
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}
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struct wlr_scene_node *child;
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wl_list_for_each(child, &node->state.children, state.link) {
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scene_output_for_each_surface(output_box, child, lx, ly,
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user_iterator, user_data);
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}
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}
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void wlr_scene_output_for_each_surface(struct wlr_scene_output *scene_output,
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wlr_surface_iterator_func_t iterator, void *user_data) {
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struct wlr_box box = { .x = scene_output->x, .y = scene_output->y };
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wlr_output_effective_resolution(scene_output->output,
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&box.width, &box.height);
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scene_output_for_each_surface(&box, &scene_output->scene->node, 0, 0,
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iterator, user_data);
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}
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