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91 lines
2.3 KiB
91 lines
2.3 KiB
#ifndef _SWAY_NODE_H
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#define _SWAY_NODE_H
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#include <wayland-server-core.h>
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#include <stdbool.h>
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#include <wlr/types/wlr_scene.h>
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#include "list.h"
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#define MIN_SANE_W 100
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#define MIN_SANE_H 60
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struct sway_root;
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struct sway_output;
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struct sway_workspace;
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struct sway_container;
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struct sway_transaction_instruction;
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struct wlr_box;
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enum sway_node_type {
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N_ROOT,
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N_OUTPUT,
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N_WORKSPACE,
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N_CONTAINER,
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};
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struct sway_node {
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enum sway_node_type type;
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union {
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struct sway_root *sway_root;
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struct sway_output *sway_output;
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struct sway_workspace *sway_workspace;
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struct sway_container *sway_container;
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};
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/**
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* A unique ID to identify this node.
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* Primarily used in the get_tree JSON output.
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*/
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size_t id;
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struct sway_transaction_instruction *instruction;
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size_t ntxnrefs;
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bool destroying;
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// If true, indicates that the container has pending state that differs from
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// the current.
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bool dirty;
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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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void node_init(struct sway_node *node, enum sway_node_type type, void *thing);
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const char *node_type_to_str(enum sway_node_type type);
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/**
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* Mark a node as dirty if it isn't already. Dirty nodes will be included in the
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* next transaction then unmarked as dirty.
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*/
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void node_set_dirty(struct sway_node *node);
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bool node_is_view(struct sway_node *node);
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char *node_get_name(struct sway_node *node);
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void node_get_box(struct sway_node *node, struct wlr_box *box);
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struct sway_output *node_get_output(struct sway_node *node);
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enum sway_container_layout node_get_layout(struct sway_node *node);
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struct sway_node *node_get_parent(struct sway_node *node);
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list_t *node_get_children(struct sway_node *node);
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bool node_has_ancestor(struct sway_node *node, struct sway_node *ancestor);
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// when destroying a sway tree, it's not known which order the tree will be
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// destroyed. To prevent freeing of scene_nodes recursing up the tree,
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// let's use this helper function to disown them to the staging node.
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void scene_node_disown_children(struct wlr_scene_tree *tree);
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// a helper function used to allocate tree nodes. If an allocation failure
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// occurs a flag is flipped that can be checked later to destroy a parent
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// of this scene node preventing memory leaks.
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struct wlr_scene_tree *alloc_scene_tree(struct wlr_scene_tree *parent,
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bool *failed);
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#endif
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