This helper behaves similar to the xdg_shell helper, and additionally provides a little assistance for positioning and exclusive_zone management.master
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#include <stdlib.h>
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#include <wlr/types/wlr_scene.h>
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#include <wlr/types/wlr_layer_shell_v1.h>
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static void scene_layer_surface_handle_tree_destroy(
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struct wl_listener *listener, void *data) {
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struct wlr_scene_layer_surface_v1 *scene_layer_surface =
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wl_container_of(listener, scene_layer_surface, tree_destroy);
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// tree and surface_node will be cleaned up by scene_node_finish
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wl_list_remove(&scene_layer_surface->tree_destroy.link);
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wl_list_remove(&scene_layer_surface->layer_surface_destroy.link);
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wl_list_remove(&scene_layer_surface->layer_surface_map.link);
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wl_list_remove(&scene_layer_surface->layer_surface_unmap.link);
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free(scene_layer_surface);
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}
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static void scene_layer_surface_handle_layer_surface_destroy(
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struct wl_listener *listener, void *data) {
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struct wlr_scene_layer_surface_v1 *scene_layer_surface =
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wl_container_of(listener, scene_layer_surface, layer_surface_destroy);
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wlr_scene_node_destroy(scene_layer_surface->node);
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}
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static void scene_layer_surface_handle_layer_surface_map(
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struct wl_listener *listener, void *data) {
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struct wlr_scene_layer_surface_v1 *scene_layer_surface =
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wl_container_of(listener, scene_layer_surface, layer_surface_map);
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wlr_scene_node_set_enabled(scene_layer_surface->node, true);
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}
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static void scene_layer_surface_handle_layer_surface_unmap(
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struct wl_listener *listener, void *data) {
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struct wlr_scene_layer_surface_v1 *scene_layer_surface =
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wl_container_of(listener, scene_layer_surface, layer_surface_unmap);
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wlr_scene_node_set_enabled(scene_layer_surface->node, false);
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}
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static void layer_surface_exclusive_zone(
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struct wlr_layer_surface_v1_state *state,
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struct wlr_box *usable_area) {
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switch (state->anchor) {
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case (ZWLR_LAYER_SURFACE_V1_ANCHOR_TOP |
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ZWLR_LAYER_SURFACE_V1_ANCHOR_LEFT |
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ZWLR_LAYER_SURFACE_V1_ANCHOR_RIGHT):
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// Anchor top
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usable_area->y += state->exclusive_zone + state->margin.top;
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usable_area->height -= state->exclusive_zone + state->margin.top;
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break;
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case (ZWLR_LAYER_SURFACE_V1_ANCHOR_BOTTOM |
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ZWLR_LAYER_SURFACE_V1_ANCHOR_LEFT |
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ZWLR_LAYER_SURFACE_V1_ANCHOR_RIGHT):
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// Anchor bottom
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usable_area->height -= state->exclusive_zone + state->margin.bottom;
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break;
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case (ZWLR_LAYER_SURFACE_V1_ANCHOR_TOP |
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ZWLR_LAYER_SURFACE_V1_ANCHOR_BOTTOM |
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ZWLR_LAYER_SURFACE_V1_ANCHOR_LEFT):
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// Anchor left
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usable_area->x += state->exclusive_zone + state->margin.left;
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usable_area->width -= state->exclusive_zone + state->margin.left;
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break;
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case (ZWLR_LAYER_SURFACE_V1_ANCHOR_TOP |
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ZWLR_LAYER_SURFACE_V1_ANCHOR_BOTTOM |
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ZWLR_LAYER_SURFACE_V1_ANCHOR_RIGHT): // Anchor right
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// Anchor right
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usable_area->width -= state->exclusive_zone + state->margin.right;
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break;
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}
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}
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void wlr_scene_layer_surface_v1_configure(
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struct wlr_scene_layer_surface_v1 *scene_layer_surface,
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const struct wlr_box *full_area, struct wlr_box *usable_area) {
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struct wlr_layer_surface_v1 *layer_surface =
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scene_layer_surface->layer_surface;
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struct wlr_layer_surface_v1_state *state = &layer_surface->current;
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// If the exclusive zone is set to -1, the layer surface will use the
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// full area of the output, otherwise it is constrained to the
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// remaining usable area.
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struct wlr_box bounds;
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if (state->exclusive_zone == -1) {
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bounds = *full_area;
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} else {
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bounds = *usable_area;
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}
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struct wlr_box box = {
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.width = state->desired_width,
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.height = state->desired_height,
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};
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// Horizontal positioning
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if (box.width == 0) {
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box.x = bounds.x + state->margin.left;
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box.width = bounds.width -
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state->margin.left + state->margin.right;
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} else if (state->anchor & ZWLR_LAYER_SURFACE_V1_ANCHOR_LEFT &&
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state->anchor & ZWLR_LAYER_SURFACE_V1_ANCHOR_RIGHT) {
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box.x = bounds.x + bounds.width/2 -box.width/2;
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} else if (state->anchor & ZWLR_LAYER_SURFACE_V1_ANCHOR_LEFT) {
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box.x = bounds.x + state->margin.left;
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} else if (state->anchor & ZWLR_LAYER_SURFACE_V1_ANCHOR_RIGHT) {
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box.x = bounds.x + bounds.width - box.width - state->margin.right;
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} else {
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box.x = bounds.x + bounds.width/2 - box.width/2;
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}
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// Vertical positioning
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if (box.height == 0) {
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box.y = bounds.y + state->margin.top;
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box.height = bounds.height -
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state->margin.top + state->margin.bottom;
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} else if (state->anchor & ZWLR_LAYER_SURFACE_V1_ANCHOR_TOP &&
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state->anchor & ZWLR_LAYER_SURFACE_V1_ANCHOR_BOTTOM) {
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box.y = bounds.y + bounds.height/2 - box.height/2;
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} else if (state->anchor & ZWLR_LAYER_SURFACE_V1_ANCHOR_TOP) {
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box.y = bounds.y + state->margin.top;
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} else if (state->anchor & ZWLR_LAYER_SURFACE_V1_ANCHOR_BOTTOM) {
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box.y = bounds.y + bounds.height - box.height - state->margin.bottom;
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} else {
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box.y = bounds.y + bounds.height/2 - box.height/2;
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}
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wlr_scene_node_set_position(scene_layer_surface->node, box.x, box.y);
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wlr_layer_surface_v1_configure(layer_surface, box.width, box.height);
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if (state->exclusive_zone > 0) {
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layer_surface_exclusive_zone(state, usable_area);
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}
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}
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struct wlr_scene_layer_surface_v1 *wlr_scene_layer_surface_v1_create(
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struct wlr_scene_node *parent,
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struct wlr_layer_surface_v1 *layer_surface) {
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struct wlr_scene_layer_surface_v1 *scene_layer_surface =
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calloc(1, sizeof(*scene_layer_surface));
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if (scene_layer_surface == NULL) {
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return NULL;
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}
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scene_layer_surface->layer_surface = layer_surface;
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struct wlr_scene_tree *tree = wlr_scene_tree_create(parent);
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if (tree == NULL) {
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free(scene_layer_surface);
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return NULL;
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}
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scene_layer_surface->node = &tree->node;
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struct wlr_scene_node *surface_node = wlr_scene_subsurface_tree_create(
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scene_layer_surface->node, layer_surface->surface);
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if (surface_node == NULL) {
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wlr_scene_node_destroy(scene_layer_surface->node);
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free(scene_layer_surface);
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return NULL;
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}
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scene_layer_surface->tree_destroy.notify =
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scene_layer_surface_handle_tree_destroy;
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wl_signal_add(&scene_layer_surface->node->events.destroy,
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&scene_layer_surface->tree_destroy);
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scene_layer_surface->layer_surface_destroy.notify =
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scene_layer_surface_handle_layer_surface_destroy;
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wl_signal_add(&layer_surface->events.destroy,
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&scene_layer_surface->layer_surface_destroy);
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scene_layer_surface->layer_surface_map.notify =
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scene_layer_surface_handle_layer_surface_map;
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wl_signal_add(&layer_surface->events.map,
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&scene_layer_surface->layer_surface_map);
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scene_layer_surface->layer_surface_unmap.notify =
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scene_layer_surface_handle_layer_surface_unmap;
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wl_signal_add(&layer_surface->events.unmap,
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&scene_layer_surface->layer_surface_unmap);
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wlr_scene_node_set_enabled(scene_layer_surface->node,
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layer_surface->mapped);
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return scene_layer_surface;
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}
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