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https://github.com/hyprwm/wlroots-hyprland.git
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5885679e33
compositor_fini destroys the display, but it is an error to destroy it before e.g. wlr_seat that references it. This lets us order destroy calls properly, following first-in-last-out logic.
210 lines
6.6 KiB
C
210 lines
6.6 KiB
C
#define _POSIX_C_SOURCE 199309L
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#define _XOPEN_SOURCE 500
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include <string.h>
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#include <strings.h>
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#include <unistd.h>
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#include <limits.h>
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#include <wayland-server.h>
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#include <wayland-server-protocol.h>
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#include <xkbcommon/xkbcommon.h>
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#include <GLES2/gl2.h>
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#include <wlr/render/matrix.h>
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#include <wlr/render/gles2.h>
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#include <wlr/render.h>
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#include <wlr/util/log.h>
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#include <wlr/backend.h>
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#include <wlr/backend/session.h>
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#include <wlr/types/wlr_output_layout.h>
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#include <wlr/types/wlr_output.h>
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#include <wlr/types/wlr_keyboard.h>
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#include <math.h>
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#include "shared.h"
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#include "cat.h"
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struct sample_state {
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struct example_config *config;
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struct wlr_renderer *renderer;
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struct wlr_texture *cat_texture;
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struct wlr_output_layout *layout;
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float x_offs, y_offs;
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float x_vel, y_vel;
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struct wlr_output *main_output;
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struct wl_list outputs;
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};
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static void handle_output_frame(struct output_state *output, struct timespec *ts) {
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struct compositor_state *state = output->compositor;
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struct sample_state *sample = state->data;
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struct wlr_output *wlr_output = output->output;
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wlr_output_make_current(wlr_output);
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wlr_renderer_begin(sample->renderer, wlr_output);
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if (wlr_output_layout_intersects(sample->layout, output->output,
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sample->x_offs, sample->y_offs,
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sample->x_offs + 128, sample->y_offs + 128)) {
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float matrix[16];
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// transform global coordinates to local coordinates
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int local_x = sample->x_offs;
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int local_y = sample->y_offs;
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wlr_output_layout_output_coords(sample->layout, output->output, &local_x,
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&local_y);
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wlr_texture_get_matrix(sample->cat_texture, &matrix,
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&wlr_output->transform_matrix, local_x, local_y);
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wlr_render_with_matrix(sample->renderer,
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sample->cat_texture, &matrix);
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}
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wlr_renderer_end(sample->renderer);
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wlr_output_swap_buffers(wlr_output);
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if (output->output == sample->main_output) {
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long ms = (ts->tv_sec - output->last_frame.tv_sec) * 1000 +
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(ts->tv_nsec - output->last_frame.tv_nsec) / 1000000;
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// how many seconds have passed since the last frame
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float seconds = ms / 1000.0f;
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if (seconds > 0.1f) {
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// XXX when we switch vt, the rendering loop stops so try to detect
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// that and pause when it happens.
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seconds = 0.0f;
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}
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// check for collisions and bounce
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bool ur_collision = !wlr_output_layout_output_at(sample->layout,
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sample->x_offs + 128, sample->y_offs);
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bool ul_collision = !wlr_output_layout_output_at(sample->layout,
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sample->x_offs, sample->y_offs);
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bool ll_collision = !wlr_output_layout_output_at(sample->layout,
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sample->x_offs, sample->y_offs + 128);
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bool lr_collision = !wlr_output_layout_output_at(sample->layout,
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sample->x_offs + 128, sample->y_offs + 128);
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if (ur_collision && ul_collision && ll_collision && lr_collision) {
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// oops we went off the screen somehow
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struct wlr_output_layout_output *main_l_output;
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main_l_output = wlr_output_layout_get(sample->layout, sample->main_output);
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sample->x_offs = main_l_output->x + 20;
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sample->y_offs = main_l_output->y + 20;
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} else if (ur_collision && ul_collision) {
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sample->y_vel = fabs(sample->y_vel);
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} else if (lr_collision && ll_collision) {
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sample->y_vel = -fabs(sample->y_vel);
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} else if (ll_collision && ul_collision) {
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sample->x_vel = fabs(sample->x_vel);
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} else if (ur_collision && lr_collision) {
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sample->x_vel = -fabs(sample->x_vel);
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} else {
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if (ur_collision || lr_collision) {
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sample->x_vel = -fabs(sample->x_vel);
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}
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if (ul_collision || ll_collision) {
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sample->x_vel = fabs(sample->x_vel);
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}
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if (ul_collision || ur_collision) {
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sample->y_vel = fabs(sample->y_vel);
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}
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if (ll_collision || lr_collision) {
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sample->y_vel = -fabs(sample->y_vel);
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}
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}
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sample->x_offs += sample->x_vel * seconds;
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sample->y_offs += sample->y_vel * seconds;
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}
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}
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static void set_main_output(struct sample_state *sample,
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struct wlr_output *output) {
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sample->main_output = output;
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struct wlr_output_layout_output *l_output;
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l_output = wlr_output_layout_get(sample->layout, output);
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sample->x_offs = l_output->x + 200;
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sample->y_offs = l_output->y + 200;
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}
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static void handle_output_resolution(struct compositor_state *state, struct output_state *output) {
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struct sample_state *sample = state->data;
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wlr_output_layout_destroy(sample->layout);
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sample->layout = configure_layout(sample->config, &sample->outputs);
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set_main_output(sample, output->output);
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}
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static void handle_output_add(struct output_state *output) {
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struct sample_state *sample = output->compositor->data;
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wl_list_insert(&sample->outputs, &output->link);
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wlr_output_layout_destroy(sample->layout);
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sample->layout = configure_layout(sample->config, &sample->outputs);
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set_main_output(sample, output->output);
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}
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static void update_velocities(struct compositor_state *state,
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float x_diff, float y_diff) {
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struct sample_state *sample = state->data;
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sample->x_vel += x_diff;
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sample->y_vel += y_diff;
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}
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static void handle_keyboard_key(struct keyboard_state *kbstate, uint32_t keycode,
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xkb_keysym_t sym, enum wlr_key_state key_state) {
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// NOTE: It may be better to simply refer to our key state during each frame
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// and make this change in pixels/sec^2
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// Also, key repeat
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int delta = 75;
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if (key_state == WLR_KEY_PRESSED) {
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switch (sym) {
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case XKB_KEY_Left:
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update_velocities(kbstate->compositor, -delta, 0);
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break;
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case XKB_KEY_Right:
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update_velocities(kbstate->compositor, delta, 0);
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break;
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case XKB_KEY_Up:
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update_velocities(kbstate->compositor, 0, -delta);
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break;
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case XKB_KEY_Down:
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update_velocities(kbstate->compositor, 0, delta);
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break;
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}
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}
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}
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int main(int argc, char *argv[]) {
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struct sample_state state = {0};
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state.x_vel = 500;
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state.y_vel = 500;
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state.layout = wlr_output_layout_init();
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wl_list_init(&state.outputs);
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state.config = parse_args(argc, argv);
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struct compositor_state compositor = { 0 };
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compositor.data = &state;
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compositor.output_add_cb = handle_output_add;
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compositor.output_frame_cb = handle_output_frame;
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compositor.output_resolution_cb = handle_output_resolution;
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compositor.keyboard_key_cb = handle_keyboard_key;
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compositor_init(&compositor);
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state.renderer = wlr_gles2_renderer_create(compositor.backend);
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state.cat_texture = wlr_render_texture_create(state.renderer);
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wlr_texture_upload_pixels(state.cat_texture, WL_SHM_FORMAT_ABGR8888,
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cat_tex.width, cat_tex.width, cat_tex.height, cat_tex.pixel_data);
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wl_display_run(compositor.display);
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wlr_texture_destroy(state.cat_texture);
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wlr_renderer_destroy(state.renderer);
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compositor_fini(&compositor);
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wlr_output_layout_destroy(state.layout);
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example_config_destroy(state.config);
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}
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