smithay/src/desktop/space.rs

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use super::{draw_window, Window};
use crate::{
backend::renderer::{Frame, ImportAll, Renderer, Transform},
utils::{Logical, Point, Rectangle},
wayland::output::Output,
};
use indexmap::{IndexMap, IndexSet};
use std::{
cell::{RefCell, RefMut},
collections::{HashMap, HashSet, VecDeque},
sync::{
atomic::{AtomicUsize, Ordering},
Mutex,
},
};
use wayland_server::protocol::wl_surface;
static SPACE_ID: AtomicUsize = AtomicUsize::new(0);
lazy_static::lazy_static! {
static ref SPACE_IDS: Mutex<HashSet<usize>> = Mutex::new(HashSet::new());
}
fn next_space_id() -> usize {
let mut ids = SPACE_IDS.lock().unwrap();
if ids.len() == usize::MAX {
// Theoretically the code below wraps around correctly,
// but that is hard to detect and might deadlock.
// Maybe make this a debug_assert instead?
panic!("Out of space ids");
}
let mut id = SPACE_ID.fetch_add(1, Ordering::SeqCst);
while ids.iter().any(|k| *k == id) {
id = SPACE_ID.fetch_add(1, Ordering::SeqCst);
}
ids.insert(id);
id
}
#[derive(Default)]
struct WindowState {
location: Point<i32, Logical>,
drawn: bool,
}
type WindowUserdata = RefCell<HashMap<usize, WindowState>>;
fn window_state(space: usize, w: &Window) -> RefMut<'_, WindowState> {
let userdata = w.user_data();
userdata.insert_if_missing(WindowUserdata::default);
RefMut::map(userdata.get::<WindowUserdata>().unwrap().borrow_mut(), |m| {
m.entry(space).or_default()
})
}
#[derive(Clone, Default)]
struct OutputState {
location: Point<i32, Logical>,
render_scale: f64,
// damage and last_state in space coordinate space
old_damage: VecDeque<Vec<Rectangle<i32, Logical>>>,
last_state: IndexMap<usize, Rectangle<i32, Logical>>,
}
type OutputUserdata = RefCell<HashMap<usize, OutputState>>;
fn output_state(space: usize, o: &Output) -> RefMut<'_, OutputState> {
let userdata = o.user_data();
userdata.insert_if_missing(OutputUserdata::default);
RefMut::map(userdata.get::<OutputUserdata>().unwrap().borrow_mut(), |m| {
m.entry(space).or_default()
})
}
// TODO: Maybe replace UnmanagedResource if nothing else comes up?
#[derive(Debug, thiserror::Error)]
pub enum SpaceError {
#[error("Window is not mapped to this space")]
UnknownWindow,
}
#[derive(Debug)]
pub struct Space {
id: usize,
// in z-order, back to front
windows: IndexSet<Window>,
outputs: Vec<Output>,
// TODO:
//layers: Vec<Layer>,
logger: ::slog::Logger,
}
impl Drop for Space {
fn drop(&mut self) {
SPACE_IDS.lock().unwrap().remove(&self.id);
}
}
impl Space {
pub fn new<L>(log: L) -> Space
where
L: Into<slog::Logger>,
{
Space {
id: next_space_id(),
windows: IndexSet::new(),
outputs: Vec::new(),
logger: log.into(),
}
}
/// Map window and moves it to top of the stack
///
/// This can safely be called on an already mapped window
pub fn map_window(&mut self, window: &Window, location: Point<i32, Logical>) -> Result<(), SpaceError> {
window_state(self.id, window).location = location;
self.windows.shift_remove(window);
self.windows.insert(window.clone());
Ok(())
}
pub fn raise_window(&mut self, window: &Window) {
let loc = window_state(self.id, window).location;
let _ = self.map_window(window, loc);
// TODO: should this be handled by us?
window.set_activated(true);
for w in self.windows.iter() {
if w != window {
w.set_activated(false);
}
}
}
/// Unmap a window from this space by its id
pub fn unmap_window(&mut self, window: &Window) {
if let Some(map) = window.user_data().get::<WindowUserdata>() {
map.borrow_mut().remove(&self.id);
}
self.windows.shift_remove(window);
}
/// Iterate window in z-order back to front
pub fn windows(&self) -> impl Iterator<Item = &Window> {
self.windows.iter()
}
/// Get a reference to the window under a given point, if any
pub fn window_under(&self, point: Point<f64, Logical>) -> Option<&Window> {
self.windows.iter().find(|w| {
let loc = window_state(self.id, w).location;
let mut bbox = w.bbox();
bbox.loc += loc;
bbox.to_f64().contains(point)
})
}
pub fn window_for_surface(&self, surface: &wl_surface::WlSurface) -> Option<&Window> {
if !surface.as_ref().is_alive() {
return None;
}
self.windows
.iter()
.find(|w| w.toplevel().get_surface().map(|x| x == surface).unwrap_or(false))
}
pub fn window_geometry(&self, w: &Window) -> Option<Rectangle<i32, Logical>> {
if !self.windows.contains(w) {
return None;
}
Some(window_rect(w, &self.id))
}
pub fn map_output(&mut self, output: &Output, scale: f64, location: Point<i32, Logical>) {
let mut state = output_state(self.id, output);
*state = OutputState {
location,
render_scale: scale,
..Default::default()
};
if !self.outputs.contains(output) {
self.outputs.push(output.clone());
}
}
pub fn outputs(&self) -> impl Iterator<Item = &Output> {
self.outputs.iter()
}
pub fn unmap_output(&mut self, output: &Output) {
if let Some(map) = output.user_data().get::<OutputUserdata>() {
map.borrow_mut().remove(&self.id);
}
self.outputs.retain(|o| o != output);
}
pub fn output_geometry(&self, o: &Output) -> Option<Rectangle<i32, Logical>> {
if !self.outputs.contains(o) {
return None;
}
let state = output_state(self.id, o);
o.current_mode().map(|mode| {
Rectangle::from_loc_and_size(
state.location,
mode.size.to_f64().to_logical(state.render_scale).to_i32_round(),
)
})
}
pub fn output_scale(&self, o: &Output) -> Option<f64> {
if !self.outputs.contains(o) {
return None;
}
let state = output_state(self.id, o);
Some(state.render_scale)
}
pub fn output_for_window(&self, w: &Window) -> Option<Output> {
if !self.windows.contains(w) {
return None;
}
let w_geo = self.window_geometry(w).unwrap();
for o in &self.outputs {
let o_geo = self.output_geometry(o).unwrap();
if w_geo.overlaps(o_geo) {
return Some(o.clone());
}
}
// TODO primary output
self.outputs.get(0).cloned()
}
pub fn cleanup(&mut self) {
self.windows.retain(|w| w.toplevel().alive());
}
pub fn render_output<R>(
&mut self,
renderer: &mut R,
output: &Output,
age: usize,
clear_color: [f32; 4],
) -> Result<bool, RenderError<R>>
where
R: Renderer + ImportAll,
R::TextureId: 'static,
{
let mut state = output_state(self.id, output);
let output_size = output
.current_mode()
.ok_or(RenderError::OutputNoMode)?
.size
.to_f64()
.to_logical(state.render_scale)
.to_i32_round();
let output_geo = Rectangle::from_loc_and_size(state.location, output_size);
// This will hold all the damage we need for this rendering step
let mut damage = Vec::<Rectangle<i32, Logical>>::new();
// First add damage for windows gone
for old_window in state
.last_state
.iter()
.filter_map(|(id, w)| {
if !self.windows.iter().any(|w| w.0.id == *id) {
Some(*w)
} else {
None
}
})
.collect::<Vec<Rectangle<i32, Logical>>>()
{
slog::debug!(self.logger, "Removing window at: {:?}", old_window);
damage.push(old_window);
}
// lets iterate front to back and figure out, what new windows or unmoved windows we have
for window in self.windows.iter().rev() {
let geo = window_rect(window, &self.id);
let old_geo = state.last_state.get(&window.0.id).cloned();
// window was moved or resized
if old_geo.map(|old_geo| old_geo != geo).unwrap_or(false) {
// Add damage for the old position of the window
damage.push(old_geo.unwrap());
damage.push(geo);
} else {
// window stayed at its place
let loc = window_loc(window, &self.id);
damage.extend(window.accumulated_damage().into_iter().map(|mut rect| {
rect.loc += loc;
rect
}));
}
}
// That is all completely new damage, which we need to store for subsequent renders
let new_damage = damage.clone();
// We now add old damage states, if we have an age value
if age > 0 && state.old_damage.len() >= age {
// We do not need older states anymore
state.old_damage.truncate(age);
damage.extend(state.old_damage.iter().flatten().copied());
} else {
// just damage everything, if we have no damage
damage = vec![output_geo];
}
// Optimize the damage for rendering
damage.retain(|rect| rect.overlaps(output_geo));
damage.retain(|rect| rect.size.h > 0 && rect.size.w > 0);
for rect in damage.clone().iter() {
// if this rect was already removed, because it was smaller as another one,
// there is no reason to evaluate this.
if damage.contains(rect) {
// remove every rectangle that is contained in this rectangle
damage.retain(|other| !rect.contains_rect(*other));
}
}
let output_transform: Transform = output.current_transform().into();
if let Err(err) = renderer.render(
output_transform
.transform_size(output_size)
.to_f64()
.to_physical(state.render_scale)
.to_i32_round(),
output_transform,
|renderer, frame| {
// First clear all damaged regions
for geo in &damage {
slog::debug!(self.logger, "Clearing at {:?}", geo);
frame.clear(
clear_color,
Some(geo.to_f64().to_physical(state.render_scale).to_i32_ceil()),
)?;
}
// Then re-draw all window overlapping with a damage rect.
for window in self.windows.iter() {
let wgeo = window_rect(window, &self.id);
let mut loc = window_loc(window, &self.id);
if damage.iter().any(|geo| wgeo.overlaps(*geo)) {
loc -= output_geo.loc;
slog::debug!(self.logger, "Rendering window at {:?}", wgeo);
draw_window(renderer, frame, window, state.render_scale, loc, &self.logger)?;
window_state(self.id, window).drawn = true;
}
}
Result::<(), R::Error>::Ok(())
},
) {
// if the rendering errors on us, we need to be prepared, that this whole buffer was partially updated and thus now unusable.
// thus clean our old states before returning
state.old_damage = VecDeque::new();
state.last_state = IndexMap::new();
return Err(RenderError::Rendering(err));
}
// If rendering was successful capture the state and add the damage
state.last_state = self
.windows
.iter()
.map(|window| {
let wgeo = window_rect(window, &self.id);
(window.0.id, wgeo)
})
.collect();
state.old_damage.push_front(new_damage);
// Return if we actually rendered something
Ok(!damage.is_empty())
}
pub fn send_frames(&self, all: bool, time: u32) {
for window in self.windows.iter().filter(|w| {
all || {
let mut state = window_state(self.id, w);
std::mem::replace(&mut state.drawn, false)
}
}) {
window.send_frame(time);
}
}
}
#[derive(Debug, thiserror::Error)]
pub enum RenderError<R: Renderer> {
#[error(transparent)]
Rendering(R::Error),
#[error("Output has no active mode")]
OutputNoMode,
}
fn window_rect(window: &Window, space_id: &usize) -> Rectangle<i32, Logical> {
let loc = window_loc(window, space_id);
window_bbox_with_pos(window, loc)
}
fn window_loc(window: &Window, space_id: &usize) -> Point<i32, Logical> {
window
.user_data()
.get::<RefCell<HashMap<usize, WindowState>>>()
.unwrap()
.borrow()
.get(space_id)
.unwrap()
.location
}
fn window_bbox_with_pos(window: &Window, pos: Point<i32, Logical>) -> Rectangle<i32, Logical> {
let mut wgeo = window.bbox();
wgeo.loc += pos;
wgeo
}