use std::{cell::RefCell, rc::Rc, sync::atomic::Ordering, time::Duration}; //#[cfg(feature = "egl")] //use smithay::backend::egl::EGLGraphicsBackend; use smithay::{ backend::{renderer::Frame, input::InputBackend, winit, SwapBuffersError}, reexports::{ calloop::EventLoop, wayland_server::{protocol::wl_output, Display}, winit::window::CursorIcon, }, wayland::{ output::{Mode, Output, PhysicalProperties}, seat::CursorImageStatus, }, }; use slog::Logger; use crate::state::AnvilState; use crate::buffer_utils::BufferUtils; use crate::drawing::*; pub fn run_winit( display: Rc>, event_loop: &mut EventLoop, log: Logger, ) -> Result<(), ()> { let (mut renderer, mut input) = winit::init(log.clone()).map_err(|err| { slog::crit!(log, "Failed to initialize Winit backend: {}", err); })?; /* #[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 }, )); #[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(); /* * Initialize the globals */ let mut state = AnvilState::init( display.clone(), event_loop.handle(), buffer_utils, None, None, log.clone(), ); let (output, _) = Output::new( &mut display.borrow_mut(), "Winit".into(), PhysicalProperties { width: 0, height: 0, subpixel: wl_output::Subpixel::Unknown, make: "Smithay".into(), model: "Winit".into(), }, log.clone(), ); output.change_current_state( Some(Mode { width: w as i32, height: h as i32, refresh: 60_000, }), None, None, ); 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."); 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 { let mut frame = renderer.begin().expect("Failed to render frame"); frame.clear([0.8, 0.8, 0.9, 1.0]); // draw the windows draw_windows(&mut renderer, &mut frame, &*state.window_map.borrow(), None, state.ctoken, &log); 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 { if surface.as_ref().is_alive() { draw_dnd_icon(&mut renderer, &mut frame, surface, (x as i32, y as i32), state.ctoken, &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 { renderer.window().set_cursor_visible(false); draw_cursor(&mut renderer, &mut frame, surface, (x as i32, y as i32), state.ctoken, &log); } else { renderer.window().set_cursor_visible(true); } } if let Err(SwapBuffersError::ContextLost(err)) = frame.finish() { error!(log, "Critical Rendering Error: {}", err); state.running.store(false, Ordering::SeqCst); } } 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(); } } // Cleanup stuff state.window_map.borrow_mut().clear(); Ok(()) }