344 lines
12 KiB
Rust
344 lines
12 KiB
Rust
#![allow(clippy::too_many_arguments)]
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use std::{cell::RefCell, sync::Mutex};
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#[cfg(feature = "image")]
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use image::{ImageBuffer, Rgba};
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use slog::Logger;
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#[cfg(feature = "image")]
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use smithay::backend::renderer::gles2::{Gles2Error, Gles2Renderer, Gles2Texture};
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use smithay::{
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backend::{
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renderer::{buffer_type, BufferType, Frame, ImportAll, Renderer, Texture, Transform},
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SwapBuffersError,
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},
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reexports::wayland_server::protocol::{wl_buffer, wl_surface},
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utils::{Logical, Point, Rectangle},
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wayland::{
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compositor::{
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get_role, with_states, with_surface_tree_upward, Damage, SubsurfaceCachedState,
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SurfaceAttributes, TraversalAction,
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},
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seat::CursorImageAttributes,
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},
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};
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use crate::{shell::SurfaceData, window_map::WindowMap};
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struct BufferTextures<T> {
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buffer: Option<wl_buffer::WlBuffer>,
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texture: T,
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}
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impl<T> Drop for BufferTextures<T> {
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fn drop(&mut self) {
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if let Some(buffer) = self.buffer.take() {
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buffer.release();
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}
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}
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}
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pub fn draw_cursor<R, E, F, T>(
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renderer: &mut R,
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frame: &mut F,
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surface: &wl_surface::WlSurface,
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location: Point<i32, Logical>,
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output_scale: f32,
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log: &Logger,
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) -> Result<(), SwapBuffersError>
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where
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R: Renderer<Error = E, TextureId = T, Frame = F> + ImportAll,
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F: Frame<Error = E, TextureId = T>,
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E: std::error::Error + Into<SwapBuffersError>,
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T: Texture + 'static,
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{
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let ret = with_states(surface, |states| {
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Some(
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states
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.data_map
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.get::<Mutex<CursorImageAttributes>>()
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.unwrap()
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.lock()
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.unwrap()
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.hotspot,
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)
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})
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.unwrap_or(None);
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let delta = match ret {
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Some(h) => h,
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None => {
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warn!(
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log,
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"Trying to display as a cursor a surface that does not have the CursorImage role."
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);
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(0, 0).into()
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}
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};
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draw_surface_tree(renderer, frame, surface, location - delta, output_scale, log)
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}
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fn draw_surface_tree<R, E, F, T>(
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renderer: &mut R,
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frame: &mut F,
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root: &wl_surface::WlSurface,
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location: Point<i32, Logical>,
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output_scale: f32,
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log: &Logger,
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) -> Result<(), SwapBuffersError>
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where
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R: Renderer<Error = E, TextureId = T, Frame = F> + ImportAll,
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F: Frame<Error = E, TextureId = T>,
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E: std::error::Error + Into<SwapBuffersError>,
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T: Texture + 'static,
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{
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let mut result = Ok(());
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with_surface_tree_upward(
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root,
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location,
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|_surface, states, location| {
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let mut location = *location;
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// Pull a new buffer if available
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if let Some(data) = states.data_map.get::<RefCell<SurfaceData>>() {
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let mut data = data.borrow_mut();
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let attributes = states.cached_state.current::<SurfaceAttributes>();
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if data.texture.is_none() {
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if let Some(buffer) = data.buffer.take() {
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let damage = attributes
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.damage
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.iter()
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.map(|dmg| match dmg {
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Damage::Buffer(rect) => *rect,
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// TODO also apply transformations
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Damage::Surface(rect) => rect.to_buffer(attributes.buffer_scale),
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})
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.collect::<Vec<_>>();
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match renderer.import_buffer(&buffer, Some(states), &damage) {
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Some(Ok(m)) => {
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let texture_buffer = if let Some(BufferType::Shm) = buffer_type(&buffer) {
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buffer.release();
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None
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} else {
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Some(buffer)
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};
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data.texture = Some(Box::new(BufferTextures {
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buffer: texture_buffer,
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texture: m,
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}))
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}
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Some(Err(err)) => {
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warn!(log, "Error loading buffer: {:?}", err);
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buffer.release();
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}
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None => {
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error!(log, "Unknown buffer format for: {:?}", buffer);
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buffer.release();
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}
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}
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}
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}
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// Now, should we be drawn ?
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if data.texture.is_some() {
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// if yes, also process the children
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if states.role == Some("subsurface") {
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let current = states.cached_state.current::<SubsurfaceCachedState>();
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location += current.location;
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}
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TraversalAction::DoChildren(location)
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} else {
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// we are not displayed, so our children are neither
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TraversalAction::SkipChildren
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}
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} else {
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// we are not displayed, so our children are neither
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TraversalAction::SkipChildren
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}
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},
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|_surface, states, location| {
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let mut location = *location;
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if let Some(ref data) = states.data_map.get::<RefCell<SurfaceData>>() {
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let mut data = data.borrow_mut();
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let buffer_scale = data.buffer_scale;
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if let Some(texture) = data
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.texture
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.as_mut()
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.and_then(|x| x.downcast_mut::<BufferTextures<T>>())
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{
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// we need to re-extract the subsurface offset, as the previous closure
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// only passes it to our children
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if states.role == Some("subsurface") {
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let current = states.cached_state.current::<SubsurfaceCachedState>();
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location += current.location;
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}
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if let Err(err) = frame.render_texture_at(
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&texture.texture,
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location.to_f64().to_physical(output_scale as f64).to_i32_round(),
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buffer_scale,
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output_scale as f64,
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Transform::Normal, /* TODO */
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1.0,
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) {
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result = Err(err.into());
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}
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}
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}
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},
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|_, _, _| true,
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);
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result
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}
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pub fn draw_windows<R, E, F, T>(
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renderer: &mut R,
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frame: &mut F,
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window_map: &WindowMap,
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output_rect: Rectangle<i32, Logical>,
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output_scale: f32,
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log: &::slog::Logger,
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) -> Result<(), SwapBuffersError>
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where
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R: Renderer<Error = E, TextureId = T, Frame = F> + ImportAll,
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F: Frame<Error = E, TextureId = T>,
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E: std::error::Error + Into<SwapBuffersError>,
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T: Texture + 'static,
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{
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let mut result = Ok(());
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// redraw the frame, in a simple but inneficient way
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window_map.with_windows_from_bottom_to_top(|toplevel_surface, mut initial_place, &bounding_box| {
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// skip windows that do not overlap with a given output
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if !output_rect.overlaps(bounding_box) {
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return;
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}
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initial_place.x -= output_rect.loc.x;
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if let Some(wl_surface) = toplevel_surface.get_surface() {
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// this surface is a root of a subsurface tree that needs to be drawn
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if let Err(err) =
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draw_surface_tree(renderer, frame, &wl_surface, initial_place, output_scale, log)
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{
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result = Err(err);
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}
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// furthermore, draw its popups
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let toplevel_geometry_offset = window_map
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.geometry(toplevel_surface)
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.map(|g| g.loc)
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.unwrap_or_default();
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window_map.with_child_popups(&wl_surface, |popup| {
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let location = popup.location();
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let draw_location = initial_place + location + toplevel_geometry_offset;
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if let Some(wl_surface) = popup.get_surface() {
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if let Err(err) =
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draw_surface_tree(renderer, frame, &wl_surface, draw_location, output_scale, log)
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{
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result = Err(err);
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}
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}
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});
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}
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});
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result
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}
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pub fn draw_dnd_icon<R, E, F, T>(
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renderer: &mut R,
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frame: &mut F,
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surface: &wl_surface::WlSurface,
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location: Point<i32, Logical>,
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output_scale: f32,
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log: &::slog::Logger,
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) -> Result<(), SwapBuffersError>
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where
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R: Renderer<Error = E, TextureId = T, Frame = F> + ImportAll,
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F: Frame<Error = E, TextureId = T>,
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E: std::error::Error + Into<SwapBuffersError>,
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T: Texture + 'static,
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{
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if get_role(surface) != Some("dnd_icon") {
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warn!(
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log,
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"Trying to display as a dnd icon a surface that does not have the DndIcon role."
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);
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}
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draw_surface_tree(renderer, frame, surface, location, output_scale, log)
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}
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#[cfg(feature = "debug")]
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pub static FPS_NUMBERS_PNG: &[u8] = include_bytes!("../resources/numbers.png");
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#[cfg(feature = "debug")]
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pub fn draw_fps<R, E, F, T>(
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_renderer: &mut R,
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frame: &mut F,
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texture: &T,
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output_scale: f64,
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value: u32,
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) -> Result<(), SwapBuffersError>
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where
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R: Renderer<Error = E, TextureId = T, Frame = F> + ImportAll,
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F: Frame<Error = E, TextureId = T>,
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E: std::error::Error + Into<SwapBuffersError>,
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T: Texture + 'static,
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{
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let value_str = value.to_string();
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let mut offset_x = 0f64;
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for digit in value_str.chars().map(|d| d.to_digit(10).unwrap()) {
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frame
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.render_texture_from_to(
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texture,
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match digit {
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9 => Rectangle::from_loc_and_size((0, 0), (22, 35)),
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6 => Rectangle::from_loc_and_size((22, 0), (22, 35)),
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3 => Rectangle::from_loc_and_size((44, 0), (22, 35)),
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1 => Rectangle::from_loc_and_size((66, 0), (22, 35)),
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8 => Rectangle::from_loc_and_size((0, 35), (22, 35)),
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0 => Rectangle::from_loc_and_size((22, 35), (22, 35)),
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2 => Rectangle::from_loc_and_size((44, 35), (22, 35)),
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7 => Rectangle::from_loc_and_size((0, 70), (22, 35)),
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4 => Rectangle::from_loc_and_size((22, 70), (22, 35)),
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5 => Rectangle::from_loc_and_size((44, 70), (22, 35)),
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_ => unreachable!(),
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},
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Rectangle::from_loc_and_size((offset_x, 0.0), (22.0 * output_scale, 35.0 * output_scale)),
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Transform::Normal,
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1.0,
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)
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.map_err(Into::into)?;
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offset_x += 24.0 * output_scale;
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}
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Ok(())
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}
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#[cfg(feature = "image")]
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pub fn import_bitmap<C: std::ops::Deref<Target = [u8]>>(
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renderer: &mut Gles2Renderer,
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image: &ImageBuffer<Rgba<u8>, C>,
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) -> Result<Gles2Texture, Gles2Error> {
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use smithay::backend::renderer::gles2::ffi;
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renderer.with_context(|renderer, gl| unsafe {
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let mut tex = 0;
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gl.GenTextures(1, &mut tex);
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gl.BindTexture(ffi::TEXTURE_2D, tex);
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gl.TexParameteri(ffi::TEXTURE_2D, ffi::TEXTURE_WRAP_S, ffi::CLAMP_TO_EDGE as i32);
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gl.TexParameteri(ffi::TEXTURE_2D, ffi::TEXTURE_WRAP_T, ffi::CLAMP_TO_EDGE as i32);
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gl.TexImage2D(
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ffi::TEXTURE_2D,
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0,
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ffi::RGBA as i32,
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image.width() as i32,
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image.height() as i32,
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0,
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ffi::RGBA,
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ffi::UNSIGNED_BYTE as u32,
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image.as_ptr() as *const _,
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);
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gl.BindTexture(ffi::TEXTURE_2D, 0);
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Gles2Texture::from_raw(renderer, tex, image.width(), image.height())
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})
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}
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