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 = "debug")]
use smithay::backend::renderer::gles2::Gles2Texture;
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#[cfg(feature = "egl")]
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use smithay::{
backend::renderer::{ImportDma, ImportEgl},
wayland::dmabuf::init_dmabuf_global,
};
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use smithay::{
backend::{
winit::{self, WinitEvent},
SwapBuffersError,
},
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reexports::{
calloop::EventLoop,
wayland_server::{protocol::wl_output, Display},
},
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wayland::{
output::{Mode, PhysicalProperties},
seat::CursorImageStatus,
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},
};
use slog::Logger;
use crate::state::{AnvilState, Backend};
use crate::{drawing::*, render::render_layers_and_windows};
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pub const OUTPUT_NAME: &str = "winit";
pub struct WinitData {
#[cfg(feature = "debug")]
fps_texture: Gles2Texture,
#[cfg(feature = "debug")]
pub fps: fps_ticker::Fps,
}
impl Backend for WinitData {
fn seat_name(&self) -> String {
String::from("winit")
}
}
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pub fn run_winit(log: Logger) {
let mut event_loop = EventLoop::try_new().unwrap();
let display = Rc::new(RefCell::new(Display::new()));
let (renderer, mut winit) = match winit::init(log.clone()) {
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Ok(ret) => ret,
Err(err) => {
slog::crit!(log, "Failed to initialize Winit backend: {}", err);
return;
}
};
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let renderer = Rc::new(RefCell::new(renderer));
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#[cfg(feature = "egl")]
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if renderer
.borrow_mut()
.renderer()
.bind_wl_display(&display.borrow())
.is_ok()
{
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info!(log, "EGL hardware-acceleration enabled");
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let dmabuf_formats = renderer
.borrow_mut()
.renderer()
.dmabuf_formats()
.cloned()
.collect::<Vec<_>>();
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let renderer = renderer.clone();
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init_dmabuf_global(
&mut *display.borrow_mut(),
dmabuf_formats,
move |buffer, _| renderer.borrow_mut().renderer().import_dmabuf(buffer).is_ok(),
log.clone(),
);
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};
let size = renderer.borrow().window_size().physical_size;
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/*
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* Initialize the globals
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*/
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let data = WinitData {
#[cfg(feature = "debug")]
fps_texture: import_bitmap(
&mut renderer.borrow_mut().renderer(),
&image::io::Reader::with_format(std::io::Cursor::new(FPS_NUMBERS_PNG), image::ImageFormat::Png)
.decode()
.unwrap()
.to_rgba8(),
)
.expect("Unable to upload FPS texture"),
#[cfg(feature = "debug")]
fps: fps_ticker::Fps::default(),
};
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let mut state = AnvilState::init(display.clone(), event_loop.handle(), data, log.clone(), true);
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let mode = Mode {
size,
refresh: 60_000,
};
state.output_map.borrow_mut().add(
OUTPUT_NAME,
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PhysicalProperties {
size: (0, 0).into(),
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subpixel: wl_output::Subpixel::Unknown,
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make: "Smithay".into(),
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model: "Winit".into(),
},
mode,
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);
let start_time = std::time::Instant::now();
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let mut cursor_visible = true;
#[cfg(feature = "xwayland")]
state.start_xwayland();
info!(log, "Initialization completed, starting the main loop.");
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while state.running.load(Ordering::SeqCst) {
if winit
.dispatch_new_events(|event| match event {
WinitEvent::Resized { size, .. } => {
state.output_map.borrow_mut().update_mode_by_name(
Mode {
size,
refresh: 60_000,
},
OUTPUT_NAME,
);
let output_mut = state.output_map.borrow();
let output = output_mut.find_by_name(OUTPUT_NAME).unwrap();
state.window_map.borrow_mut().layers.arange_layers(output);
}
WinitEvent::Input(event) => state.process_input_event_windowed(event, OUTPUT_NAME),
_ => (),
})
.is_err()
{
state.running.store(false, Ordering::SeqCst);
break;
}
// drawing logic
{
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let mut renderer = renderer.borrow_mut();
// This is safe to do as with winit we are guaranteed to have exactly one output
let (output_geometry, output_scale) = state
.output_map
.borrow()
.find_by_name(OUTPUT_NAME)
.map(|output| (output.geometry(), output.scale()))
.unwrap();
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let result = renderer
.render(|renderer, frame| {
render_layers_and_windows(
renderer,
frame,
&*state.window_map.borrow(),
output_geometry,
output_scale,
&log,
)?;
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let (x, y) = state.pointer_location.into();
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// draw the dnd icon if any
{
let guard = state.dnd_icon.lock().unwrap();
if let Some(ref surface) = *guard {
if surface.as_ref().is_alive() {
draw_dnd_icon(
renderer,
frame,
surface,
(x as i32, y as i32).into(),
output_scale,
&log,
)?;
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}
}
}
// 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 {
reset = !surface.as_ref().is_alive();
}
if reset {
*guard = CursorImageStatus::Default;
}
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// draw as relevant
if let CursorImageStatus::Image(ref surface) = *guard {
cursor_visible = false;
draw_cursor(
renderer,
frame,
surface,
(x as i32, y as i32).into(),
output_scale,
&log,
)?;
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} else {
cursor_visible = true;
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}
}
#[cfg(feature = "debug")]
{
let fps = state.backend_data.fps.avg().round() as u32;
draw_fps(
renderer,
frame,
&state.backend_data.fps_texture,
output_scale as f64,
fps,
)?;
}
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Ok(())
})
.map_err(Into::<SwapBuffersError>::into)
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.and_then(|x| x);
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renderer.window().set_cursor_visible(cursor_visible);
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if let Err(SwapBuffersError::ContextLost(err)) = result {
error!(log, "Critical Rendering Error: {}", err);
state.running.store(false, Ordering::SeqCst);
}
}
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// 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);
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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();
state.output_map.borrow_mut().refresh();
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}
#[cfg(feature = "debug")]
state.backend_data.fps.tick();
}
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// Cleanup stuff
state.window_map.borrow_mut().clear();
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}