252 lines
7.9 KiB
Rust
252 lines
7.9 KiB
Rust
use std::{cell::RefCell, rc::Rc, sync::atomic::Ordering, time::Duration};
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#[cfg(feature = "debug")]
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use smithay::backend::renderer::gles2::Gles2Texture;
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#[cfg(feature = "egl")]
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use smithay::{
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backend::renderer::{ImportDma, ImportEgl},
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wayland::dmabuf::init_dmabuf_global,
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};
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use smithay::{
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backend::{input::InputBackend, renderer::Frame, winit, SwapBuffersError},
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reexports::{
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calloop::EventLoop,
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wayland_server::{protocol::wl_output, Display},
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},
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wayland::{
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output::{Mode, PhysicalProperties},
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seat::CursorImageStatus,
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},
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};
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use slog::Logger;
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use crate::drawing::*;
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use crate::state::{AnvilState, Backend};
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pub const OUTPUT_NAME: &str = "winit";
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pub struct WinitData {
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#[cfg(feature = "debug")]
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fps_texture: Gles2Texture,
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#[cfg(feature = "debug")]
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pub fps: fps_ticker::Fps,
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}
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impl Backend for WinitData {
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fn seat_name(&self) -> String {
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String::from("winit")
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}
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}
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pub fn run_winit(log: Logger) {
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let mut event_loop = EventLoop::try_new().unwrap();
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let display = Rc::new(RefCell::new(Display::new()));
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let (renderer, mut input) = match winit::init(log.clone()) {
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Ok(ret) => ret,
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Err(err) => {
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slog::crit!(log, "Failed to initialize Winit backend: {}", err);
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return;
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}
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};
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let renderer = Rc::new(RefCell::new(renderer));
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#[cfg(feature = "egl")]
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if renderer
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.borrow_mut()
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.renderer()
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.bind_wl_display(&display.borrow())
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.is_ok()
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{
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info!(log, "EGL hardware-acceleration enabled");
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let dmabuf_formats = renderer
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.borrow_mut()
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.renderer()
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.dmabuf_formats()
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.cloned()
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.collect::<Vec<_>>();
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let renderer = renderer.clone();
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init_dmabuf_global(
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&mut *display.borrow_mut(),
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dmabuf_formats,
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move |buffer, _| renderer.borrow_mut().renderer().import_dmabuf(buffer).is_ok(),
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log.clone(),
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);
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};
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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 {
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#[cfg(feature = "debug")]
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fps_texture: import_bitmap(
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&mut renderer.borrow_mut().renderer(),
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&image::io::Reader::with_format(std::io::Cursor::new(FPS_NUMBERS_PNG), image::ImageFormat::Png)
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.decode()
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.unwrap()
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.to_rgba8(),
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)
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.expect("Unable to upload FPS texture"),
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#[cfg(feature = "debug")]
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fps: fps_ticker::Fps::default(),
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};
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let mut state = AnvilState::init(display.clone(), event_loop.handle(), data, log.clone());
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let mode = Mode {
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size,
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refresh: 60_000,
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};
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state.output_map.borrow_mut().add(
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OUTPUT_NAME,
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PhysicalProperties {
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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(),
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},
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mode,
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);
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let start_time = std::time::Instant::now();
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let mut cursor_visible = true;
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#[cfg(feature = "xwayland")]
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state.start_xwayland();
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info!(log, "Initialization completed, starting the main loop.");
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while state.running.load(Ordering::SeqCst) {
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if input
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.dispatch_new_events(|event| state.process_input_event(event))
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.is_err()
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{
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state.running.store(false, Ordering::SeqCst);
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break;
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}
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// drawing logic
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{
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let mut renderer = renderer.borrow_mut();
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// This is safe to do as with winit we are guaranteed to have exactly one output
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let (output_geometry, output_scale) = state
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.output_map
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.borrow()
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.find_by_name(OUTPUT_NAME)
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.map(|output| (output.geometry(), output.scale()))
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.unwrap();
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let result = renderer
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.render(|renderer, frame| {
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frame.clear([0.8, 0.8, 0.9, 1.0])?;
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// draw the windows
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draw_windows(
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renderer,
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frame,
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&*state.window_map.borrow(),
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output_geometry,
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output_scale,
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&log,
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)?;
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let (x, y) = state.pointer_location.into();
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// draw the dnd icon if any
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{
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let guard = state.dnd_icon.lock().unwrap();
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if let Some(ref surface) = *guard {
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if surface.as_ref().is_alive() {
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draw_dnd_icon(
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renderer,
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frame,
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surface,
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(x as i32, y as i32).into(),
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output_scale,
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&log,
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)?;
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}
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}
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}
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// draw the cursor as relevant
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{
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let mut guard = state.cursor_status.lock().unwrap();
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// reset the cursor if the surface is no longer alive
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let mut reset = false;
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if let CursorImageStatus::Image(ref surface) = *guard {
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reset = !surface.as_ref().is_alive();
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}
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if reset {
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*guard = CursorImageStatus::Default;
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}
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// draw as relevant
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if let CursorImageStatus::Image(ref surface) = *guard {
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cursor_visible = false;
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draw_cursor(
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renderer,
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frame,
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surface,
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(x as i32, y as i32).into(),
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output_scale,
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&log,
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)?;
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} else {
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cursor_visible = true;
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}
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}
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#[cfg(feature = "debug")]
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{
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let fps = state.backend_data.fps.avg().round() as u32;
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draw_fps(
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renderer,
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frame,
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&state.backend_data.fps_texture,
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output_scale as f64,
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fps,
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)?;
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}
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Ok(())
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})
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.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 {
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error!(log, "Critical Rendering Error: {}", err);
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state.running.store(false, Ordering::SeqCst);
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}
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}
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// Send frame events so that client start drawing their next frame
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state
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.window_map
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.borrow()
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.send_frames(start_time.elapsed().as_millis() as u32);
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display.borrow_mut().flush_clients(&mut state);
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if event_loop
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.dispatch(Some(Duration::from_millis(16)), &mut state)
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.is_err()
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{
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state.running.store(false, Ordering::SeqCst);
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} else {
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display.borrow_mut().flush_clients(&mut state);
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state.window_map.borrow_mut().refresh();
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state.output_map.borrow_mut().refresh();
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}
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#[cfg(feature = "debug")]
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state.backend_data.fps.tick();
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}
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// Cleanup stuff
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state.window_map.borrow_mut().clear();
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}
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