scene: add wlr_scene_output_for_each_surface

This allows compositors to more easily implement sending
wl_surface.frame callback done events.
master
Simon Ser 3 years ago committed by Isaac Freund
parent 70e8277175
commit db4c93028d

@ -270,6 +270,14 @@ void wlr_scene_output_set_position(struct wlr_scene_output *scene_output,
*/ */
bool wlr_scene_output_commit(struct wlr_scene_output *scene_output); bool wlr_scene_output_commit(struct wlr_scene_output *scene_output);
/**
* Call `iterator` on each surface in the scene-graph visible on the output,
* with the surface's position in layout coordinates. The function is called
* from root to leaves (in rendering order).
*/
void wlr_scene_output_for_each_surface(struct wlr_scene_output *scene_output,
wlr_surface_iterator_func_t iterator, void *user_data);
/** /**
* Attach an output layout to a scene. * Attach an output layout to a scene.
* *

@ -887,3 +887,41 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
return wlr_output_commit(output); return wlr_output_commit(output);
} }
static void scene_output_for_each_surface(const struct wlr_box *output_box,
struct wlr_scene_node *node, int lx, int ly,
wlr_surface_iterator_func_t user_iterator, void *user_data) {
if (!node->state.enabled) {
return;
}
lx += node->state.x;
ly += node->state.y;
if (node->type == WLR_SCENE_NODE_SURFACE) {
struct wlr_box node_box = { .x = lx, .y = ly };
scene_node_get_size(node, &node_box.width, &node_box.height);
struct wlr_box intersection;
if (wlr_box_intersection(&intersection, output_box, &node_box)) {
struct wlr_scene_surface *scene_surface =
wlr_scene_surface_from_node(node);
user_iterator(scene_surface->surface, lx, ly, user_data);
}
}
struct wlr_scene_node *child;
wl_list_for_each(child, &node->state.children, state.link) {
scene_output_for_each_surface(output_box, child, lx, ly,
user_iterator, user_data);
}
}
void wlr_scene_output_for_each_surface(struct wlr_scene_output *scene_output,
wlr_surface_iterator_func_t iterator, void *user_data) {
struct wlr_box box = { .x = scene_output->x, .y = scene_output->y };
wlr_output_effective_resolution(scene_output->output,
&box.width, &box.height);
scene_output_for_each_surface(&box, &scene_output->scene->node, 0, 0,
iterator, user_data);
}

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