smithay/src/desktop/space/mod.rs

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//! This module contains the [`Space`] helper class as well has related
//! rendering helpers to add custom elements or different clients to a space.
use crate::{
backend::renderer::{utils::SurfaceState, Frame, ImportAll, Renderer, Transform},
desktop::{
layer::{layer_map_for_output, LayerSurface},
window::Window,
},
utils::{Logical, Point, Rectangle},
wayland::{
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compositor::{
get_parent, is_sync_subsurface, with_surface_tree_downward, SubsurfaceCachedState,
TraversalAction,
},
output::Output,
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shell::wlr_layer::Layer as WlrLayer,
},
};
use indexmap::{IndexMap, IndexSet};
use std::{cell::RefCell, collections::VecDeque, fmt};
use wayland_server::protocol::wl_surface::WlSurface;
mod element;
mod layer;
mod output;
mod window;
pub use self::element::*;
use self::layer::*;
use self::output::*;
use self::window::*;
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crate::utils::ids::id_gen!(next_space_id, SPACE_ID, SPACE_IDS);
/// Represents two dimensional plane to map windows and outputs upon.
#[derive(Debug)]
pub struct Space {
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pub(super) id: usize,
// in z-order, back to front
windows: IndexSet<Window>,
outputs: Vec<Output>,
logger: ::slog::Logger,
}
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/// Elements rendered by [`Space::render_output`] in addition to windows, layers and popups.
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pub type DynamicRenderElements<R> =
Box<dyn RenderElement<R, <R as Renderer>::Frame, <R as Renderer>::Error, <R as Renderer>::TextureId>>;
impl PartialEq for Space {
fn eq(&self, other: &Space) -> bool {
self.id == other.id
}
}
impl Drop for Space {
fn drop(&mut self) {
SPACE_IDS.lock().unwrap().remove(&self.id);
}
}
impl Space {
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/// Create a new [`Space`]
pub fn new<L>(log: L) -> Space
where
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L: Into<Option<slog::Logger>>,
{
Space {
id: next_space_id(),
windows: IndexSet::new(),
outputs: Vec::new(),
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logger: crate::slog_or_fallback(log),
}
}
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/// Map a [`Window`] and move it to top of the stack
///
/// This can safely be called on an already mapped window
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/// to update its location inside the space.
///
/// If activate is true it will set the new windows state
/// to be activate and removes that state from every
/// other mapped window.
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pub fn map_window<P: Into<Point<i32, Logical>>>(&mut self, window: &Window, location: P, activate: bool) {
self.insert_window(window, activate);
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window_state(self.id, window).location = location.into();
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}
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/// Moves an already mapped [`Window`] to top of the stack
///
/// This function does nothing for unmapped windows.
///
/// If activate is true it will set the new windows state
/// to be activate and removes that state from every
/// other mapped window.
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pub fn raise_window(&mut self, window: &Window, activate: bool) {
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if self.windows.shift_remove(window) {
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self.insert_window(window, activate);
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}
}
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fn insert_window(&mut self, window: &Window, activate: bool) {
self.windows.insert(window.clone());
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if activate {
window.set_activated(true);
for w in self.windows.iter() {
if w != window {
w.set_activated(false);
}
}
}
}
/// Unmap a [`Window`] from this space.
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///
/// This function does nothing for already unmapped windows
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
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pub fn windows(&self) -> impl DoubleEndedIterator<Item = &Window> {
self.windows.iter()
}
/// Get a reference to the window under a given point, if any
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pub fn window_under<P: Into<Point<f64, Logical>>>(&self, point: P) -> Option<&Window> {
let point = point.into();
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self.windows.iter().rev().find(|w| {
let bbox = window_rect(w, &self.id);
bbox.to_f64().contains(point)
})
}
/// Get a reference to the outputs under a given point
pub fn output_under<P: Into<Point<f64, Logical>>>(&self, point: P) -> impl Iterator<Item = &Output> {
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let point = point.into();
self.outputs.iter().rev().filter(move |o| {
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let bbox = self.output_geometry(o);
bbox.map(|bbox| bbox.to_f64().contains(point)).unwrap_or(false)
})
}
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/// Returns the window matching a given surface, if any
pub fn window_for_surface(&self, 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))
}
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/// Returns the layer matching a given surface, if any
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pub fn layer_for_surface(&self, surface: &WlSurface) -> Option<LayerSurface> {
if !surface.as_ref().is_alive() {
return None;
}
self.outputs.iter().find_map(|o| {
let map = layer_map_for_output(o);
map.layer_for_surface(surface).cloned()
})
}
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/// Returns the geometry of a [`Window`] including its relative position inside the Space.
pub fn window_geometry(&self, w: &Window) -> Option<Rectangle<i32, Logical>> {
if !self.windows.contains(w) {
return None;
}
Some(window_geo(w, &self.id))
}
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/// Returns the bounding box of a [`Window`] including its relative position inside the Space.
pub fn window_bbox(&self, w: &Window) -> Option<Rectangle<i32, Logical>> {
if !self.windows.contains(w) {
return None;
}
Some(window_rect(w, &self.id))
}
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/// Maps an [`Output`] inside the space.
///
/// Can be safely called on an already mapped
/// [`Output`] to update its scale or location.
///
/// The scale is the what is rendered for the given output
/// and may be fractional. It is independent from the integer scale
/// reported to clients by the output.
///
/// *Note:* Remapping an output does reset it's damage memory.
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pub fn map_output<P: Into<Point<i32, Logical>>>(&mut self, output: &Output, scale: f64, location: P) {
let mut state = output_state(self.id, output);
*state = OutputState {
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location: location.into(),
render_scale: scale,
// keep surfaces, we still need to inform them of leaving,
// if they don't overlap anymore during refresh.
surfaces: state.surfaces.drain(..).collect::<Vec<_>>(),
// resets last_seen and old_damage, if remapped
..Default::default()
};
if !self.outputs.contains(output) {
self.outputs.push(output.clone());
}
}
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/// Iterate over all mapped [`Output`]s of this space.
pub fn outputs(&self) -> impl Iterator<Item = &Output> {
self.outputs.iter()
}
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/// Unmap an [`Output`] from this space.
///
/// Does nothing if the output was not previously mapped.
pub fn unmap_output(&mut self, output: &Output) {
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if !self.outputs.contains(output) {
return;
}
if let Some(map) = output.user_data().get::<OutputUserdata>() {
map.borrow_mut().remove(&self.id);
}
self.outputs.retain(|o| o != output);
}
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/// Returns the geometry of the output including it's relative position inside the space.
///
/// The size is matching the amount of logical pixels of the space visible on the output
/// given is current mode and render scale.
pub fn output_geometry(&self, o: &Output) -> Option<Rectangle<i32, Logical>> {
if !self.outputs.contains(o) {
return None;
}
let transform: Transform = o.current_transform().into();
let state = output_state(self.id, o);
o.current_mode().map(|mode| {
Rectangle::from_loc_and_size(
state.location,
transform
.transform_size(mode.size)
.to_f64()
.to_logical(state.render_scale)
.to_i32_round(),
)
})
}
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/// Returns the reder scale of a mapped output.
///
/// If the output was not previously mapped to the `Space`
/// this function returns `None`.
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)
}
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/// Returns all [`Output`]s a [`Window`] overlaps with.
pub fn outputs_for_window(&self, w: &Window) -> Vec<Output> {
if !self.windows.contains(w) {
return Vec::new();
}
let w_geo = window_rect(w, &self.id);
let mut outputs = self
.outputs
.iter()
.cloned()
.filter(|o| {
let o_geo = self.output_geometry(o).unwrap();
w_geo.overlaps(o_geo)
})
.collect::<Vec<Output>>();
outputs.sort_by(|o1, o2| {
let overlap = |rect1: Rectangle<i32, Logical>, rect2: Rectangle<i32, Logical>| -> i32 {
// x overlap
std::cmp::max(0, std::cmp::min(rect1.loc.x + rect1.size.w, rect2.loc.x + rect2.size.w) - std::cmp::max(rect1.loc.x, rect2.loc.x))
// y overlap
* std::cmp::max(0, std::cmp::min(rect1.loc.y + rect1.size.h, rect2.loc.y + rect2.size.h) - std::cmp::max(rect1.loc.y, rect2.loc.y))
};
let o1_area = overlap(self.output_geometry(o1).unwrap(), w_geo);
let o2_area = overlap(self.output_geometry(o2).unwrap(), w_geo);
o1_area.cmp(&o2_area)
});
outputs
}
/// Refresh some internal values and update client state,
/// meaning this will handle output enter and leave events
/// for mapped outputs and windows based on their position.
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///
/// Needs to be called periodically, at best before every
/// wayland socket flush.
pub fn refresh(&mut self) {
self.windows.retain(|w| w.toplevel().alive());
for output in &mut self.outputs {
output_state(self.id, output)
.surfaces
.retain(|s| s.as_ref().is_alive());
}
for window in &self.windows {
let bbox = window_rect(window, &self.id);
let kind = window.toplevel();
for output in &self.outputs {
let output_geometry = self
.output_geometry(output)
.unwrap_or_else(|| Rectangle::from_loc_and_size((0, 0), (0, 0)));
let mut output_state = output_state(self.id, output);
// Check if the bounding box of the toplevel intersects with
// the output, if not no surface in the tree can intersect with
// the output.
if !output_geometry.overlaps(bbox) {
if let Some(surface) = kind.get_surface() {
with_surface_tree_downward(
surface,
(),
|_, _, _| TraversalAction::DoChildren(()),
|wl_surface, _, _| {
if output_state.surfaces.contains(wl_surface) {
slog::trace!(
self.logger,
"surface ({:?}) leaving output {:?}",
wl_surface,
output.name()
);
output.leave(wl_surface);
output_state.surfaces.retain(|s| s != wl_surface);
}
},
|_, _, _| true,
)
}
continue;
}
if let Some(surface) = kind.get_surface() {
with_surface_tree_downward(
surface,
window_loc(window, &self.id),
|_, states, location| {
let mut location = *location;
let data = states.data_map.get::<RefCell<SurfaceState>>();
if data.is_some() {
if states.role == Some("subsurface") {
let current = states.cached_state.current::<SubsurfaceCachedState>();
location += current.location;
}
TraversalAction::DoChildren(location)
} else {
// If the parent surface is unmapped, then the child surfaces are hidden as
// well, no need to consider them here.
TraversalAction::SkipChildren
}
},
|wl_surface, states, &loc| {
let data = states.data_map.get::<RefCell<SurfaceState>>();
if let Some(size) = data.and_then(|d| d.borrow().size()) {
let surface_rectangle = Rectangle { loc, size };
if output_geometry.overlaps(surface_rectangle) {
// We found a matching output, check if we already sent enter
if !output_state.surfaces.contains(wl_surface) {
slog::trace!(
self.logger,
"surface ({:?}) entering output {:?}",
wl_surface,
output.name()
);
output.enter(wl_surface);
output_state.surfaces.push(wl_surface.clone());
}
} else {
// Surface does not match output, if we sent enter earlier
// we should now send leave
if output_state.surfaces.contains(wl_surface) {
slog::trace!(
self.logger,
"surface ({:?}) leaving output {:?}",
wl_surface,
output.name()
);
output.leave(wl_surface);
output_state.surfaces.retain(|s| s != wl_surface);
}
}
} else {
// Maybe the the surface got unmapped, send leave on output
if output_state.surfaces.contains(wl_surface) {
slog::trace!(
self.logger,
"surface ({:?}) leaving output {:?}",
wl_surface,
output.name()
);
output.leave(wl_surface);
output_state.surfaces.retain(|s| s != wl_surface);
}
}
},
|_, _, _| true,
)
}
}
}
}
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/// Should be called on commit to let the space automatically call [`Window::refresh`]
/// for the window that belongs to the given surface, if managed by this space.
pub fn commit(&self, surface: &WlSurface) {
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if is_sync_subsurface(surface) {
return;
}
let mut root = surface.clone();
while let Some(parent) = get_parent(&root) {
root = parent;
}
if let Some(window) = self.windows().find(|w| w.toplevel().get_surface() == Some(&root)) {
window.refresh();
}
}
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/// Render a given [`Output`] using a given [`Renderer`].
///
/// [`Space`] will render all mapped [`Window`]s, mapped [`LayerSurface`](super::LayerSurface)s
/// of the given [`Output`] and their popups (if tracked by a [`PopupManager`](super::PopupManager)).
/// `clear_color` will be used to fill all unoccupied regions.
///
/// Rendering using this function will automatically apply damage-tracking.
/// To facilitate this you need to provide age values of the buffers bound to
/// the given `renderer`. If you stop using `Space` temporarily for rendering
/// or apply additional rendering operations, you need to reset the age values
/// accordingly as `Space` will be unable to track your custom rendering operations
/// to avoid rendering artifacts.
///
/// To add aditional elements without breaking damage-tracking implement the `RenderElement`
/// trait and use `custom_elements` to provide them to this function. `custom_elements are rendered
/// after every other element.
///
/// Returns a list of updated regions (or `None` if that list would be empty) in case of success.
pub fn render_output<R>(
&mut self,
renderer: &mut R,
output: &Output,
age: usize,
clear_color: [f32; 4],
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custom_elements: &[DynamicRenderElements<R>],
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) -> Result<Option<Vec<Rectangle<i32, Logical>>>, RenderError<R>>
where
R: Renderer + ImportAll + 'static,
R::TextureId: 'static,
R::Error: 'static,
R::Frame: 'static,
{
if !self.outputs.contains(output) {
return Err(RenderError::UnmappedOutput);
}
type SpaceElem<R> =
dyn SpaceElement<R, <R as Renderer>::Frame, <R as Renderer>::Error, <R as Renderer>::TextureId>;
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);
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let layer_map = layer_map_for_output(output);
// 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_toplevel in state
.last_state
.iter()
.filter_map(|(id, geo)| {
if !self
.windows
.iter()
.map(|w| w as &SpaceElem<R>)
.chain(layer_map.layers().map(|l| l as &SpaceElem<R>))
.chain(custom_elements.iter().map(|c| c as &SpaceElem<R>))
.any(|e| ToplevelId::from(e) == *id)
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{
Some(*geo)
} else {
None
}
})
.collect::<Vec<Rectangle<i32, Logical>>>()
{
slog::trace!(self.logger, "Removing toplevel at: {:?}", old_toplevel);
damage.push(old_toplevel);
}
// lets iterate front to back and figure out, what new windows or unmoved windows we have
for element in self
.windows
.iter()
.map(|w| w as &SpaceElem<R>)
.chain(layer_map.layers().map(|l| l as &SpaceElem<R>))
.chain(custom_elements.iter().map(|c| c as &SpaceElem<R>))
{
let geo = element.geometry(self.id);
let old_geo = state.last_state.get(&ToplevelId::from(element)).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 = element.location(self.id);
damage.extend(element.accumulated_damage(Some((self, output))).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 {
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// We do not need even 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.dedup();
damage.retain(|rect| rect.overlaps(output_geo));
damage.retain(|rect| rect.size.h > 0 && rect.size.w > 0);
// merge overlapping rectangles
damage = damage.into_iter().fold(Vec::new(), |mut new_damage, rect| {
if let Some(existing) = new_damage.iter_mut().find(|other| rect.overlaps(**other)) {
*existing = existing.merge(rect);
} else {
new_damage.push(rect);
}
new_damage
});
if damage.is_empty() {
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return Ok(None);
}
let output_transform: Transform = output.current_transform().into();
let res = 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
slog::trace!(self.logger, "Clearing at {:#?}", damage);
frame.clear(
clear_color,
&damage
.iter()
.map(|geo| geo.to_f64().to_physical(state.render_scale).to_i32_round())
.collect::<Vec<_>>(),
)?;
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// Then re-draw all windows & layers overlapping with a damage rect.
for element in layer_map
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.layers_on(WlrLayer::Background)
.chain(layer_map.layers_on(WlrLayer::Bottom))
.map(|l| l as &SpaceElem<R>)
.chain(self.windows.iter().map(|w| w as &SpaceElem<R>))
.chain(
layer_map
.layers_on(WlrLayer::Top)
.chain(layer_map.layers_on(WlrLayer::Overlay))
.map(|l| l as &SpaceElem<R>),
)
.chain(custom_elements.iter().map(|c| c as &SpaceElem<R>))
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{
let geo = element.geometry(self.id);
if damage.iter().any(|d| d.overlaps(geo)) {
let loc = element.location(self.id) - output_geo.loc;
let damage = damage
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.iter()
.flat_map(|d| d.intersection(geo))
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.map(|geo| Rectangle::from_loc_and_size(geo.loc - loc, geo.size))
.collect::<Vec<_>>();
slog::trace!(
self.logger,
"Rendering toplevel at {:?} with damage {:#?}",
geo,
damage
);
element.draw(
self.id,
renderer,
frame,
state.render_scale,
loc,
&damage,
&self.logger,
)?;
}
}
Result::<(), R::Error>::Ok(())
},
);
if let Err(err) = res {
// 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(|w| w as &SpaceElem<R>)
.chain(layer_map.layers().map(|l| l as &SpaceElem<R>))
.chain(custom_elements.iter().map(|c| c as &SpaceElem<R>))
.map(|elem| {
let geo = elem.geometry(self.id);
(ToplevelId::from(elem), geo)
})
.collect();
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state.old_damage.push_front(new_damage.clone());
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Ok(Some(new_damage))
}
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/// Sends the frame callback to mapped [`Window`]s and [`LayerSurface`]s.
///
/// If `all` is set this will be send to `all` mapped surfaces.
/// Otherwise only windows and layers previously drawn during the
/// previous frame will be send frame events.
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);
}
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for output in self.outputs.iter() {
let map = layer_map_for_output(output);
for layer in map.layers().filter(|l| {
all || {
let mut state = layer_state(self.id, l);
std::mem::replace(&mut state.drawn, false)
}
}) {
layer.send_frame(time);
}
}
}
}
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/// Errors thrown by [`Space::render_output`]
#[derive(thiserror::Error)]
pub enum RenderError<R: Renderer> {
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/// The provided [`Renderer`] did return an error during an operation
#[error(transparent)]
Rendering(R::Error),
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/// The given [`Output`] has no set mode
#[error("Output has no active mode")]
OutputNoMode,
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/// The given [`Output`] is not mapped to this [`Space`].
#[error("Output was not mapped to this space")]
UnmappedOutput,
}
impl<R: Renderer> fmt::Debug for RenderError<R> {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
match self {
RenderError::Rendering(err) => fmt::Debug::fmt(err, f),
RenderError::OutputNoMode => f.write_str("Output has no active move"),
RenderError::UnmappedOutput => f.write_str("Output was not mapped to this space"),
}
}
}