smithay/anvil/src/winit.rs

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Rust
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use std::{cell::RefCell, rc::Rc, sync::atomic::Ordering, time::Duration};
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//#[cfg(feature = "egl")]
//use smithay::backend::egl::EGLGraphicsBackend;
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use smithay::{
backend::{renderer::Renderer, input::InputBackend, winit, SwapBuffersError},
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reexports::{
calloop::EventLoop,
wayland_server::{protocol::wl_output, Display},
},
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wayland::{
output::{Mode, Output, PhysicalProperties},
seat::CursorImageStatus,
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},
};
use slog::Logger;
use crate::state::AnvilState;
use crate::buffer_utils::BufferUtils;
use crate::drawing::*;
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pub fn run_winit(
display: Rc<RefCell<Display>>,
event_loop: &mut EventLoop<AnvilState>,
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log: Logger,
) -> Result<(), ()> {
let (mut renderer, mut input) = winit::init(log.clone()).map_err(|err| {
slog::crit!(log, "Failed to initialize Winit backend: {}", err);
})?;
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#[cfg(feature = "egl")]
let egl_buffer_reader = Rc::new(RefCell::new(
if let Ok(egl_buffer_reader) = renderer.bind_wl_display(&display.borrow()) {
info!(log, "EGL hardware-acceleration enabled");
Some(egl_buffer_reader)
} else {
None
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},
));
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#[cfg(feature = "egl")]
let buffer_utils = BufferUtils::new(egl_buffer_reader, log.clone());
#[cfg(not(feature = "egl"))]
let buffer_utils = BufferUtils::new(log.clone());
let (w, h): (u32, u32) = renderer.window_size().physical_size.into();
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/*
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* Initialize the globals
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*/
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let mut state = AnvilState::init(
display.clone(),
event_loop.handle(),
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buffer_utils.clone(),
None,
None,
log.clone(),
);
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let (output, _) = Output::new(
&mut display.borrow_mut(),
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"Winit".into(),
PhysicalProperties {
width: 0,
height: 0,
subpixel: wl_output::Subpixel::Unknown,
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make: "Smithay".into(),
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model: "Winit".into(),
},
log.clone(),
);
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output.change_current_state(
Some(Mode {
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width: w as i32,
height: h as i32,
refresh: 60_000,
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}),
None,
None,
);
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output.set_preferred(Mode {
width: w as i32,
height: h as i32,
refresh: 60_000,
});
let start_time = std::time::Instant::now();
info!(log, "Initialization completed, starting the main loop.");
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let (texture_send, texture_receive) = std::sync::mpsc::channel();
while state.running.load(Ordering::SeqCst) {
if input
.dispatch_new_events(|event, _| state.process_input_event(event))
.is_err()
{
state.running.store(false, Ordering::SeqCst);
break;
}
// Send frame events so that client start drawing their next frame
state
.window_map
.borrow()
.send_frames(start_time.elapsed().as_millis() as u32);
display.borrow_mut().flush_clients(&mut state);
// drawing logic
{
renderer.begin().expect("Failed to render frame");
renderer.clear([0.8, 0.8, 0.9, 1.0]).expect("Failed to clear frame");
// draw the windows
draw_windows(&mut renderer, 0, &texture_send, &buffer_utils, &*state.window_map.borrow(), None, state.ctoken, &log).expect("Failed to renderer windows");
let (x, y) = *state.pointer_location.borrow();
// draw the dnd icon if any
{
let guard = state.dnd_icon.lock().unwrap();
if let Some(ref surface) = *guard {
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if surface.as_ref().is_alive() {
draw_dnd_icon(&mut renderer, 0, &texture_send, &buffer_utils, surface, (x as i32, y as i32), state.ctoken, &log).expect("Failed to render dnd icon");
}
}
}
// draw the cursor as relevant
{
let mut guard = state.cursor_status.lock().unwrap();
// reset the cursor if the surface is no longer alive
let mut reset = false;
if let CursorImageStatus::Image(ref surface) = *guard {
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reset = !surface.as_ref().is_alive();
}
if reset {
*guard = CursorImageStatus::Default;
}
// draw as relevant
if let CursorImageStatus::Image(ref surface) = *guard {
renderer.window().set_cursor_visible(false);
draw_cursor(&mut renderer, 0, &texture_send, &buffer_utils, surface, (x as i32, y as i32), state.ctoken, &log).expect("Failed to render cursor");
} else {
renderer.window().set_cursor_visible(true);
}
}
if let Err(SwapBuffersError::ContextLost(err)) = renderer.finish() {
error!(log, "Critical Rendering Error: {}", err);
state.running.store(false, Ordering::SeqCst);
}
}
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if event_loop
.dispatch(Some(Duration::from_millis(16)), &mut state)
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.is_err()
{
state.running.store(false, Ordering::SeqCst);
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} else {
display.borrow_mut().flush_clients(&mut state);
state.window_map.borrow_mut().refresh();
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}
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while let Ok(texture) = texture_receive.try_recv() {
let _ = renderer.destroy_texture(texture);
}
}
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// Cleanup stuff
state.window_map.borrow_mut().clear();
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Ok(())
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}