scene: add wlr_scene_attach_output_layout

This is a helper to integrate wlr_scene with wlr_output_layout.
master
Simon Ser 3 years ago committed by Kenny Levinsen
parent 7832005a1f
commit a181a37b12

@ -24,6 +24,7 @@
#include <wlr/types/wlr_surface.h>
struct wlr_output;
struct wlr_output_layout;
enum wlr_scene_node_type {
WLR_SCENE_NODE_ROOT,
@ -203,4 +204,13 @@ void wlr_scene_output_set_position(struct wlr_scene_output *scene_output,
*/
bool wlr_scene_output_commit(struct wlr_scene_output *scene_output);
/**
* Attach an output layout to a scene.
*
* Outputs in the output layout are automatically added to the scene. Any
* change to the output layout is mirrored to the scene-graph outputs.
*/
bool wlr_scene_attach_output_layout(struct wlr_scene *scene,
struct wlr_output_layout *output_layout);
#endif

@ -4,6 +4,7 @@ wlr_files += files(
'data_device/wlr_data_source.c',
'data_device/wlr_drag.c',
'scene/wlr_scene.c',
'scene/output_layout.c',
'seat/wlr_seat_keyboard.c',
'seat/wlr_seat_pointer.c',
'seat/wlr_seat_touch.c',

@ -0,0 +1,105 @@
#include <stdlib.h>
#include <wlr/types/wlr_output_layout.h>
#include <wlr/types/wlr_scene.h>
struct wlr_scene_output_layout {
struct wlr_output_layout *layout;
struct wlr_scene *scene;
struct wl_listener layout_add;
struct wl_listener layout_change;
struct wl_listener layout_destroy;
struct wl_listener scene_destroy;
};
static void scene_output_layout_destroy(struct wlr_scene_output_layout *sol) {
wl_list_remove(&sol->layout_destroy.link);
wl_list_remove(&sol->layout_add.link);
wl_list_remove(&sol->layout_change.link);
wl_list_remove(&sol->scene_destroy.link);
free(sol);
}
static void scene_output_layout_handle_layout_destroy(
struct wl_listener *listener, void *data) {
struct wlr_scene_output_layout *sol =
wl_container_of(listener, sol, layout_destroy);
// Remove all outputs managed by the output layout
struct wlr_scene_output *scene_output, *tmp;
wl_list_for_each_safe(scene_output, tmp, &sol->scene->outputs, link) {
struct wlr_output_layout_output *lo =
wlr_output_layout_get(sol->layout, scene_output->output);
if (lo != NULL) {
wlr_scene_output_destroy(scene_output);
}
}
scene_output_layout_destroy(sol);
}
static void scene_output_layout_handle_layout_change(
struct wl_listener *listener, void *data) {
struct wlr_scene_output_layout *sol =
wl_container_of(listener, sol, layout_change);
struct wlr_scene_output *scene_output, *tmp;
wl_list_for_each_safe(scene_output, tmp, &sol->scene->outputs, link) {
struct wlr_output_layout_output *lo =
wlr_output_layout_get(sol->layout, scene_output->output);
if (lo == NULL) {
// Output has been removed from the layout
wlr_scene_output_destroy(scene_output);
continue;
}
wlr_scene_output_set_position(scene_output, lo->x, lo->y);
}
}
static void scene_output_layout_handle_layout_add(
struct wl_listener *listener, void *data) {
struct wlr_scene_output_layout *sol =
wl_container_of(listener, sol, layout_add);
struct wlr_output_layout_output *lo = data;
struct wlr_scene_output *scene_output =
wlr_scene_output_create(sol->scene, lo->output);
if (scene_output == NULL) {
return;
}
wlr_scene_output_set_position(scene_output, lo->x, lo->y);
}
static void scene_output_layout_handle_scene_destroy(
struct wl_listener *listener, void *data) {
struct wlr_scene_output_layout *sol =
wl_container_of(listener, sol, scene_destroy);
scene_output_layout_destroy(sol);
}
bool wlr_scene_attach_output_layout(struct wlr_scene *scene,
struct wlr_output_layout *output_layout) {
struct wlr_scene_output_layout *sol = calloc(1, sizeof(*sol));
if (sol == NULL) {
return false;
}
sol->scene = scene;
sol->layout = output_layout;
sol->layout_destroy.notify = scene_output_layout_handle_layout_destroy;
wl_signal_add(&output_layout->events.destroy, &sol->layout_destroy);
sol->layout_change.notify = scene_output_layout_handle_layout_change;
wl_signal_add(&output_layout->events.change, &sol->layout_change);
sol->layout_add.notify = scene_output_layout_handle_layout_add;
wl_signal_add(&output_layout->events.add, &sol->layout_add);
sol->scene_destroy.notify = scene_output_layout_handle_scene_destroy;
wl_signal_add(&output_layout->events.destroy, &sol->scene_destroy);
return true;
}
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