use std::{cell::RefCell, rc::Rc, sync::atomic::Ordering, time::Duration}; #[cfg(feature = "debug")] use smithay::backend::renderer::gles2::Gles2Texture; #[cfg(feature = "egl")] use smithay::{ backend::renderer::{ImportDma, ImportEgl}, wayland::dmabuf::init_dmabuf_global, }; use smithay::{ backend::{input::InputBackend, renderer::Frame, winit, SwapBuffersError}, reexports::{ calloop::EventLoop, wayland_server::{protocol::wl_output, Display}, }, wayland::{ output::{Mode, PhysicalProperties}, seat::CursorImageStatus, shell::wlr_layer::Layer, }, }; use slog::Logger; use crate::drawing::*; use crate::state::{AnvilState, Backend}; 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") } } 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 input) = match winit::init(log.clone()) { Ok(ret) => ret, Err(err) => { slog::crit!(log, "Failed to initialize Winit backend: {}", err); return; } }; let renderer = Rc::new(RefCell::new(renderer)); #[cfg(feature = "egl")] if renderer .borrow_mut() .renderer() .bind_wl_display(&display.borrow()) .is_ok() { info!(log, "EGL hardware-acceleration enabled"); let dmabuf_formats = renderer .borrow_mut() .renderer() .dmabuf_formats() .cloned() .collect::>(); let renderer = renderer.clone(); init_dmabuf_global( &mut *display.borrow_mut(), dmabuf_formats, move |buffer, _| renderer.borrow_mut().renderer().import_dmabuf(buffer).is_ok(), log.clone(), ); }; let size = renderer.borrow().window_size().physical_size; /* * Initialize the globals */ 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(), }; let mut state = AnvilState::init(display.clone(), event_loop.handle(), data, log.clone(), true); let mode = Mode { size, refresh: 60_000, }; state.output_map.borrow_mut().add( OUTPUT_NAME, PhysicalProperties { size: (0, 0).into(), subpixel: wl_output::Subpixel::Unknown, make: "Smithay".into(), model: "Winit".into(), }, mode, ); let start_time = std::time::Instant::now(); let mut cursor_visible = true; #[cfg(feature = "xwayland")] state.start_xwayland(); info!(log, "Initialization completed, starting the main loop."); 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; } // drawing logic { 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(); let result = renderer .render(|renderer, frame| { frame.clear([0.8, 0.8, 0.9, 1.0])?; let window_map = &*state.window_map.borrow(); for layer in [Layer::Background, Layer::Bottom] { draw_layers( renderer, frame, window_map, layer, output_geometry, output_scale, &log, )?; } // draw the windows draw_windows(renderer, frame, window_map, output_geometry, output_scale, &log)?; for layer in [Layer::Top, Layer::Overlay] { draw_layers( renderer, frame, window_map, layer, output_geometry, output_scale, &log, )?; } let (x, y) = state.pointer_location.into(); // 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, )?; } } } // 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; } // 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, )?; } else { cursor_visible = true; } } #[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, )?; } Ok(()) }) .map_err(Into::::into) .and_then(|x| x); renderer.window().set_cursor_visible(cursor_visible); if let Err(SwapBuffersError::ContextLost(err)) = result { error!(log, "Critical Rendering Error: {}", err); state.running.store(false, Ordering::SeqCst); } } // 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); if event_loop .dispatch(Some(Duration::from_millis(16)), &mut state) .is_err() { state.running.store(false, Ordering::SeqCst); } else { display.borrow_mut().flush_clients(&mut state); state.window_map.borrow_mut().refresh(); state.output_map.borrow_mut().refresh(); } #[cfg(feature = "debug")] state.backend_data.fps.tick(); } // Cleanup stuff state.window_map.borrow_mut().clear(); }