You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

5998 lines
156 KiB

/*
* Copyright © 2010-2012 Intel Corporation
* Copyright © 2011-2012 Collabora, Ltd.
* Copyright © 2013 Raspberry Pi Foundation
*
* Permission to use, copy, modify, distribute, and sell this software and
* its documentation for any purpose is hereby granted without fee, provided
* that the above copyright notice appear in all copies and that both that
* copyright notice and this permission notice appear in supporting
* documentation, and that the name of the copyright holders not be used in
* advertising or publicity pertaining to distribution of the software
* without specific, written prior permission. The copyright holders make
* no representations about the suitability of this software for any
* purpose. It is provided "as is" without express or implied warranty.
*
* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS
* SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS, IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
* SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER
* RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF
* CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
* CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#include "config.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <unistd.h>
#include <linux/input.h>
#include <assert.h>
#include <signal.h>
#include <math.h>
#include <sys/types.h>
#include "shell.h"
#include "desktop-shell-server-protocol.h"
#include "workspaces-server-protocol.h"
#include "../shared/config-parser.h"
#include "xdg-shell-server-protocol.h"
#define DEFAULT_NUM_WORKSPACES 1
#define DEFAULT_WORKSPACE_CHANGE_ANIMATION_LENGTH 200
#ifndef static_assert
#define static_assert(cond, msg)
#endif
struct focus_state {
struct weston_seat *seat;
struct workspace *ws;
struct weston_surface *keyboard_focus;
struct wl_list link;
struct wl_listener seat_destroy_listener;
struct wl_listener surface_destroy_listener;
};
struct shell_output {
struct desktop_shell *shell;
struct weston_output *output;
struct wl_listener destroy_listener;
struct wl_list link;
};
enum shell_surface_type {
SHELL_SURFACE_NONE,
SHELL_SURFACE_TOPLEVEL,
SHELL_SURFACE_POPUP,
SHELL_SURFACE_XWAYLAND
};
struct ping_timer {
struct wl_event_source *source;
uint32_t serial;
};
/*
* Surface stacking and ordering.
*
* This is handled using several linked lists of surfaces, organised into
* layers. The layers are ordered, and each of the surfaces in one layer are
* above all of the surfaces in the layer below. The set of layers is static and
* in the following order (top-most first):
* Lock layer (only ever displayed on its own)
* Cursor layer
* Fullscreen layer
* Panel layer
* Input panel layer
* Workspace layers
* Background layer
*
* The list of layers may be manipulated to remove whole layers of surfaces from
* display. For example, when locking the screen, all layers except the lock
* layer are removed.
*
* A surfaces layer is modified on configuring the surface, in
* set_surface_type() (which is only called when the surfaces type change is
* _committed_). If a surfaces type changes (e.g. when making a window
* fullscreen) its layer changes too.
*
* In order to allow popup and transient surfaces to be correctly stacked above
* their parent surfaces, each surface tracks both its parent surface, and a
* linked list of its children. When a surfaces layer is updated, so are the
* layers of its children. Note that child surfaces are *not* the same as
* subsurfaces child/parent surfaces are purely for maintaining stacking
* order.
*
* The children_link list of siblings of a surface (i.e. those surfaces which
* have the same parent) only contains weston_surfaces which have a
* shell_surface. Stacking is not implemented for non-shell_surface
* weston_surfaces. This means that the following implication does *not* hold:
* (shsurf->parent != NULL) !wl_list_is_empty(shsurf->children_link)
*/
struct shell_surface {
struct wl_resource *resource;
struct wl_signal destroy_signal;
struct weston_surface *surface;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
int32_t last_width, last_height;
struct wl_listener surface_destroy_listener;
struct weston_surface *parent;
struct wl_list children_list; /* child surfaces of this one */
struct wl_list children_link; /* sibling surfaces of this one */
struct desktop_shell *shell;
enum shell_surface_type type;
char *title, *class;
int32_t saved_x, saved_y;
int32_t saved_width, saved_height;
bool saved_position_valid;
bool saved_size_valid;
bool saved_rotation_valid;
int unresponsive, grabbed;
uint32_t resize_edges;
struct {
struct weston_transform transform;
struct weston_matrix rotation;
} rotation;
struct {
struct wl_list grab_link;
int32_t x, y;
struct shell_seat *shseat;
uint32_t serial;
} popup;
struct {
int32_t x, y;
uint32_t flags;
} transient;
struct {
enum wl_shell_surface_fullscreen_method type;
struct weston_transform transform; /* matrix from x, y */
uint32_t framerate;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *black_view;
} fullscreen;
struct ping_timer *ping_timer;
struct weston_transform workspace_transform;
struct weston_output *fullscreen_output;
struct weston_output *output;
struct weston_output *recommended_output;
struct wl_list link;
const struct weston_shell_client *client;
struct {
bool maximized;
bool fullscreen;
bool relative;
} state, next_state; /* surface states */
bool state_changed;
int focus_count;
};
struct shell_grab {
struct weston_pointer_grab grab;
struct shell_surface *shsurf;
struct wl_listener shsurf_destroy_listener;
};
struct shell_touch_grab {
struct weston_touch_grab grab;
struct shell_surface *shsurf;
struct wl_listener shsurf_destroy_listener;
struct weston_touch *touch;
};
struct weston_move_grab {
struct shell_grab base;
wl_fixed_t dx, dy;
};
struct weston_touch_move_grab {
struct shell_touch_grab base;
int active;
wl_fixed_t dx, dy;
};
struct rotate_grab {
struct shell_grab base;
struct weston_matrix rotation;
struct {
float x;
float y;
} center;
};
struct shell_seat {
struct weston_seat *seat;
struct wl_listener seat_destroy_listener;
struct weston_surface *focused_surface;
struct {
struct weston_pointer_grab grab;
struct wl_list surfaces_list;
struct wl_client *client;
int32_t initial_up;
} popup_grab;
};
struct shell_client {
struct wl_resource *resource;
struct wl_client *client;
struct desktop_shell *shell;
struct wl_listener destroy_listener;
struct wl_event_source *ping_timer;
uint32_t ping_serial;
int unresponsive;
};
void
set_alpha_if_fullscreen(struct shell_surface *shsurf)
{
if (shsurf && shsurf->state.fullscreen)
shsurf->fullscreen.black_view->alpha = 0.25;
}
static struct desktop_shell *
shell_surface_get_shell(struct shell_surface *shsurf);
static void
surface_rotate(struct shell_surface *surface, struct weston_seat *seat);
static void
shell_fade_startup(struct desktop_shell *shell);
static struct shell_seat *
get_shell_seat(struct weston_seat *seat);
static void
shell_surface_update_child_surface_layers(struct shell_surface *shsurf);
static bool
shell_surface_is_wl_shell_surface(struct shell_surface *shsurf);
static bool
shell_surface_is_xdg_surface(struct shell_surface *shsurf);
static bool
shell_surface_is_xdg_popup(struct shell_surface *shsurf);
static void
shell_surface_set_parent(struct shell_surface *shsurf,
struct weston_surface *parent);
static bool
shell_surface_is_top_fullscreen(struct shell_surface *shsurf)
{
struct desktop_shell *shell;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *top_fs_ev;
shell = shell_surface_get_shell(shsurf);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (wl_list_empty(&shell->fullscreen_layer.view_list))
return false;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
top_fs_ev = container_of(shell->fullscreen_layer.view_list.next,
struct weston_view,
layer_link);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
return (shsurf == get_shell_surface(top_fs_ev->surface));
}
static void
destroy_shell_grab_shsurf(struct wl_listener *listener, void *data)
{
struct shell_grab *grab;
grab = container_of(listener, struct shell_grab,
shsurf_destroy_listener);
grab->shsurf = NULL;
}
struct weston_view *
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
get_default_view(struct weston_surface *surface)
{
struct shell_surface *shsurf;
struct weston_view *view;
if (!surface || wl_list_empty(&surface->views))
return NULL;
shsurf = get_shell_surface(surface);
if (shsurf)
return shsurf->view;
wl_list_for_each(view, &surface->views, surface_link)
if (weston_view_is_mapped(view))
return view;
return container_of(surface->views.next, struct weston_view, surface_link);
}
static void
popup_grab_end(struct weston_pointer *pointer);
static void
shell_grab_start(struct shell_grab *grab,
const struct weston_pointer_grab_interface *interface,
struct shell_surface *shsurf,
struct weston_pointer *pointer,
enum desktop_shell_cursor cursor)
{
struct desktop_shell *shell = shsurf->shell;
popup_grab_end(pointer);
grab->grab.interface = interface;
grab->shsurf = shsurf;
grab->shsurf_destroy_listener.notify = destroy_shell_grab_shsurf;
wl_signal_add(&shsurf->destroy_signal,
&grab->shsurf_destroy_listener);
shsurf->grabbed = 1;
weston_pointer_start_grab(pointer, &grab->grab);
if (shell->child.desktop_shell) {
desktop_shell_send_grab_cursor(shell->child.desktop_shell,
cursor);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_pointer_set_focus(pointer,
get_default_view(shell->grab_surface),
wl_fixed_from_int(0),
wl_fixed_from_int(0));
}
}
static void
shell_grab_end(struct shell_grab *grab)
{
if (grab->shsurf) {
wl_list_remove(&grab->shsurf_destroy_listener.link);
grab->shsurf->grabbed = 0;
grab->shsurf->resize_edges = 0;
}
weston_pointer_end_grab(grab->grab.pointer);
}
static void
shell_touch_grab_start(struct shell_touch_grab *grab,
const struct weston_touch_grab_interface *interface,
struct shell_surface *shsurf,
struct weston_touch *touch)
{
struct desktop_shell *shell = shsurf->shell;
grab->grab.interface = interface;
grab->shsurf = shsurf;
grab->shsurf_destroy_listener.notify = destroy_shell_grab_shsurf;
wl_signal_add(&shsurf->destroy_signal,
&grab->shsurf_destroy_listener);
grab->touch = touch;
shsurf->grabbed = 1;
weston_touch_start_grab(touch, &grab->grab);
if (shell->child.desktop_shell)
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_touch_set_focus(touch->seat,
get_default_view(shell->grab_surface));
}
static void
shell_touch_grab_end(struct shell_touch_grab *grab)
{
if (grab->shsurf) {
wl_list_remove(&grab->shsurf_destroy_listener.link);
grab->shsurf->grabbed = 0;
}
weston_touch_end_grab(grab->touch);
}
static void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
center_on_output(struct weston_view *view,
struct weston_output *output);
static enum weston_keyboard_modifier
get_modifier(char *modifier)
{
if (!modifier)
return MODIFIER_SUPER;
if (!strcmp("ctrl", modifier))
return MODIFIER_CTRL;
else if (!strcmp("alt", modifier))
return MODIFIER_ALT;
else if (!strcmp("super", modifier))
return MODIFIER_SUPER;
else
return MODIFIER_SUPER;
}
static enum animation_type
get_animation_type(char *animation)
{
if (!animation)
return ANIMATION_NONE;
if (!strcmp("zoom", animation))
return ANIMATION_ZOOM;
else if (!strcmp("fade", animation))
return ANIMATION_FADE;
else if (!strcmp("dim-layer", animation))
return ANIMATION_DIM_LAYER;
else
return ANIMATION_NONE;
}
static void
shell_configuration(struct desktop_shell *shell)
{
struct weston_config_section *section;
int duration;
char *s;
section = weston_config_get_section(shell->compositor->config,
"screensaver", NULL, NULL);
weston_config_section_get_string(section,
"path", &shell->screensaver.path, NULL);
weston_config_section_get_int(section, "duration", &duration, 60);
shell->screensaver.duration = duration * 1000;
section = weston_config_get_section(shell->compositor->config,
"shell", NULL, NULL);
weston_config_section_get_string(section,
"client", &s, LIBEXECDIR "/" WESTON_SHELL_CLIENT);
shell->client = s;
weston_config_section_get_string(section,
"binding-modifier", &s, "super");
shell->binding_modifier = get_modifier(s);
free(s);
weston_config_section_get_string(section,
"exposay-modifier", &s, "none");
if (strcmp(s, "none") == 0)
shell->exposay_modifier = 0;
else
shell->exposay_modifier = get_modifier(s);
free(s);
weston_config_section_get_string(section, "animation", &s, "none");
shell->win_animation_type = get_animation_type(s);
free(s);
weston_config_section_get_string(section,
"startup-animation", &s, "fade");
shell->startup_animation_type = get_animation_type(s);
free(s);
if (shell->startup_animation_type == ANIMATION_ZOOM)
shell->startup_animation_type = ANIMATION_NONE;
weston_config_section_get_string(section, "focus-animation", &s, "none");
shell->focus_animation_type = get_animation_type(s);
free(s);
weston_config_section_get_uint(section, "num-workspaces",
&shell->workspaces.num,
DEFAULT_NUM_WORKSPACES);
}
struct weston_output *
get_default_output(struct weston_compositor *compositor)
{
return container_of(compositor->output_list.next,
struct weston_output, link);
}
/* no-op func for checking focus surface */
static void
focus_surface_configure(struct weston_surface *es, int32_t sx, int32_t sy)
{
}
static struct focus_surface *
get_focus_surface(struct weston_surface *surface)
{
if (surface->configure == focus_surface_configure)
return surface->configure_private;
else
return NULL;
}
static bool
is_focus_surface (struct weston_surface *es)
{
return (es->configure == focus_surface_configure);
}
static bool
is_focus_view (struct weston_view *view)
{
return is_focus_surface (view->surface);
}
static struct focus_surface *
create_focus_surface(struct weston_compositor *ec,
struct weston_output *output)
{
struct focus_surface *fsurf = NULL;
struct weston_surface *surface = NULL;
fsurf = malloc(sizeof *fsurf);
if (!fsurf)
return NULL;
fsurf->surface = weston_surface_create(ec);
surface = fsurf->surface;
if (surface == NULL) {
free(fsurf);
return NULL;
}
surface->configure = focus_surface_configure;
surface->output = output;
surface->configure_private = fsurf;
fsurf->view = weston_view_create(surface);
if (fsurf->view == NULL) {
weston_surface_destroy(surface);
free(fsurf);
return NULL;
}
fsurf->view->output = output;
weston_surface_set_size(surface, output->width, output->height);
weston_view_set_position(fsurf->view, output->x, output->y);
weston_surface_set_color(surface, 0.0, 0.0, 0.0, 1.0);
pixman_region32_fini(&surface->opaque);
pixman_region32_init_rect(&surface->opaque, output->x, output->y,
output->width, output->height);
pixman_region32_fini(&surface->input);
pixman_region32_init(&surface->input);
wl_list_init(&fsurf->workspace_transform.link);
return fsurf;
}
static void
focus_surface_destroy(struct focus_surface *fsurf)
{
weston_surface_destroy(fsurf->surface);
free(fsurf);
}
static void
focus_animation_done(struct weston_view_animation *animation, void *data)
{
struct workspace *ws = data;
ws->focus_animation = NULL;
}
static void
focus_state_destroy(struct focus_state *state)
{
wl_list_remove(&state->seat_destroy_listener.link);
wl_list_remove(&state->surface_destroy_listener.link);
free(state);
}
static void
focus_state_seat_destroy(struct wl_listener *listener, void *data)
{
struct focus_state *state = container_of(listener,
struct focus_state,
seat_destroy_listener);
wl_list_remove(&state->link);
focus_state_destroy(state);
}
static void
focus_state_surface_destroy(struct wl_listener *listener, void *data)
{
struct focus_state *state = container_of(listener,
struct focus_state,
surface_destroy_listener);
struct desktop_shell *shell;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_surface *main_surface, *next;
struct weston_view *view;
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
main_surface = weston_surface_get_main_surface(state->keyboard_focus);
next = NULL;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(view, &state->ws->layer.view_list, layer_link) {
if (view->surface == main_surface)
continue;
if (is_focus_view(view))
continue;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
next = view->surface;
break;
}
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
/* if the focus was a sub-surface, activate its main surface */
if (main_surface != state->keyboard_focus)
next = main_surface;
shell = state->seat->compositor->shell_interface.shell;
if (next) {
state->keyboard_focus = NULL;
activate(shell, next, state->seat);
} else {
if (shell->focus_animation_type == ANIMATION_DIM_LAYER) {
if (state->ws->focus_animation)
weston_view_animation_destroy(state->ws->focus_animation);
state->ws->focus_animation = weston_fade_run(
state->ws->fsurf_front->view,
state->ws->fsurf_front->view->alpha, 0.0, 300,
focus_animation_done, state->ws);
}
wl_list_remove(&state->link);
focus_state_destroy(state);
}
}
static struct focus_state *
focus_state_create(struct weston_seat *seat, struct workspace *ws)
{
struct focus_state *state;
state = malloc(sizeof *state);
if (state == NULL)
return NULL;
state->keyboard_focus = NULL;
state->ws = ws;
state->seat = seat;
wl_list_insert(&ws->focus_list, &state->link);
state->seat_destroy_listener.notify = focus_state_seat_destroy;
state->surface_destroy_listener.notify = focus_state_surface_destroy;
wl_signal_add(&seat->destroy_signal,
&state->seat_destroy_listener);
wl_list_init(&state->surface_destroy_listener.link);
return state;
}
static struct focus_state *
ensure_focus_state(struct desktop_shell *shell, struct weston_seat *seat)
{
struct workspace *ws = get_current_workspace(shell);
struct focus_state *state;
wl_list_for_each(state, &ws->focus_list, link)
if (state->seat == seat)
break;
if (&state->link == &ws->focus_list)
state = focus_state_create(seat, ws);
return state;
}
static void
focus_state_set_focus(struct focus_state *state,
struct weston_surface *surface)
{
if (state->keyboard_focus) {
wl_list_remove(&state->surface_destroy_listener.link);
wl_list_init(&state->surface_destroy_listener.link);
}
state->keyboard_focus = surface;
if (surface)
wl_signal_add(&surface->destroy_signal,
&state->surface_destroy_listener);
}
static void
restore_focus_state(struct desktop_shell *shell, struct workspace *ws)
{
struct focus_state *state, *next;
struct weston_surface *surface;
wl_list_for_each_safe(state, next, &ws->focus_list, link) {
if (state->seat->keyboard == NULL)
continue;
surface = state->keyboard_focus;
weston_keyboard_set_focus(state->seat->keyboard, surface);
}
}
static void
replace_focus_state(struct desktop_shell *shell, struct workspace *ws,
struct weston_seat *seat)
{
struct focus_state *state;
wl_list_for_each(state, &ws->focus_list, link) {
if (state->seat == seat) {
focus_state_set_focus(state, seat->keyboard->focus);
return;
}
}
}
static void
drop_focus_state(struct desktop_shell *shell, struct workspace *ws,
struct weston_surface *surface)
{
struct focus_state *state;
wl_list_for_each(state, &ws->focus_list, link)
if (state->keyboard_focus == surface)
focus_state_set_focus(state, NULL);
}
static void
animate_focus_change(struct desktop_shell *shell, struct workspace *ws,
struct weston_view *from, struct weston_view *to)
{
struct weston_output *output;
bool focus_surface_created = false;
/* FIXME: Only support dim animation using two layers */
if (from == to || shell->focus_animation_type != ANIMATION_DIM_LAYER)
return;
output = get_default_output(shell->compositor);
if (ws->fsurf_front == NULL && (from || to)) {
ws->fsurf_front = create_focus_surface(shell->compositor, output);
if (ws->fsurf_front == NULL)
return;
ws->fsurf_front->view->alpha = 0.0;
ws->fsurf_back = create_focus_surface(shell->compositor, output);
if (ws->fsurf_back == NULL) {
focus_surface_destroy(ws->fsurf_front);
return;
}
ws->fsurf_back->view->alpha = 0.0;
focus_surface_created = true;
} else {
wl_list_remove(&ws->fsurf_front->view->layer_link);
wl_list_remove(&ws->fsurf_back->view->layer_link);
}
if (ws->focus_animation) {
weston_view_animation_destroy(ws->focus_animation);
ws->focus_animation = NULL;
}
if (to)
wl_list_insert(&to->layer_link,
&ws->fsurf_front->view->layer_link);
else if (from)
wl_list_insert(&ws->layer.view_list,
&ws->fsurf_front->view->layer_link);
if (focus_surface_created) {
ws->focus_animation = weston_fade_run(
ws->fsurf_front->view,
ws->fsurf_front->view->alpha, 0.6, 300,
focus_animation_done, ws);
} else if (from) {
wl_list_insert(&from->layer_link,
&ws->fsurf_back->view->layer_link);
ws->focus_animation = weston_stable_fade_run(
ws->fsurf_front->view, 0.0,
ws->fsurf_back->view, 0.6,
focus_animation_done, ws);
} else if (to) {
wl_list_insert(&ws->layer.view_list,
&ws->fsurf_back->view->layer_link);
ws->focus_animation = weston_stable_fade_run(
ws->fsurf_front->view, 0.0,
ws->fsurf_back->view, 0.6,
focus_animation_done, ws);
}
}
static void
workspace_destroy(struct workspace *ws)
{
struct focus_state *state, *next;
wl_list_for_each_safe(state, next, &ws->focus_list, link)
focus_state_destroy(state);
if (ws->fsurf_front)
focus_surface_destroy(ws->fsurf_front);
if (ws->fsurf_back)
focus_surface_destroy(ws->fsurf_back);
free(ws);
}
static void
seat_destroyed(struct wl_listener *listener, void *data)
{
struct weston_seat *seat = data;
struct focus_state *state, *next;
struct workspace *ws = container_of(listener,
struct workspace,
seat_destroyed_listener);
wl_list_for_each_safe(state, next, &ws->focus_list, link)
if (state->seat == seat)
wl_list_remove(&state->link);
}
static struct workspace *
workspace_create(void)
{
struct workspace *ws = malloc(sizeof *ws);
if (ws == NULL)
return NULL;
weston_layer_init(&ws->layer, NULL);
wl_list_init(&ws->focus_list);
wl_list_init(&ws->seat_destroyed_listener.link);
ws->seat_destroyed_listener.notify = seat_destroyed;
ws->fsurf_front = NULL;
ws->fsurf_back = NULL;
ws->focus_animation = NULL;
return ws;
}
static int
workspace_is_empty(struct workspace *ws)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
return wl_list_empty(&ws->layer.view_list);
}
static struct workspace *
get_workspace(struct desktop_shell *shell, unsigned int index)
{
struct workspace **pws = shell->workspaces.array.data;
assert(index < shell->workspaces.num);
pws += index;
return *pws;
}
struct workspace *
get_current_workspace(struct desktop_shell *shell)
{
return get_workspace(shell, shell->workspaces.current);
}
static void
activate_workspace(struct desktop_shell *shell, unsigned int index)
{
struct workspace *ws;
ws = get_workspace(shell, index);
wl_list_insert(&shell->panel_layer.link, &ws->layer.link);
shell->workspaces.current = index;
}
static unsigned int
get_output_height(struct weston_output *output)
{
return abs(output->region.extents.y1 - output->region.extents.y2);
}
static void
view_translate(struct workspace *ws, struct weston_view *view, double d)
{
struct weston_transform *transform;
if (is_focus_view(view)) {
struct focus_surface *fsurf = get_focus_surface(view->surface);
transform = &fsurf->workspace_transform;
} else {
struct shell_surface *shsurf = get_shell_surface(view->surface);
transform = &shsurf->workspace_transform;
}
if (wl_list_empty(&transform->link))
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_insert(view->geometry.transformation_list.prev,
&transform->link);
weston_matrix_init(&transform->matrix);
weston_matrix_translate(&transform->matrix,
0.0, d, 0.0);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_geometry_dirty(view);
}
static void
workspace_translate_out(struct workspace *ws, double fraction)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
unsigned int height;
double d;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(view, &ws->layer.view_list, layer_link) {
height = get_output_height(view->surface->output);
d = height * fraction;
view_translate(ws, view, d);
}
}
static void
workspace_translate_in(struct workspace *ws, double fraction)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
unsigned int height;
double d;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(view, &ws->layer.view_list, layer_link) {
height = get_output_height(view->surface->output);
if (fraction > 0)
d = -(height - height * fraction);
else
d = height + height * fraction;
view_translate(ws, view, d);
}
}
static void
broadcast_current_workspace_state(struct desktop_shell *shell)
{
struct wl_resource *resource;
wl_resource_for_each(resource, &shell->workspaces.client_list)
workspace_manager_send_state(resource,
shell->workspaces.current,
shell->workspaces.num);
}
static void
reverse_workspace_change_animation(struct desktop_shell *shell,
unsigned int index,
struct workspace *from,
struct workspace *to)
{
shell->workspaces.current = index;
shell->workspaces.anim_to = to;
shell->workspaces.anim_from = from;
shell->workspaces.anim_dir = -1 * shell->workspaces.anim_dir;
shell->workspaces.anim_timestamp = 0;
weston_compositor_schedule_repaint(shell->compositor);
}
static void
workspace_deactivate_transforms(struct workspace *ws)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
struct weston_transform *transform;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(view, &ws->layer.view_list, layer_link) {
if (is_focus_view(view)) {
struct focus_surface *fsurf = get_focus_surface(view->surface);
transform = &fsurf->workspace_transform;
} else {
struct shell_surface *shsurf = get_shell_surface(view->surface);
transform = &shsurf->workspace_transform;
}
if (!wl_list_empty(&transform->link)) {
wl_list_remove(&transform->link);
wl_list_init(&transform->link);
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_geometry_dirty(view);
}
}
static void
finish_workspace_change_animation(struct desktop_shell *shell,
struct workspace *from,
struct workspace *to)
{
weston_compositor_schedule_repaint(shell->compositor);
wl_list_remove(&shell->workspaces.animation.link);
workspace_deactivate_transforms(from);
workspace_deactivate_transforms(to);
shell->workspaces.anim_to = NULL;
wl_list_remove(&shell->workspaces.anim_from->layer.link);
}
static void
animate_workspace_change_frame(struct weston_animation *animation,
struct weston_output *output, uint32_t msecs)
{
struct desktop_shell *shell =
container_of(animation, struct desktop_shell,
workspaces.animation);
struct workspace *from = shell->workspaces.anim_from;
struct workspace *to = shell->workspaces.anim_to;
uint32_t t;
double x, y;
if (workspace_is_empty(from) && workspace_is_empty(to)) {
finish_workspace_change_animation(shell, from, to);
return;
}
if (shell->workspaces.anim_timestamp == 0) {
if (shell->workspaces.anim_current == 0.0)
shell->workspaces.anim_timestamp = msecs;
else
shell->workspaces.anim_timestamp =
msecs -
/* Invers of movement function 'y' below. */
(asin(1.0 - shell->workspaces.anim_current) *
DEFAULT_WORKSPACE_CHANGE_ANIMATION_LENGTH *
M_2_PI);
}
t = msecs - shell->workspaces.anim_timestamp;
/*
* x = [0, π/2]
* y(x) = sin(x)
*/
x = t * (1.0/DEFAULT_WORKSPACE_CHANGE_ANIMATION_LENGTH) * M_PI_2;
y = sin(x);
if (t < DEFAULT_WORKSPACE_CHANGE_ANIMATION_LENGTH) {
weston_compositor_schedule_repaint(shell->compositor);
workspace_translate_out(from, shell->workspaces.anim_dir * y);
workspace_translate_in(to, shell->workspaces.anim_dir * y);
shell->workspaces.anim_current = y;
weston_compositor_schedule_repaint(shell->compositor);
}
else
finish_workspace_change_animation(shell, from, to);
}
static void
animate_workspace_change(struct desktop_shell *shell,
unsigned int index,
struct workspace *from,
struct workspace *to)
{
struct weston_output *output;
int dir;
if (index > shell->workspaces.current)
dir = -1;
else
dir = 1;
shell->workspaces.current = index;
shell->workspaces.anim_dir = dir;
shell->workspaces.anim_from = from;
shell->workspaces.anim_to = to;
shell->workspaces.anim_current = 0.0;
shell->workspaces.anim_timestamp = 0;
output = container_of(shell->compositor->output_list.next,
struct weston_output, link);
wl_list_insert(&output->animation_list,
&shell->workspaces.animation.link);
wl_list_insert(from->layer.link.prev, &to->layer.link);
workspace_translate_in(to, 0);
restore_focus_state(shell, to);
weston_compositor_schedule_repaint(shell->compositor);
}
static void
update_workspace(struct desktop_shell *shell, unsigned int index,
struct workspace *from, struct workspace *to)
{
shell->workspaces.current = index;
wl_list_insert(&from->layer.link, &to->layer.link);
wl_list_remove(&from->layer.link);
}
static void
change_workspace(struct desktop_shell *shell, unsigned int index)
{
struct workspace *from;
struct workspace *to;
struct focus_state *state;
if (index == shell->workspaces.current)
return;
/* Don't change workspace when there is any fullscreen surfaces. */
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (!wl_list_empty(&shell->fullscreen_layer.view_list))
return;
from = get_current_workspace(shell);
to = get_workspace(shell, index);
if (shell->workspaces.anim_from == to &&
shell->workspaces.anim_to == from) {
restore_focus_state(shell, to);
reverse_workspace_change_animation(shell, index, from, to);
broadcast_current_workspace_state(shell);
return;
}
if (shell->workspaces.anim_to != NULL)
finish_workspace_change_animation(shell,
shell->workspaces.anim_from,
shell->workspaces.anim_to);
restore_focus_state(shell, to);
if (shell->focus_animation_type != ANIMATION_NONE) {
wl_list_for_each(state, &from->focus_list, link)
if (state->keyboard_focus)
animate_focus_change(shell, from,
get_default_view(state->keyboard_focus), NULL);
wl_list_for_each(state, &to->focus_list, link)
if (state->keyboard_focus)
animate_focus_change(shell, to,
NULL, get_default_view(state->keyboard_focus));
}
if (workspace_is_empty(to) && workspace_is_empty(from))
update_workspace(shell, index, from, to);
else
animate_workspace_change(shell, index, from, to);
broadcast_current_workspace_state(shell);
}
static bool
workspace_has_only(struct workspace *ws, struct weston_surface *surface)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct wl_list *list = &ws->layer.view_list;
struct wl_list *e;
if (wl_list_empty(list))
return false;
e = list->next;
if (e->next != list)
return false;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
return container_of(e, struct weston_view, layer_link)->surface == surface;
}
static void
move_surface_to_workspace(struct desktop_shell *shell,
struct shell_surface *shsurf,
uint32_t workspace)
{
struct workspace *from;
struct workspace *to;
struct weston_seat *seat;
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
struct weston_surface *focus;
struct weston_view *view;
if (workspace == shell->workspaces.current)
return;
view = get_default_view(shsurf->surface);
if (!view)
return;
assert(weston_surface_get_main_surface(view->surface) == view->surface);
if (workspace >= shell->workspaces.num)
workspace = shell->workspaces.num - 1;
from = get_current_workspace(shell);
to = get_workspace(shell, workspace);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_remove(&view->layer_link);
wl_list_insert(&to->layer.view_list, &view->layer_link);
shell_surface_update_child_surface_layers(shsurf);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
drop_focus_state(shell, from, view->surface);
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
wl_list_for_each(seat, &shell->compositor->seat_list, link) {
if (!seat->keyboard)
continue;
focus = weston_surface_get_main_surface(seat->keyboard->focus);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (focus == view->surface)
weston_keyboard_set_focus(seat->keyboard, NULL);
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_damage_below(view);
}
static void
take_surface_to_workspace_by_seat(struct desktop_shell *shell,
struct weston_seat *seat,
unsigned int index)
{
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
struct weston_surface *surface;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
struct shell_surface *shsurf;
struct workspace *from;
struct workspace *to;
struct focus_state *state;
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
surface = weston_surface_get_main_surface(seat->keyboard->focus);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view = get_default_view(surface);
if (view == NULL ||
index == shell->workspaces.current ||
is_focus_view(view))
return;
from = get_current_workspace(shell);
to = get_workspace(shell, index);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_remove(&view->layer_link);
wl_list_insert(&to->layer.view_list, &view->layer_link);
shsurf = get_shell_surface(surface);
if (shsurf != NULL)
shell_surface_update_child_surface_layers(shsurf);
replace_focus_state(shell, to, seat);
drop_focus_state(shell, from, surface);
if (shell->workspaces.anim_from == to &&
shell->workspaces.anim_to == from) {
wl_list_remove(&to->layer.link);
wl_list_insert(from->layer.link.prev, &to->layer.link);
reverse_workspace_change_animation(shell, index, from, to);
broadcast_current_workspace_state(shell);
return;
}
if (shell->workspaces.anim_to != NULL)
finish_workspace_change_animation(shell,
shell->workspaces.anim_from,
shell->workspaces.anim_to);
if (workspace_is_empty(from) &&
workspace_has_only(to, surface))
update_workspace(shell, index, from, to);
else {
if (shsurf != NULL &&
wl_list_empty(&shsurf->workspace_transform.link))
wl_list_insert(&shell->workspaces.anim_sticky_list,
&shsurf->workspace_transform.link);
animate_workspace_change(shell, index, from, to);
}
broadcast_current_workspace_state(shell);
state = ensure_focus_state(shell, seat);
if (state != NULL)
focus_state_set_focus(state, surface);
}
static void
workspace_manager_move_surface(struct wl_client *client,
struct wl_resource *resource,
struct wl_resource *surface_resource,
uint32_t workspace)
{
struct desktop_shell *shell = wl_resource_get_user_data(resource);
struct weston_surface *surface =
wl_resource_get_user_data(surface_resource);
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
struct weston_surface *main_surface;
struct shell_surface *shell_surface;
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
main_surface = weston_surface_get_main_surface(surface);
shell_surface = get_shell_surface(main_surface);
if (shell_surface == NULL)
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
return;
move_surface_to_workspace(shell, shell_surface, workspace);
}
static const struct workspace_manager_interface workspace_manager_implementation = {
workspace_manager_move_surface,
};
static void
unbind_resource(struct wl_resource *resource)
{
wl_list_remove(wl_resource_get_link(resource));
}
static void
bind_workspace_manager(struct wl_client *client,
void *data, uint32_t version, uint32_t id)
{
struct desktop_shell *shell = data;
struct wl_resource *resource;
resource = wl_resource_create(client,
&workspace_manager_interface, 1, id);
if (resource == NULL) {
weston_log("couldn't add workspace manager object");
return;
}
wl_resource_set_implementation(resource,
&workspace_manager_implementation,
shell, unbind_resource);
wl_list_insert(&shell->workspaces.client_list,
wl_resource_get_link(resource));
workspace_manager_send_state(resource,
shell->workspaces.current,
shell->workspaces.num);
}
static void
touch_move_grab_down(struct weston_touch_grab *grab, uint32_t time,
int touch_id, wl_fixed_t sx, wl_fixed_t sy)
{
}
static void
touch_move_grab_up(struct weston_touch_grab *grab, uint32_t time, int touch_id)
{
struct weston_touch_move_grab *move =
(struct weston_touch_move_grab *) container_of(
grab, struct shell_touch_grab, grab);
if (touch_id == 0)
move->active = 0;
if (grab->touch->num_tp == 0) {
shell_touch_grab_end(&move->base);
free(move);
}
}
static void
touch_move_grab_motion(struct weston_touch_grab *grab, uint32_t time,
int touch_id, wl_fixed_t sx, wl_fixed_t sy)
{
struct weston_touch_move_grab *move = (struct weston_touch_move_grab *) grab;
struct shell_surface *shsurf = move->base.shsurf;
struct weston_surface *es;
int dx = wl_fixed_to_int(grab->touch->grab_x + move->dx);
int dy = wl_fixed_to_int(grab->touch->grab_y + move->dy);
if (!shsurf || !move->active)
return;
es = shsurf->surface;
weston_view_set_position(shsurf->view, dx, dy);
weston_compositor_schedule_repaint(es->compositor);
}
static void
touch_move_grab_cancel(struct weston_touch_grab *grab)
{
struct weston_touch_move_grab *move =
(struct weston_touch_move_grab *) container_of(
grab, struct shell_touch_grab, grab);
shell_touch_grab_end(&move->base);
free(move);
}
static const struct weston_touch_grab_interface touch_move_grab_interface = {
touch_move_grab_down,
touch_move_grab_up,
touch_move_grab_motion,
touch_move_grab_cancel,
};
static int
surface_touch_move(struct shell_surface *shsurf, struct weston_seat *seat)
{
struct weston_touch_move_grab *move;
if (!shsurf)
return -1;
if (shsurf->state.fullscreen)
return 0;
if (shsurf->grabbed)
return 0;
move = malloc(sizeof *move);
if (!move)
return -1;
move->active = 1;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
move->dx = wl_fixed_from_double(shsurf->view->geometry.x) -
seat->touch->grab_x;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
move->dy = wl_fixed_from_double(shsurf->view->geometry.y) -
seat->touch->grab_y;
shell_touch_grab_start(&move->base, &touch_move_grab_interface, shsurf,
seat->touch);
return 0;
}
13 years ago
static void
noop_grab_focus(struct weston_pointer_grab *grab)
13 years ago
{
}
static void
move_grab_motion(struct weston_pointer_grab *grab, uint32_t time,
wl_fixed_t x, wl_fixed_t y)
{
struct weston_move_grab *move = (struct weston_move_grab *) grab;
struct weston_pointer *pointer = grab->pointer;
struct shell_surface *shsurf = move->base.shsurf;
int dx, dy;
weston_pointer_move(pointer, x, y);
dx = wl_fixed_to_int(pointer->x + move->dx);
dy = wl_fixed_to_int(pointer->y + move->dy);
if (!shsurf)
return;
weston_view_set_position(shsurf->view, dx, dy);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_compositor_schedule_repaint(shsurf->surface->compositor);
}
static void
move_grab_button(struct weston_pointer_grab *grab,
uint32_t time, uint32_t button, uint32_t state_w)
{
struct shell_grab *shell_grab = container_of(grab, struct shell_grab,
grab);
struct weston_pointer *pointer = grab->pointer;
enum wl_pointer_button_state state = state_w;
if (pointer->button_count == 0 &&
state == WL_POINTER_BUTTON_STATE_RELEASED) {
shell_grab_end(shell_grab);
13 years ago
free(grab);
}
}
static void
move_grab_cancel(struct weston_pointer_grab *grab)
{
struct shell_grab *shell_grab =
container_of(grab, struct shell_grab, grab);
shell_grab_end(shell_grab);
free(grab);
}
static const struct weston_pointer_grab_interface move_grab_interface = {
13 years ago
noop_grab_focus,
move_grab_motion,
move_grab_button,
move_grab_cancel,
};
static int
surface_move(struct shell_surface *shsurf, struct weston_seat *seat)
{
struct weston_move_grab *move;
if (!shsurf)
return -1;
if (shsurf->grabbed)
return 0;
if (shsurf->state.fullscreen || shsurf->state.maximized)
return 0;
move = malloc(sizeof *move);
if (!move)
return -1;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
move->dx = wl_fixed_from_double(shsurf->view->geometry.x) -
seat->pointer->grab_x;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
move->dy = wl_fixed_from_double(shsurf->view->geometry.y) -
seat->pointer->grab_y;
shell_grab_start(&move->base, &move_grab_interface, shsurf,
seat->pointer, DESKTOP_SHELL_CURSOR_MOVE);
return 0;
}
static void
common_surface_move(struct wl_resource *resource,
struct wl_resource *seat_resource, uint32_t serial)
{
struct weston_seat *seat = wl_resource_get_user_data(seat_resource);
struct shell_surface *shsurf = wl_resource_get_user_data(resource);
struct weston_surface *surface;
if (seat->pointer &&
seat->pointer->focus &&
seat->pointer->button_count > 0 &&
seat->pointer->grab_serial == serial) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
surface = weston_surface_get_main_surface(seat->pointer->focus->surface);
if ((surface == shsurf->surface) &&
(surface_move(shsurf, seat) < 0))
wl_resource_post_no_memory(resource);
} else if (seat->touch &&
seat->touch->focus &&
seat->touch->grab_serial == serial) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
surface = weston_surface_get_main_surface(seat->touch->focus->surface);
if ((surface == shsurf->surface) &&
(surface_touch_move(shsurf, seat) < 0))
wl_resource_post_no_memory(resource);
}
}
static void
shell_surface_move(struct wl_client *client, struct wl_resource *resource,
struct wl_resource *seat_resource, uint32_t serial)
{
common_surface_move(resource, seat_resource, serial);
}
struct weston_resize_grab {
struct shell_grab base;
uint32_t edges;
int32_t width, height;
};
static void
resize_grab_motion(struct weston_pointer_grab *grab, uint32_t time,
wl_fixed_t x, wl_fixed_t y)
{
struct weston_resize_grab *resize = (struct weston_resize_grab *) grab;
struct weston_pointer *pointer = grab->pointer;
struct shell_surface *shsurf = resize->base.shsurf;
int32_t width, height;
wl_fixed_t from_x, from_y;
wl_fixed_t to_x, to_y;
weston_pointer_move(pointer, x, y);
if (!shsurf)
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_from_global_fixed(shsurf->view,
pointer->grab_x, pointer->grab_y,
&from_x, &from_y);
weston_view_from_global_fixed(shsurf->view,
pointer->x, pointer->y, &to_x, &to_y);
width = resize->width;
if (resize->edges & WL_SHELL_SURFACE_RESIZE_LEFT) {
width += wl_fixed_to_int(from_x - to_x);
} else if (resize->edges & WL_SHELL_SURFACE_RESIZE_RIGHT) {
width += wl_fixed_to_int(to_x - from_x);
}
height = resize->height;
if (resize->edges & WL_SHELL_SURFACE_RESIZE_TOP) {
height += wl_fixed_to_int(from_y - to_y);
} else if (resize->edges & WL_SHELL_SURFACE_RESIZE_BOTTOM) {
height += wl_fixed_to_int(to_y - from_y);
}
shsurf->client->send_configure(shsurf->surface,
resize->edges, width, height);
}
static void
send_configure(struct weston_surface *surface,
uint32_t edges, int32_t width, int32_t height)
{
struct shell_surface *shsurf = get_shell_surface(surface);
assert(shsurf);
wl_shell_surface_send_configure(shsurf->resource,
edges, width, height);
}
static const struct weston_shell_client shell_client = {
send_configure
};
static void
resize_grab_button(struct weston_pointer_grab *grab,
uint32_t time, uint32_t button, uint32_t state_w)
{
struct weston_resize_grab *resize = (struct weston_resize_grab *) grab;
struct weston_pointer *pointer = grab->pointer;
enum wl_pointer_button_state state = state_w;
if (pointer->button_count == 0 &&
state == WL_POINTER_BUTTON_STATE_RELEASED) {
shell_grab_end(&resize->base);
free(grab);
}
}
static void
resize_grab_cancel(struct weston_pointer_grab *grab)
{
struct weston_resize_grab *resize = (struct weston_resize_grab *) grab;
shell_grab_end(&resize->base);
free(grab);
}
static const struct weston_pointer_grab_interface resize_grab_interface = {
noop_grab_focus,
resize_grab_motion,
resize_grab_button,
resize_grab_cancel,
};
/*
* Returns the bounding box of a surface and all its sub-surfaces,
* in the surface coordinates system. */
static void
surface_subsurfaces_boundingbox(struct weston_surface *surface, int32_t *x,
int32_t *y, int32_t *w, int32_t *h) {
pixman_region32_t region;
pixman_box32_t *box;
struct weston_subsurface *subsurface;
pixman_region32_init_rect(&region, 0, 0,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
surface->width,
surface->height);
wl_list_for_each(subsurface, &surface->subsurface_list, parent_link) {
pixman_region32_union_rect(&region, &region,
subsurface->position.x,
subsurface->position.y,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
subsurface->surface->width,
subsurface->surface->height);
}
box = pixman_region32_extents(&region);
if (x)
*x = box->x1;
if (y)
*y = box->y1;
if (w)
*w = box->x2 - box->x1;
if (h)
*h = box->y2 - box->y1;
pixman_region32_fini(&region);
}
static int
surface_resize(struct shell_surface *shsurf,
struct weston_seat *seat, uint32_t edges)
{
struct weston_resize_grab *resize;
if (shsurf->state.fullscreen || shsurf->state.maximized)
return 0;
if (edges == 0 || edges > 15 ||
(edges & 3) == 3 || (edges & 12) == 12)
return 0;
resize = malloc(sizeof *resize);
if (!resize)
return -1;
resize->edges = edges;
surface_subsurfaces_boundingbox(shsurf->surface, NULL, NULL,
&resize->width, &resize->height);
shsurf->resize_edges = edges;
shell_grab_start(&resize->base, &resize_grab_interface, shsurf,
seat->pointer, edges);
return 0;
}
static void
common_surface_resize(struct wl_resource *resource,
struct wl_resource *seat_resource, uint32_t serial,
uint32_t edges)
{
struct weston_seat *seat = wl_resource_get_user_data(seat_resource);
struct shell_surface *shsurf = wl_resource_get_user_data(resource);
struct weston_surface *surface;
if (shsurf->state.fullscreen)
return;
if (seat->pointer->button_count == 0 ||
seat->pointer->grab_serial != serial ||
seat->pointer->focus == NULL)
return;
surface = weston_surface_get_main_surface(seat->pointer->focus->surface);
if (surface != shsurf->surface)
return;
if (surface_resize(shsurf, seat, edges) < 0)
wl_resource_post_no_memory(resource);
}
static void
shell_surface_resize(struct wl_client *client, struct wl_resource *resource,
struct wl_resource *seat_resource, uint32_t serial,
uint32_t edges)
{
common_surface_resize(resource, seat_resource, serial, edges);
}
static void
busy_cursor_grab_focus(struct weston_pointer_grab *base)
{
struct shell_grab *grab = (struct shell_grab *) base;
struct weston_pointer *pointer = base->pointer;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
wl_fixed_t sx, sy;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view = weston_compositor_pick_view(pointer->seat->compositor,
pointer->x, pointer->y,
&sx, &sy);
if (!grab->shsurf || grab->shsurf->surface != view->surface) {
shell_grab_end(grab);
free(grab);
}
}
static void
busy_cursor_grab_motion(struct weston_pointer_grab *grab, uint32_t time,
wl_fixed_t x, wl_fixed_t y)
{
weston_pointer_move(grab->pointer, x, y);
}
static void
busy_cursor_grab_button(struct weston_pointer_grab *base,
uint32_t time, uint32_t button, uint32_t state)
{
struct shell_grab *grab = (struct shell_grab *) base;
struct shell_surface *shsurf = grab->shsurf;
struct weston_seat *seat = grab->grab.pointer->seat;
if (shsurf && button == BTN_LEFT && state) {
activate(shsurf->shell, shsurf->surface, seat);
surface_move(shsurf, seat);
} else if (shsurf && button == BTN_RIGHT && state) {
activate(shsurf->shell, shsurf->surface, seat);
surface_rotate(shsurf, seat);
}
}
static void
busy_cursor_grab_cancel(struct weston_pointer_grab *base)
{
struct shell_grab *grab = (struct shell_grab *) base;
shell_grab_end(grab);
free(grab);
}
static const struct weston_pointer_grab_interface busy_cursor_grab_interface = {
busy_cursor_grab_focus,
busy_cursor_grab_motion,
busy_cursor_grab_button,
busy_cursor_grab_cancel,
};
static void
set_busy_cursor(struct shell_surface *shsurf, struct weston_pointer *pointer)
{
struct shell_grab *grab;
if (pointer->grab->interface == &busy_cursor_grab_interface)
return;
grab = malloc(sizeof *grab);
if (!grab)
return;
shell_grab_start(grab, &busy_cursor_grab_interface, shsurf, pointer,
DESKTOP_SHELL_CURSOR_BUSY);
}
static void
end_busy_cursor(struct weston_compositor *compositor, struct wl_client *client)
{
struct shell_grab *grab;
struct weston_seat *seat;
wl_list_for_each(seat, &compositor->seat_list, link) {
if (seat->pointer == NULL)
continue;
grab = (struct shell_grab *) seat->pointer->grab;
if (grab->grab.interface == &busy_cursor_grab_interface &&
wl_resource_get_client(grab->shsurf->resource) == client) {
shell_grab_end(grab);
free(grab);
}
}
}
static void
ping_timer_destroy(struct shell_surface *shsurf)
{
if (!shsurf || !shsurf->ping_timer)
return;
if (shsurf->ping_timer->source)
wl_event_source_remove(shsurf->ping_timer->source);
free(shsurf->ping_timer);
shsurf->ping_timer = NULL;
}
static int
ping_timeout_handler(void *data)
{
struct shell_surface *shsurf = data;
struct weston_seat *seat;
/* Client is not responding */
shsurf->unresponsive = 1;
wl_list_for_each(seat, &shsurf->surface->compositor->seat_list, link)
if (seat->pointer && seat->pointer->focus &&
seat->pointer->focus->surface == shsurf->surface)
set_busy_cursor(shsurf, seat->pointer);
return 1;
}
static const int ping_timeout = 200;
static void
handle_wl_shell_ping(struct shell_surface *shsurf, uint32_t serial)
{
struct wl_event_loop *loop;
struct weston_compositor *compositor = shsurf->shell->compositor;
if (shsurf->ping_timer)
return;
shsurf->ping_timer = malloc(sizeof *shsurf->ping_timer);
if (!shsurf->ping_timer)
return;
shsurf->ping_timer->serial = serial;
loop = wl_display_get_event_loop(compositor->wl_display);
shsurf->ping_timer->source =
wl_event_loop_add_timer(loop, ping_timeout_handler, shsurf);
wl_event_source_timer_update(shsurf->ping_timer->source, ping_timeout);
wl_shell_surface_send_ping(shsurf->resource, serial);
}
static void
handle_shell_client_destroy(struct wl_listener *listener, void *data);
static int
xdg_ping_timeout_handler(void *data)
{
struct shell_client *sc = data;
struct weston_seat *seat;
struct shell_surface *shsurf;
/* Client is not responding */
sc->unresponsive = 1;
wl_list_for_each(seat, &sc->shell->compositor->seat_list, link) {
if (seat->pointer == NULL || seat->pointer->focus == NULL)
continue;
if (seat->pointer->focus->surface->resource == NULL)
continue;
shsurf = get_shell_surface(seat->pointer->focus->surface);
if (shsurf &&
wl_resource_get_client(shsurf->resource) == sc->client)
set_busy_cursor(shsurf, seat->pointer);
}
return 1;
}
static void
handle_xdg_ping(struct shell_surface *shsurf, uint32_t serial)
{
struct weston_compositor *compositor = shsurf->shell->compositor;
struct wl_listener *listener;
struct wl_client *client = wl_resource_get_client(shsurf->resource);
struct shell_client *sc;
struct wl_event_loop *loop;
listener = wl_client_get_destroy_listener(client,
handle_shell_client_destroy);
sc = container_of(listener, struct shell_client, destroy_listener);
if (sc->unresponsive) {
xdg_ping_timeout_handler(sc);
return;
}
sc->ping_serial = serial;
loop = wl_display_get_event_loop(compositor->wl_display);
if (sc->ping_timer == NULL)
sc->ping_timer =
wl_event_loop_add_timer(loop,
xdg_ping_timeout_handler, sc);
if (sc->ping_timer == NULL)
return;
wl_event_source_timer_update(sc->ping_timer, ping_timeout);
xdg_shell_send_ping(sc->resource, serial);
}
static void
ping_handler(struct weston_surface *surface, uint32_t serial)
{
struct shell_surface *shsurf = get_shell_surface(surface);
if (!shsurf)
return;
if (!shsurf->resource)
return;
if (shsurf->surface == shsurf->shell->grab_surface)
return;
if (shell_surface_is_xdg_surface(shsurf) ||
shell_surface_is_xdg_popup(shsurf))
handle_xdg_ping(shsurf, serial);
else if (shell_surface_is_wl_shell_surface(shsurf))
handle_wl_shell_ping(shsurf, serial);
}
static void
handle_pointer_focus(struct wl_listener *listener, void *data)
{
struct weston_pointer *pointer = data;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view = pointer->focus;
struct weston_compositor *compositor;
struct shell_surface *shsurf;
uint32_t serial;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (!view)
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
compositor = view->surface->compositor;
shsurf = get_shell_surface(view->surface);
shell: fix a crash during 'make check' $ abs_builddir=$PWD/tests gdb -args ./src/weston --module=$PWD/tests/.libs/event-test.so (gdb) run Starting program: /home/pq/git/wayland-demos/src/weston --module=/home/pq/git/wayland-demos/tests/.libs/event-test.so [Thread debugging using libthread_db enabled] Mesa: Initializing x86-64 optimizations launching /home/pq/git/wayland-demos/tests/test-client created output global 0x608f50 test-client: got create-surface got surface 5 from client got surface id 5 Program received signal SIGSEGV, Segmentation fault. Mesa: Initializing x86-64 optimizations 0x00007fffeff72c7c in handle_pointer_focus (listener=0x74f5c0, data=0x6faa40) at shell.c:492 492 if (shsurf->unresponsive) { (gdb) bt #0 0x00007fffeff72c7c in handle_pointer_focus (listener=0x74f5c0, data=0x6faa40) at shell.c:492 #1 0x00007ffff5ed8b87 in wl_signal_emit (data=0x6faa40, signal=0x6faa88) at wayland-server.h:166 #2 wl_pointer_set_focus (pointer=0x6faa40, surface=<optimized out>, sx=12800, sy=12800) at wayland-server.c:752 #3 0x0000000000407d92 in weston_device_repick (seat=0x6fa930) at compositor.c:633 #4 0x0000000000407e49 in weston_compositor_repick (compositor=0x61c510) at compositor.c:656 #5 0x00000000004092e1 in weston_output_repaint (output=0x7b85b0, msecs=-1046834186) at compositor.c:1059 #6 0x00000000004094b4 in weston_output_finish_frame (output=0x7b85b0, msecs=-1046834186) at compositor.c:1092 #7 0x00007ffff211e3c1 in finish_frame_handler (data=0x7b85b0) at compositor-x11.c:284 #8 0x00007ffff5eda603 in wl_event_source_timer_dispatch (source=0x79ee50, ep=<optimized out>) at event-loop.c:173 #9 0x00007ffff5edaca0 in wl_event_loop_dispatch (loop=0x61b940, timeout=<optimized out>) at event-loop.c:410 #10 0x00007ffff5ed8dbd in wl_display_run (display=0x61b8f0) at wayland-server.c:1025 #11 0x000000000040ecb1 in main (argc=1, argv=0x7fffffffdd98) at compositor.c:3225 (gdb) print shsurf $1 = (struct shell_surface *) 0x0 Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
13 years ago
if (shsurf && shsurf->unresponsive) {
set_busy_cursor(shsurf, pointer);
} else {
serial = wl_display_next_serial(compositor->wl_display);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
ping_handler(view->surface, serial);
}
}
static void
create_pointer_focus_listener(struct weston_seat *seat)
{
struct wl_listener *listener;
if (!seat->pointer)
return;
listener = malloc(sizeof *listener);
listener->notify = handle_pointer_focus;
wl_signal_add(&seat->pointer->focus_signal, listener);
}
static void
shell_surface_lose_keyboard_focus(struct shell_surface *shsurf)
{
if (--shsurf->focus_count == 0)
if (shell_surface_is_xdg_surface(shsurf))
xdg_surface_send_focused_unset(shsurf->resource);
}
static void
shell_surface_gain_keyboard_focus(struct shell_surface *shsurf)
{
if (shsurf->focus_count++ == 0)
if (shell_surface_is_xdg_surface(shsurf))
xdg_surface_send_focused_set(shsurf->resource);
}
static void
handle_keyboard_focus(struct wl_listener *listener, void *data)
{
struct weston_keyboard *keyboard = data;
struct shell_seat *seat = get_shell_seat(keyboard->seat);
if (seat->focused_surface) {
struct shell_surface *shsurf = get_shell_surface(seat->focused_surface);
if (shsurf)
shell_surface_lose_keyboard_focus(shsurf);
}
seat->focused_surface = keyboard->focus;
if (seat->focused_surface) {
struct shell_surface *shsurf = get_shell_surface(seat->focused_surface);
if (shsurf)
shell_surface_gain_keyboard_focus(shsurf);
}
}
static void
create_keyboard_focus_listener(struct weston_seat *seat)
{
struct wl_listener *listener;
if (!seat->keyboard)
return;
listener = malloc(sizeof *listener);
listener->notify = handle_keyboard_focus;
wl_signal_add(&seat->keyboard->focus_signal, listener);
}
static void
xdg_surface_set_transient_for(struct wl_client *client,
struct wl_resource *resource,
struct wl_resource *parent_resource)
{
struct shell_surface *shsurf = wl_resource_get_user_data(resource);
struct weston_surface *parent;
if (parent_resource)
parent = wl_resource_get_user_data(parent_resource);
else
parent = NULL;
shell_surface_set_parent(shsurf, parent);
}
static void
surface_pong(struct shell_surface *shsurf, uint32_t serial)
{
struct weston_compositor *ec = shsurf->surface->compositor;
if (shsurf->ping_timer == NULL)
/* Just ignore unsolicited pong. */
return;
if (shsurf->ping_timer->serial == serial) {
shsurf->unresponsive = 0;
end_busy_cursor(ec, wl_resource_get_client(shsurf->resource));
}
}
static void
shell_surface_pong(struct wl_client *client, struct wl_resource *resource,
uint32_t serial)
{
struct shell_surface *shsurf = wl_resource_get_user_data(resource);
surface_pong(shsurf, serial);
}
static void
set_title(struct shell_surface *shsurf, const char *title)
{
free(shsurf->title);
shsurf->title = strdup(title);
}
static void
shell_surface_set_title(struct wl_client *client,
struct wl_resource *resource, const char *title)
{
struct shell_surface *shsurf = wl_resource_get_user_data(resource);
set_title(shsurf, title);
}
static void
shell_surface_set_class(struct wl_client *client,
struct wl_resource *resource, const char *class)
{
struct shell_surface *shsurf = wl_resource_get_user_data(resource);
free(shsurf->class);
shsurf->class = strdup(class);
}
static void
restore_output_mode(struct weston_output *output)
{
if (output->current_mode != output->original_mode ||
(int32_t)output->current_scale != output->original_scale)
weston_output_switch_mode(output,
output->original_mode,
output->original_scale,
WESTON_MODE_SWITCH_RESTORE_NATIVE);
}
static void
restore_all_output_modes(struct weston_compositor *compositor)
{
struct weston_output *output;
wl_list_for_each(output, &compositor->output_list, link)
restore_output_mode(output);
}
static int
get_output_panel_height(struct desktop_shell *shell,
struct weston_output *output)
{
struct weston_view *view;
int panel_height = 0;
if (!output)
return 0;
wl_list_for_each(view, &shell->panel_layer.view_list, layer_link) {
if (view->surface->output == output) {
panel_height = view->surface->height;
break;
}
}
return panel_height;
}
/* The surface will be inserted into the list immediately after the link
* returned by this function (i.e. will be stacked immediately above the
* returned link). */
static struct wl_list *
shell_surface_calculate_layer_link (struct shell_surface *shsurf)
{
struct workspace *ws;
struct weston_view *parent;
switch (shsurf->type) {
case SHELL_SURFACE_POPUP:
case SHELL_SURFACE_TOPLEVEL:
if (shsurf->state.fullscreen) {
return &shsurf->shell->fullscreen_layer.view_list;
} else if (shsurf->parent) {
/* Move the surface to its parent layer so
* that surfaces which are transient for
* fullscreen surfaces don't get hidden by the
* fullscreen surfaces. */
/* TODO: Handle a parent with multiple views */
parent = get_default_view(shsurf->parent);
if (parent)
return parent->layer_link.prev;
}
break;
case SHELL_SURFACE_XWAYLAND:
return &shsurf->shell->fullscreen_layer.view_list;
case SHELL_SURFACE_NONE:
default:
/* Go to the fallback, below. */
break;
}
/* Move the surface to a normal workspace layer so that surfaces
* which were previously fullscreen or transient are no longer
* rendered on top. */
ws = get_current_workspace(shsurf->shell);
return &ws->layer.view_list;
}
static void
shell_surface_update_child_surface_layers (struct shell_surface *shsurf)
{
struct shell_surface *child;
/* Move the child layers to the same workspace as shsurf. They will be
* stacked above shsurf. */
wl_list_for_each_reverse(child, &shsurf->children_list, children_link) {
if (shsurf->view->layer_link.prev != &child->view->layer_link) {
weston_view_geometry_dirty(child->view);
wl_list_remove(&child->view->layer_link);
wl_list_insert(shsurf->view->layer_link.prev,
&child->view->layer_link);
weston_view_geometry_dirty(child->view);
weston_surface_damage(child->surface);
/* Recurse. We don’t expect this to recurse very far (if
* at all) because that would imply we have transient
* (or popup) children of transient surfaces, which
* would be unusual. */
shell_surface_update_child_surface_layers(child);
}
}
}
/* Update the surface’s layer. Mark both the old and new views as having dirty
* geometry to ensure the changes are redrawn.
*
* If any child surfaces exist and are mapped, ensure theyre in the same layer
* as this surface. */
static void
shell_surface_update_layer(struct shell_surface *shsurf)
{
struct wl_list *new_layer_link;
new_layer_link = shell_surface_calculate_layer_link(shsurf);
if (new_layer_link == &shsurf->view->layer_link)
return;
weston_view_geometry_dirty(shsurf->view);
wl_list_remove(&shsurf->view->layer_link);
wl_list_insert(new_layer_link, &shsurf->view->layer_link);
weston_view_geometry_dirty(shsurf->view);
weston_surface_damage(shsurf->surface);
shell_surface_update_child_surface_layers(shsurf);
}
static void
shell_surface_set_parent(struct shell_surface *shsurf,
struct weston_surface *parent)
{
shsurf->parent = parent;
wl_list_remove(&shsurf->children_link);
wl_list_init(&shsurf->children_link);
/* Insert into the parent surface’s child list. */
if (parent != NULL) {
struct shell_surface *parent_shsurf = get_shell_surface(parent);
if (parent_shsurf != NULL)
wl_list_insert(&parent_shsurf->children_list,
&shsurf->children_link);
}
}
static void
shell_surface_set_output(struct shell_surface *shsurf,
struct weston_output *output)
{
struct weston_surface *es = shsurf->surface;
/* get the default output, if the client set it as NULL
check whether the ouput is available */
if (output)
shsurf->output = output;
else if (es->output)
shsurf->output = es->output;
else
shsurf->output = get_default_output(es->compositor);
}
static void
surface_clear_next_states(struct shell_surface *shsurf)
{
shsurf->next_state.maximized = false;
shsurf->next_state.fullscreen = false;
if ((shsurf->next_state.maximized != shsurf->state.maximized) ||
(shsurf->next_state.fullscreen != shsurf->state.fullscreen))
shsurf->state_changed = true;
}
static void
set_toplevel(struct shell_surface *shsurf)
{
shell_surface_set_parent(shsurf, NULL);
surface_clear_next_states(shsurf);
shsurf->type = SHELL_SURFACE_TOPLEVEL;
/* The layer_link is updated in set_surface_type(),
* called from configure. */
}
static void
shell_surface_set_toplevel(struct wl_client *client,
struct wl_resource *resource)
{
struct shell_surface *surface = wl_resource_get_user_data(resource);
set_toplevel(surface);
}
static void
set_transient(struct shell_surface *shsurf,
struct weston_surface *parent, int x, int y, uint32_t flags)
{
assert(parent != NULL);
shell_surface_set_parent(shsurf, parent);
surface_clear_next_states(shsurf);
shsurf->transient.x = x;
shsurf->transient.y = y;
shsurf->transient.flags = flags;
shsurf->next_state.relative = true;
shsurf->state_changed = true;
shsurf->type = SHELL_SURFACE_TOPLEVEL;
/* The layer_link is updated in set_surface_type(),
* called from configure. */
}
static void
shell_surface_set_transient(struct wl_client *client,
struct wl_resource *resource,
struct wl_resource *parent_resource,
int x, int y, uint32_t flags)
{
struct shell_surface *shsurf = wl_resource_get_user_data(resource);
struct weston_surface *parent =
wl_resource_get_user_data(parent_resource);
set_transient(shsurf, parent, x, y, flags);
}
static void
set_fullscreen(struct shell_surface *shsurf,
uint32_t method,
uint32_t framerate,
struct weston_output *output)
{
shell_surface_set_output(shsurf, output);
shsurf->fullscreen_output = shsurf->output;
shsurf->fullscreen.type = method;
shsurf->fullscreen.framerate = framerate;
shsurf->next_state.fullscreen = true;
shsurf->state_changed = true;
shsurf->type = SHELL_SURFACE_TOPLEVEL;
shsurf->client->send_configure(shsurf->surface, 0,
shsurf->output->width,
shsurf->output->height);
/* The layer_link is updated in set_surface_type(),
* called from configure. */
}
static void
weston_view_set_initial_position(struct weston_view *view,
struct desktop_shell *shell);
static void
unset_fullscreen(struct shell_surface *shsurf)
{
/* Unset the fullscreen output, driver configuration and transforms. */
if (shsurf->fullscreen.type == WL_SHELL_SURFACE_FULLSCREEN_METHOD_DRIVER &&
shell_surface_is_top_fullscreen(shsurf)) {
restore_output_mode(shsurf->fullscreen_output);
}
shsurf->fullscreen_output = NULL;
shsurf->fullscreen.type = WL_SHELL_SURFACE_FULLSCREEN_METHOD_DEFAULT;
shsurf->fullscreen.framerate = 0;
wl_list_remove(&shsurf->fullscreen.transform.link);
wl_list_init(&shsurf->fullscreen.transform.link);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (shsurf->fullscreen.black_view)
weston_surface_destroy(shsurf->fullscreen.black_view->surface);
shsurf->fullscreen.black_view = NULL;
if (shsurf->saved_position_valid)
weston_view_set_position(shsurf->view,
shsurf->saved_x, shsurf->saved_y);
else
weston_view_set_initial_position(shsurf->view, shsurf->shell);
if (shsurf->saved_rotation_valid) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_insert(&shsurf->view->geometry.transformation_list,
&shsurf->rotation.transform.link);
shsurf->saved_rotation_valid = false;
}
/* Layer is updated in set_surface_type(). */
}
static void
shell_surface_set_fullscreen(struct wl_client *client,
struct wl_resource *resource,
uint32_t method,
uint32_t framerate,
struct wl_resource *output_resource)
{
struct shell_surface *shsurf = wl_resource_get_user_data(resource);
struct weston_output *output;
if (output_resource)
output = wl_resource_get_user_data(output_resource);
else
output = NULL;
shell_surface_set_parent(shsurf, NULL);
surface_clear_next_states(shsurf);
set_fullscreen(shsurf, method, framerate, output);
}
static void
set_popup(struct shell_surface *shsurf,
struct weston_surface *parent,
struct weston_seat *seat,
uint32_t serial,
int32_t x,
int32_t y)
{
assert(parent != NULL);
shsurf->popup.shseat = get_shell_seat(seat);
shsurf->popup.serial = serial;
shsurf->popup.x = x;
shsurf->popup.y = y;
shsurf->type = SHELL_SURFACE_POPUP;
}
static void
shell_surface_set_popup(struct wl_client *client,
struct wl_resource *resource,
struct wl_resource *seat_resource,
uint32_t serial,
struct wl_resource *parent_resource,
int32_t x, int32_t y, uint32_t flags)
{
struct shell_surface *shsurf = wl_resource_get_user_data(resource);
struct weston_surface *parent =
wl_resource_get_user_data(parent_resource);
shell_surface_set_parent(shsurf, parent);
surface_clear_next_states(shsurf);
set_popup(shsurf,
parent,
wl_resource_get_user_data(seat_resource),
serial, x, y);
}
static void
set_maximized(struct shell_surface *shsurf,
struct weston_output *output)
{
struct desktop_shell *shell;
uint32_t edges = 0, panel_height = 0;
shell_surface_set_output(shsurf, output);
shell = shell_surface_get_shell(shsurf);
panel_height = get_output_panel_height(shell, shsurf->output);
edges = WL_SHELL_SURFACE_RESIZE_TOP | WL_SHELL_SURFACE_RESIZE_LEFT;
shsurf->client->send_configure(shsurf->surface, edges,
shsurf->output->width,
shsurf->output->height - panel_height);
shsurf->next_state.maximized = true;
shsurf->state_changed = true;
shsurf->type = SHELL_SURFACE_TOPLEVEL;
}
static void
unset_maximized(struct shell_surface *shsurf)
{
/* undo all maximized things here */
shsurf->output = get_default_output(shsurf->surface->compositor);
if (shsurf->saved_position_valid)
weston_view_set_position(shsurf->view,
shsurf->saved_x, shsurf->saved_y);
else
weston_view_set_initial_position(shsurf->view, shsurf->shell);
if (shsurf->saved_rotation_valid) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_insert(&shsurf->view->geometry.transformation_list,
&shsurf->rotation.transform.link);
shsurf->saved_rotation_valid = false;
}
/* Layer is updated in set_surface_type(). */
}
static void
shell_surface_set_maximized(struct wl_client *client,
struct wl_resource *resource,
struct wl_resource *output_resource)
{
struct shell_surface *shsurf = wl_resource_get_user_data(resource);
struct weston_output *output;
if (output_resource)
output = wl_resource_get_user_data(output_resource);
else
output = NULL;
shell_surface_set_parent(shsurf, NULL);
surface_clear_next_states(shsurf);
set_maximized(shsurf, output);
}
/* This is only ever called from set_surface_type(), so there’s no need to
* update layer_links here, since theyll be updated when we return. */
static int
reset_surface_type(struct shell_surface *surface)
{
if (surface->state.fullscreen)
unset_fullscreen(surface);
if (surface->state.maximized)
unset_maximized(surface);
return 0;
}
static void
set_full_output(struct shell_surface *shsurf)
{
shsurf->saved_x = shsurf->view->geometry.x;
shsurf->saved_y = shsurf->view->geometry.y;
shsurf->saved_width = shsurf->surface->width;
shsurf->saved_height = shsurf->surface->height;
shsurf->saved_size_valid = true;
shsurf->saved_position_valid = true;
if (!wl_list_empty(&shsurf->rotation.transform.link)) {
wl_list_remove(&shsurf->rotation.transform.link);
wl_list_init(&shsurf->rotation.transform.link);
weston_view_geometry_dirty(shsurf->view);
shsurf->saved_rotation_valid = true;
}
}
static void
set_surface_type(struct shell_surface *shsurf)
{
struct weston_surface *pes = shsurf->parent;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *pev = get_default_view(pes);
reset_surface_type(shsurf);
shsurf->state = shsurf->next_state;
shsurf->state_changed = false;
switch (shsurf->type) {
case SHELL_SURFACE_TOPLEVEL:
if (shsurf->state.maximized || shsurf->state.fullscreen) {
set_full_output(shsurf);
} else if (shsurf->state.relative && pev) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_set_position(shsurf->view,
pev->geometry.x + shsurf->transient.x,
pev->geometry.y + shsurf->transient.y);
}
break;
case SHELL_SURFACE_XWAYLAND:
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_set_position(shsurf->view, shsurf->transient.x,
shsurf->transient.y);
break;
case SHELL_SURFACE_POPUP:
case SHELL_SURFACE_NONE:
default:
break;
}
/* Update the surface’s layer. */
shell_surface_update_layer(shsurf);
}
static struct desktop_shell *
shell_surface_get_shell(struct shell_surface *shsurf)
{
return shsurf->shell;
}
static void
black_surface_configure(struct weston_surface *es, int32_t sx, int32_t sy);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
static struct weston_view *
create_black_surface(struct weston_compositor *ec,
struct weston_surface *fs_surface,
float x, float y, int w, int h)
{
struct weston_surface *surface = NULL;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
surface = weston_surface_create(ec);
if (surface == NULL) {
weston_log("no memory\n");
return NULL;
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view = weston_view_create(surface);
if (surface == NULL) {
weston_log("no memory\n");
weston_surface_destroy(surface);
return NULL;
}
surface->configure = black_surface_configure;
surface->configure_private = fs_surface;
weston_surface_set_color(surface, 0.0, 0.0, 0.0, 1);
pixman_region32_fini(&surface->opaque);
pixman_region32_init_rect(&surface->opaque, 0, 0, w, h);
pixman_region32_fini(&surface->input);
pixman_region32_init_rect(&surface->input, 0, 0, w, h);
weston_surface_set_size(surface, w, h);
weston_view_set_position(view, x, y);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
return view;
}
static void
shell_ensure_fullscreen_black_view(struct shell_surface *shsurf)
{
struct weston_output *output = shsurf->fullscreen_output;
assert(shsurf->state.fullscreen);
if (!shsurf->fullscreen.black_view)
shsurf->fullscreen.black_view =
create_black_surface(shsurf->surface->compositor,
shsurf->surface,
output->x, output->y,
output->width,
output->height);
weston_view_geometry_dirty(shsurf->fullscreen.black_view);
wl_list_remove(&shsurf->fullscreen.black_view->layer_link);
wl_list_insert(&shsurf->view->layer_link,
&shsurf->fullscreen.black_view->layer_link);
weston_view_geometry_dirty(shsurf->fullscreen.black_view);
weston_surface_damage(shsurf->surface);
}
/* Create black surface and append it to the associated fullscreen surface.
* Handle size dismatch and positioning according to the method. */
static void
shell_configure_fullscreen(struct shell_surface *shsurf)
{
struct weston_output *output = shsurf->fullscreen_output;
struct weston_surface *surface = shsurf->surface;
struct weston_matrix *matrix;
float scale, output_aspect, surface_aspect, x, y;
int32_t surf_x, surf_y, surf_width, surf_height;
if (shsurf->fullscreen.type != WL_SHELL_SURFACE_FULLSCREEN_METHOD_DRIVER)
restore_output_mode(output);
shell_ensure_fullscreen_black_view(shsurf);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
surface_subsurfaces_boundingbox(shsurf->surface, &surf_x, &surf_y,
&surf_width, &surf_height);
switch (shsurf->fullscreen.type) {
case WL_SHELL_SURFACE_FULLSCREEN_METHOD_DEFAULT:
if (surface->buffer_ref.buffer)
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
center_on_output(shsurf->view, shsurf->fullscreen_output);
break;
case WL_SHELL_SURFACE_FULLSCREEN_METHOD_SCALE:
/* 1:1 mapping between surface and output dimensions */
if (output->width == surf_width &&
output->height == surf_height) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_set_position(shsurf->view,
output->x - surf_x,
output->y - surf_y);
break;
}
matrix = &shsurf->fullscreen.transform.matrix;
weston_matrix_init(matrix);
output_aspect = (float) output->width /
(float) output->height;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
/* XXX: Use surf_width and surf_height here? */
surface_aspect = (float) surface->width /
(float) surface->height;
if (output_aspect < surface_aspect)
scale = (float) output->width /
(float) surf_width;
else
scale = (float) output->height /
(float) surf_height;
weston_matrix_scale(matrix, scale, scale, 1);
wl_list_remove(&shsurf->fullscreen.transform.link);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_insert(&shsurf->view->geometry.transformation_list,
&shsurf->fullscreen.transform.link);
x = output->x + (output->width - surf_width * scale) / 2 - surf_x;
y = output->y + (output->height - surf_height * scale) / 2 - surf_y;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_set_position(shsurf->view, x, y);
break;
case WL_SHELL_SURFACE_FULLSCREEN_METHOD_DRIVER:
if (shell_surface_is_top_fullscreen(shsurf)) {
struct weston_mode mode = {0,
surf_width * surface->buffer_viewport.scale,
surf_height * surface->buffer_viewport.scale,
shsurf->fullscreen.framerate};
if (weston_output_switch_mode(output, &mode, surface->buffer_viewport.scale,
WESTON_MODE_SWITCH_SET_TEMPORARY) == 0) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_set_position(shsurf->view,
output->x - surf_x,
output->y - surf_y);
shsurf->fullscreen.black_view->surface->width = output->width;
shsurf->fullscreen.black_view->surface->height = output->height;
weston_view_set_position(shsurf->fullscreen.black_view,
output->x - surf_x,
output->y - surf_y);
break;
} else {
restore_output_mode(output);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
center_on_output(shsurf->view, output);
}
}
break;
case WL_SHELL_SURFACE_FULLSCREEN_METHOD_FILL:
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
center_on_output(shsurf->view, output);
break;
default:
break;
}
}
static void
shell_map_fullscreen(struct shell_surface *shsurf)
{
shell_configure_fullscreen(shsurf);
}
static void
set_xwayland(struct shell_surface *shsurf, int x, int y, uint32_t flags)
{
/* XXX: using the same fields for transient type */
surface_clear_next_states(shsurf);
shsurf->transient.x = x;
shsurf->transient.y = y;
shsurf->transient.flags = flags;
shell_surface_set_parent(shsurf, NULL);
shsurf->type = SHELL_SURFACE_XWAYLAND;
shsurf->state_changed = true;
}
static const struct weston_pointer_grab_interface popup_grab_interface;
static void
destroy_shell_seat(struct wl_listener *listener, void *data)
{
struct shell_seat *shseat =
container_of(listener,
struct shell_seat, seat_destroy_listener);
struct shell_surface *shsurf, *prev = NULL;
if (shseat->popup_grab.grab.interface == &popup_grab_interface) {
weston_pointer_end_grab(shseat->popup_grab.grab.pointer);
shseat->popup_grab.client = NULL;
wl_list_for_each(shsurf, &shseat->popup_grab.surfaces_list, popup.grab_link) {
shsurf->popup.shseat = NULL;
if (prev) {
wl_list_init(&prev->popup.grab_link);
}
prev = shsurf;
}
wl_list_init(&prev->popup.grab_link);
}
wl_list_remove(&shseat->seat_destroy_listener.link);
free(shseat);
}
static struct shell_seat *
create_shell_seat(struct weston_seat *seat)
{
struct shell_seat *shseat;
shseat = calloc(1, sizeof *shseat);
if (!shseat) {
weston_log("no memory to allocate shell seat\n");
return NULL;
}
shseat->seat = seat;
wl_list_init(&shseat->popup_grab.surfaces_list);
shseat->seat_destroy_listener.notify = destroy_shell_seat;
wl_signal_add(&seat->destroy_signal,
&shseat->seat_destroy_listener);
return shseat;
}
static struct shell_seat *
get_shell_seat(struct weston_seat *seat)
{
struct wl_listener *listener;
listener = wl_signal_get(&seat->destroy_signal, destroy_shell_seat);
if (listener == NULL)
return create_shell_seat(seat);
return container_of(listener,
struct shell_seat, seat_destroy_listener);
}
static void
popup_grab_focus(struct weston_pointer_grab *grab)
{
struct weston_pointer *pointer = grab->pointer;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
struct shell_seat *shseat =
container_of(grab, struct shell_seat, popup_grab.grab);
struct wl_client *client = shseat->popup_grab.client;
wl_fixed_t sx, sy;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view = weston_compositor_pick_view(pointer->seat->compositor,
pointer->x, pointer->y,
&sx, &sy);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (view && view->surface->resource &&
wl_resource_get_client(view->surface->resource) == client) {
weston_pointer_set_focus(pointer, view, sx, sy);
} else {
weston_pointer_set_focus(pointer, NULL,
wl_fixed_from_int(0),
wl_fixed_from_int(0));
}
}
static void
popup_grab_motion(struct weston_pointer_grab *grab, uint32_t time,
wl_fixed_t x, wl_fixed_t y)
{
struct weston_pointer *pointer = grab->pointer;
struct wl_resource *resource;
wl_fixed_t sx, sy;
weston_pointer_move(pointer, x, y);
wl_resource_for_each(resource, &pointer->focus_resource_list) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_from_global_fixed(pointer->focus,
pointer->x, pointer->y,
&sx, &sy);
wl_pointer_send_motion(resource, time, sx, sy);
}
}
static void
popup_grab_button(struct weston_pointer_grab *grab,
uint32_t time, uint32_t button, uint32_t state_w)
{
struct wl_resource *resource;
struct shell_seat *shseat =
container_of(grab, struct shell_seat, popup_grab.grab);
struct wl_display *display = shseat->seat->compositor->wl_display;
enum wl_pointer_button_state state = state_w;
uint32_t serial;
struct wl_list *resource_list;
resource_list = &grab->pointer->focus_resource_list;
if (!wl_list_empty(resource_list)) {
serial = wl_display_get_serial(display);
wl_resource_for_each(resource, resource_list) {
wl_pointer_send_button(resource, serial,
time, button, state);
}
} else if (state == WL_POINTER_BUTTON_STATE_RELEASED &&
(shseat->popup_grab.initial_up ||
time - shseat->seat->pointer->grab_time > 500)) {
popup_grab_end(grab->pointer);
}
if (state == WL_POINTER_BUTTON_STATE_RELEASED)
shseat->popup_grab.initial_up = 1;
}
static void
popup_grab_cancel(struct weston_pointer_grab *grab)
{
popup_grab_end(grab->pointer);
}
static const struct weston_pointer_grab_interface popup_grab_interface = {
popup_grab_focus,
popup_grab_motion,
popup_grab_button,
popup_grab_cancel,
};
static void
shell_surface_send_popup_done(struct shell_surface *shsurf)
{
if (shell_surface_is_wl_shell_surface(shsurf))
wl_shell_surface_send_popup_done(shsurf->resource);
else if (shell_surface_is_xdg_popup(shsurf))
xdg_popup_send_popup_done(shsurf->resource,
shsurf->popup.serial);
}
static void
popup_grab_end(struct weston_pointer *pointer)
{
struct weston_pointer_grab *grab = pointer->grab;
struct shell_seat *shseat =
container_of(grab, struct shell_seat, popup_grab.grab);
struct shell_surface *shsurf;
struct shell_surface *prev = NULL;
if (pointer->grab->interface == &popup_grab_interface) {
weston_pointer_end_grab(grab->pointer);
shseat->popup_grab.client = NULL;
shseat->popup_grab.grab.interface = NULL;
assert(!wl_list_empty(&shseat->popup_grab.surfaces_list));
/* Send the popup_done event to all the popups open */
wl_list_for_each(shsurf, &shseat->popup_grab.surfaces_list, popup.grab_link) {
shell_surface_send_popup_done(shsurf);
shsurf->popup.shseat = NULL;
if (prev) {
wl_list_init(&prev->popup.grab_link);
}
prev = shsurf;
}
wl_list_init(&prev->popup.grab_link);
wl_list_init(&shseat->popup_grab.surfaces_list);
}
}
static void
add_popup_grab(struct shell_surface *shsurf, struct shell_seat *shseat)
{
struct weston_seat *seat = shseat->seat;
if (wl_list_empty(&shseat->popup_grab.surfaces_list)) {
shseat->popup_grab.client = wl_resource_get_client(shsurf->resource);
shseat->popup_grab.grab.interface = &popup_grab_interface;
/* We must make sure here that this popup was opened after
* a mouse press, and not just by moving around with other
* popups already open. */
if (shseat->seat->pointer->button_count > 0)
shseat->popup_grab.initial_up = 0;
wl_list_insert(&shseat->popup_grab.surfaces_list, &shsurf->popup.grab_link);
weston_pointer_start_grab(seat->pointer, &shseat->popup_grab.grab);
} else {
wl_list_insert(&shseat->popup_grab.surfaces_list, &shsurf->popup.grab_link);
}
}
static void
remove_popup_grab(struct shell_surface *shsurf)
{
struct shell_seat *shseat = shsurf->popup.shseat;
wl_list_remove(&shsurf->popup.grab_link);
wl_list_init(&shsurf->popup.grab_link);
if (wl_list_empty(&shseat->popup_grab.surfaces_list)) {
weston_pointer_end_grab(shseat->popup_grab.grab.pointer);
shseat->popup_grab.grab.interface = NULL;
}
}
static void
shell_map_popup(struct shell_surface *shsurf)
{
struct shell_seat *shseat = shsurf->popup.shseat;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *parent_view = get_default_view(shsurf->parent);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
shsurf->surface->output = parent_view->output;
shsurf->view->output = parent_view->output;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_set_transform_parent(shsurf->view, parent_view);
weston_view_set_position(shsurf->view, shsurf->popup.x, shsurf->popup.y);
weston_view_update_transform(shsurf->view);
if (shseat->seat->pointer->grab_serial == shsurf->popup.serial) {
add_popup_grab(shsurf, shseat);
} else {
shell_surface_send_popup_done(shsurf);
shseat->popup_grab.client = NULL;
}
}
static const struct wl_shell_surface_interface shell_surface_implementation = {
shell_surface_pong,
shell_surface_move,
shell_surface_resize,
shell_surface_set_toplevel,
shell_surface_set_transient,
shell_surface_set_fullscreen,
shell_surface_set_popup,
shell_surface_set_maximized,
shell_surface_set_title,
shell_surface_set_class
};
static void
destroy_shell_surface(struct shell_surface *shsurf)
{
struct shell_surface *child, *next;
wl_signal_emit(&shsurf->destroy_signal, shsurf);
if (!wl_list_empty(&shsurf->popup.grab_link)) {
remove_popup_grab(shsurf);
}
if (shsurf->fullscreen.type == WL_SHELL_SURFACE_FULLSCREEN_METHOD_DRIVER &&
shell_surface_is_top_fullscreen(shsurf))
restore_output_mode (shsurf->fullscreen_output);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (shsurf->fullscreen.black_view)
weston_surface_destroy(shsurf->fullscreen.black_view->surface);
/* As destroy_resource() use wl_list_for_each_safe(),
* we can always remove the listener.
*/
wl_list_remove(&shsurf->surface_destroy_listener.link);
shsurf->surface->configure = NULL;
ping_timer_destroy(shsurf);
free(shsurf->title);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_destroy(shsurf->view);
wl_list_remove(&shsurf->children_link);
wl_list_for_each_safe(child, next, &shsurf->children_list, children_link)
shell_surface_set_parent(child, NULL);
wl_list_remove(&shsurf->link);
free(shsurf);
}
static void
shell_destroy_shell_surface(struct wl_resource *resource)
{
struct shell_surface *shsurf = wl_resource_get_user_data(resource);
destroy_shell_surface(shsurf);
}
static void
shell_handle_surface_destroy(struct wl_listener *listener, void *data)
{
struct shell_surface *shsurf = container_of(listener,
struct shell_surface,
surface_destroy_listener);
if (shsurf->resource)
wl_resource_destroy(shsurf->resource);
else
destroy_shell_surface(shsurf);
}
static void
shell_surface_configure(struct weston_surface *, int32_t, int32_t);
struct shell_surface *
get_shell_surface(struct weston_surface *surface)
{
if (surface->configure == shell_surface_configure)
return surface->configure_private;
else
return NULL;
}
static struct shell_surface *
create_common_surface(void *shell, struct weston_surface *surface,
const struct weston_shell_client *client)
{
struct shell_surface *shsurf;
if (surface->configure) {
weston_log("surface->configure already set\n");
return NULL;
}
shsurf = calloc(1, sizeof *shsurf);
if (!shsurf) {
weston_log("no memory to allocate shell surface\n");
return NULL;
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
shsurf->view = weston_view_create(surface);
if (!shsurf->view) {
weston_log("no memory to allocate shell surface\n");
free(shsurf);
return NULL;
}
surface->configure = shell_surface_configure;
surface->configure_private = shsurf;
shsurf->shell = (struct desktop_shell *) shell;
shsurf->unresponsive = 0;
shsurf->saved_position_valid = false;
shsurf->saved_size_valid = false;
shsurf->saved_rotation_valid = false;
shsurf->surface = surface;
shsurf->fullscreen.type = WL_SHELL_SURFACE_FULLSCREEN_METHOD_DEFAULT;
shsurf->fullscreen.framerate = 0;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
shsurf->fullscreen.black_view = NULL;
shsurf->ping_timer = NULL;
wl_list_init(&shsurf->fullscreen.transform.link);
wl_signal_init(&shsurf->destroy_signal);
shsurf->surface_destroy_listener.notify = shell_handle_surface_destroy;
wl_signal_add(&surface->destroy_signal,
&shsurf->surface_destroy_listener);
/* init link so its safe to always remove it in destroy_shell_surface */
wl_list_init(&shsurf->link);
wl_list_init(&shsurf->popup.grab_link);
/* empty when not in use */
wl_list_init(&shsurf->rotation.transform.link);
weston_matrix_init(&shsurf->rotation.rotation);
wl_list_init(&shsurf->workspace_transform.link);
wl_list_init(&shsurf->children_link);
wl_list_init(&shsurf->children_list);
shsurf->parent = NULL;
shsurf->type = SHELL_SURFACE_NONE;
shsurf->client = client;
return shsurf;
}
static struct shell_surface *
create_shell_surface(void *shell, struct weston_surface *surface,
const struct weston_shell_client *client)
{
return create_common_surface(shell, surface, client);
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
static struct weston_view *
get_primary_view(void *shell, struct shell_surface *shsurf)
{
return shsurf->view;
}
static void
shell_get_shell_surface(struct wl_client *client,
struct wl_resource *resource,
uint32_t id,
struct wl_resource *surface_resource)
{
struct weston_surface *surface =
wl_resource_get_user_data(surface_resource);
struct desktop_shell *shell = wl_resource_get_user_data(resource);
struct shell_surface *shsurf;
if (get_shell_surface(surface)) {
wl_resource_post_error(surface_resource,
WL_DISPLAY_ERROR_INVALID_OBJECT,
"desktop_shell::get_shell_surface already requested");
return;
}
shsurf = create_shell_surface(shell, surface, &shell_client);
if (!shsurf) {
wl_resource_post_error(surface_resource,
WL_DISPLAY_ERROR_INVALID_OBJECT,
"surface->configure already set");
return;
}
shsurf->resource =
wl_resource_create(client,
&wl_shell_surface_interface, 1, id);
wl_resource_set_implementation(shsurf->resource,
&shell_surface_implementation,
shsurf, shell_destroy_shell_surface);
}
static bool
shell_surface_is_wl_shell_surface(struct shell_surface *shsurf)
{
/* A shell surface without a resource is created from xwayland
* and is considered a wl_shell surface for now. */
return shsurf->resource == NULL ||
wl_resource_instance_of(shsurf->resource,
&wl_shell_surface_interface,
&shell_surface_implementation);
}
static const struct wl_shell_interface shell_implementation = {
shell_get_shell_surface
};
/****************************
* xdg-shell implementation */
static void
xdg_surface_destroy(struct wl_client *client,
struct wl_resource *resource)
{
wl_resource_destroy(resource);
}
static void
xdg_surface_set_margin(struct wl_client *client,
struct wl_resource *resource,
int32_t left,
int32_t right,
int32_t top,
int32_t bottom)
{
/* Do nothing, Weston doesn't try to constrain or place
* surfaces in any special manner... */
}
static void
xdg_surface_set_app_id(struct wl_client *client,
struct wl_resource *resource,
const char *app_id)
{
struct shell_surface *shsurf = wl_resource_get_user_data(resource);
free(shsurf->class);
shsurf->class = strdup(app_id);
}
static void
xdg_surface_set_title(struct wl_client *client,
struct wl_resource *resource, const char *title)
{
struct shell_surface *shsurf = wl_resource_get_user_data(resource);
set_title(shsurf, title);
}
static void
xdg_surface_move(struct wl_client *client, struct wl_resource *resource,
struct wl_resource *seat_resource, uint32_t serial)
{
common_surface_move(resource, seat_resource, serial);
}
static void
xdg_surface_resize(struct wl_client *client, struct wl_resource *resource,
struct wl_resource *seat_resource, uint32_t serial,
uint32_t edges)
{
common_surface_resize(resource, seat_resource, serial, edges);
}
static void
xdg_surface_set_output(struct wl_client *client,
struct wl_resource *resource,
struct wl_resource *output_resource)
{
struct shell_surface *shsurf = wl_resource_get_user_data(resource);
struct weston_output *output;
if (output_resource)
output = wl_resource_get_user_data(output_resource);
else
output = NULL;
shsurf->recommended_output = output;
}
static void
xdg_surface_set_fullscreen(struct wl_client *client,
struct wl_resource *resource)
{
struct shell_surface *shsurf = wl_resource_get_user_data(resource);
if (shsurf->type != SHELL_SURFACE_TOPLEVEL)
return;
if (!shsurf->next_state.fullscreen)
set_fullscreen(shsurf,
WL_SHELL_SURFACE_FULLSCREEN_METHOD_DEFAULT,
0, shsurf->recommended_output);
}
static void
xdg_surface_unset_fullscreen(struct wl_client *client,
struct wl_resource *resource)
{
struct shell_surface *shsurf = wl_resource_get_user_data(resource);
int32_t width, height;
if (shsurf->type != SHELL_SURFACE_TOPLEVEL)
return;
if (!shsurf->next_state.fullscreen)
return;
shsurf->next_state.fullscreen = false;
shsurf->state_changed = true;
if (shsurf->saved_size_valid) {
width = shsurf->saved_width;
height = shsurf->saved_height;
shsurf->saved_size_valid = false;
} else {
width = shsurf->surface->width;
height = shsurf->surface->height;
}
shsurf->client->send_configure(shsurf->surface, 0, width, height);
}
static void
xdg_surface_set_maximized(struct wl_client *client,
struct wl_resource *resource)
{
struct shell_surface *shsurf = wl_resource_get_user_data(resource);
if (shsurf->type != SHELL_SURFACE_TOPLEVEL)
return;
if (!shsurf->next_state.maximized)
set_maximized(shsurf, NULL);
}
static void
xdg_surface_unset_maximized(struct wl_client *client,
struct wl_resource *resource)
{
struct shell_surface *shsurf = wl_resource_get_user_data(resource);
int32_t width, height;
if (shsurf->type != SHELL_SURFACE_TOPLEVEL)
return;
if (!shsurf->next_state.maximized)
return;
shsurf->next_state.maximized = false;
shsurf->state_changed = true;
if (shsurf->saved_size_valid) {
width = shsurf->saved_width;
height = shsurf->saved_height;
shsurf->saved_size_valid = false;
} else {
width = shsurf->surface->width;
height = shsurf->surface->height;
}
shsurf->client->send_configure(shsurf->surface, 0, width, height);
}
static const struct xdg_surface_interface xdg_surface_implementation = {
xdg_surface_destroy,
xdg_surface_set_transient_for,
xdg_surface_set_margin,
xdg_surface_set_title,
xdg_surface_set_app_id,
xdg_surface_move,
xdg_surface_resize,
xdg_surface_set_output,
xdg_surface_set_fullscreen,
xdg_surface_unset_fullscreen,
xdg_surface_set_maximized,
xdg_surface_unset_maximized,
NULL /* set_minimized */
};
static void
xdg_send_configure(struct weston_surface *surface,
uint32_t edges, int32_t width, int32_t height)
{
struct shell_surface *shsurf = get_shell_surface(surface);
assert(shsurf);
xdg_surface_send_configure(shsurf->resource, width, height);
}
static const struct weston_shell_client xdg_client = {
xdg_send_configure
};
static void
xdg_use_unstable_version(struct wl_client *client,
struct wl_resource *resource,
int32_t version)
{
if (version > 1) {
wl_resource_post_error(resource,
1,
"xdg-shell:: version not implemented yet.");
return;
}
}
static struct shell_surface *
create_xdg_surface(void *shell, struct weston_surface *surface,
const struct weston_shell_client *client)
{
struct shell_surface *shsurf;
shsurf = create_common_surface(shell, surface, client);
shsurf->type = SHELL_SURFACE_TOPLEVEL;
return shsurf;
}
static void
xdg_get_xdg_surface(struct wl_client *client,
struct wl_resource *resource,
uint32_t id,
struct wl_resource *surface_resource)
{
struct weston_surface *surface =
wl_resource_get_user_data(surface_resource);
struct shell_client *sc = wl_resource_get_user_data(resource);
struct desktop_shell *shell = sc->shell;
struct shell_surface *shsurf;
if (get_shell_surface(surface)) {
wl_resource_post_error(surface_resource,
WL_DISPLAY_ERROR_INVALID_OBJECT,
"desktop_shell::get_shell_surface already requested");
return;
}
shsurf = create_xdg_surface(shell, surface, &xdg_client);
if (!shsurf) {
wl_resource_post_error(surface_resource,
WL_DISPLAY_ERROR_INVALID_OBJECT,
"surface->configure already set");
return;
}
shsurf->resource =
wl_resource_create(client,
&xdg_surface_interface, 1, id);
wl_resource_set_implementation(shsurf->resource,
&xdg_surface_implementation,
shsurf, shell_destroy_shell_surface);
}
static bool
shell_surface_is_xdg_surface(struct shell_surface *shsurf)
{
return shsurf->resource &&
wl_resource_instance_of(shsurf->resource,
&xdg_surface_interface,
&xdg_surface_implementation);
}
/* xdg-popup implementation */
static void
xdg_popup_destroy(struct wl_client *client,
struct wl_resource *resource)
{
wl_resource_destroy(resource);
}
static const struct xdg_popup_interface xdg_popup_implementation = {
xdg_popup_destroy,
};
static void
xdg_popup_send_configure(struct weston_surface *surface,
uint32_t edges, int32_t width, int32_t height)
{
}
static const struct weston_shell_client xdg_popup_client = {
xdg_popup_send_configure
};
static struct shell_surface *
create_xdg_popup(void *shell, struct weston_surface *surface,
const struct weston_shell_client *client,
struct weston_surface *parent,
struct shell_seat *seat,
uint32_t serial,
int32_t x, int32_t y)
{
struct shell_surface *shsurf;
shsurf = create_common_surface(shell, surface, client);
shsurf->type = SHELL_SURFACE_POPUP;
shsurf->popup.shseat = seat;
shsurf->popup.serial = serial;
shsurf->popup.x = x;
shsurf->popup.y = y;
shell_surface_set_parent(shsurf, parent);
return shsurf;
}
static void
xdg_get_xdg_popup(struct wl_client *client,
struct wl_resource *resource,
uint32_t id,
struct wl_resource *surface_resource,
struct wl_resource *parent_resource,
struct wl_resource *seat_resource,
uint32_t serial,
int32_t x, int32_t y, uint32_t flags)
{
struct weston_surface *surface =
wl_resource_get_user_data(surface_resource);
struct shell_client *sc = wl_resource_get_user_data(resource);
struct desktop_shell *shell = sc->shell;
struct shell_surface *shsurf;
struct weston_surface *parent;
struct shell_seat *seat;
if (get_shell_surface(surface)) {
wl_resource_post_error(surface_resource,
WL_DISPLAY_ERROR_INVALID_OBJECT,
"desktop_shell::get_shell_surface already requested");
return;
}
if (!parent_resource) {
wl_resource_post_error(surface_resource,
WL_DISPLAY_ERROR_INVALID_OBJECT,
"xdg_shell::get_xdg_popup requires a parent shell surface");
}
parent = wl_resource_get_user_data(parent_resource);
seat = get_shell_seat(wl_resource_get_user_data(seat_resource));;
shsurf = create_xdg_popup(shell, surface, &xdg_popup_client,
parent, seat, serial, x, y);
if (!shsurf) {
wl_resource_post_error(surface_resource,
WL_DISPLAY_ERROR_INVALID_OBJECT,
"surface->configure already set");
return;
}
shsurf->resource =
wl_resource_create(client,
&xdg_popup_interface, 1, id);
wl_resource_set_implementation(shsurf->resource,
&xdg_popup_implementation,
shsurf, shell_destroy_shell_surface);
}
static void
xdg_pong(struct wl_client *client,
struct wl_resource *resource, uint32_t serial)
{
struct shell_client *sc = wl_resource_get_user_data(resource);
struct weston_compositor *ec = sc->shell->compositor;
if (sc->ping_serial != serial)
return;
sc->unresponsive = 0;
end_busy_cursor(ec, client);
if (sc->ping_timer) {
wl_event_source_remove(sc->ping_timer);
sc->ping_timer = NULL;
}
}
static bool
shell_surface_is_xdg_popup(struct shell_surface *shsurf)
{
return wl_resource_instance_of(shsurf->resource,
&xdg_popup_interface,
&xdg_popup_implementation);
}
static const struct xdg_shell_interface xdg_implementation = {
xdg_use_unstable_version,
xdg_get_xdg_surface,
xdg_get_xdg_popup,
xdg_pong
};
static int
xdg_shell_unversioned_dispatch(const void *implementation,
void *_target, uint32_t opcode,
const struct wl_message *message,
union wl_argument *args)
{
struct wl_resource *resource = _target;
struct shell_client *sc = wl_resource_get_user_data(resource);
if (opcode != 0) {
wl_resource_post_error(resource,
WL_DISPLAY_ERROR_INVALID_OBJECT,
"must call use_unstable_version first");
return 0;
}
#define XDG_SERVER_VERSION 1
static_assert(XDG_SERVER_VERSION == XDG_SHELL_VERSION_CURRENT,
"shell implementation doesn't match protocol version");
if (args[0].i != XDG_SERVER_VERSION) {
wl_resource_post_error(resource,
WL_DISPLAY_ERROR_INVALID_OBJECT,
"incompatible version, server is %d "
"client wants %d",
XDG_SERVER_VERSION, args[0].i);
return 0;
}
wl_resource_set_implementation(resource, &xdg_implementation,
sc, NULL);
return 1;
}
/* end of xdg-shell implementation */
/***********************************/
static void
shell_fade(struct desktop_shell *shell, enum fade_type type);
static int
screensaver_timeout(void *data)
{
struct desktop_shell *shell = data;
shell_fade(shell, FADE_OUT);
return 1;
}
static void
handle_screensaver_sigchld(struct weston_process *proc, int status)
{
struct desktop_shell *shell =
container_of(proc, struct desktop_shell, screensaver.process);
proc->pid = 0;
if (shell->locked)
weston_compositor_sleep(shell->compositor);
}
static void
launch_screensaver(struct desktop_shell *shell)
{
if (shell->screensaver.binding)
return;
if (!shell->screensaver.path) {
weston_compositor_sleep(shell->compositor);
return;
}
if (shell->screensaver.process.pid != 0) {
weston_log("old screensaver still running\n");
return;
}
weston_client_launch(shell->compositor,
&shell->screensaver.process,
shell->screensaver.path,
handle_screensaver_sigchld);
}
static void
terminate_screensaver(struct desktop_shell *shell)
{
if (shell->screensaver.process.pid == 0)
return;
kill(shell->screensaver.process.pid, SIGTERM);
}
static void
configure_static_view(struct weston_view *ev, struct weston_layer *layer)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *v, *next;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each_safe(v, next, &layer->view_list, layer_link) {
if (v->output == ev->output && v != ev) {
weston_view_unmap(v);
v->surface->configure = NULL;
}
}
weston_view_set_position(ev, ev->output->x, ev->output->y);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (wl_list_empty(&ev->layer_link)) {
wl_list_insert(&layer->view_list, &ev->layer_link);
weston_compositor_schedule_repaint(ev->surface->compositor);
}
}
static void
background_configure(struct weston_surface *es, int32_t sx, int32_t sy)
{
struct desktop_shell *shell = es->configure_private;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view = container_of(es->views.next, struct weston_view, surface_link);
configure_static_view(view, &shell->background_layer);
}
static void
desktop_shell_set_background(struct wl_client *client,
struct wl_resource *resource,
struct wl_resource *output_resource,
struct wl_resource *surface_resource)
{
struct desktop_shell *shell = wl_resource_get_user_data(resource);
struct weston_surface *surface =
wl_resource_get_user_data(surface_resource);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view, *next;
if (surface->configure) {
wl_resource_post_error(surface_resource,
WL_DISPLAY_ERROR_INVALID_OBJECT,
"surface role already assigned");
return;
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each_safe(view, next, &surface->views, surface_link)
weston_view_destroy(view);
view = weston_view_create(surface);
surface->configure = background_configure;
surface->configure_private = shell;
surface->output = wl_resource_get_user_data(output_resource);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view->output = surface->output;
desktop_shell_send_configure(resource, 0,
surface_resource,
surface->output->width,
surface->output->height);
}
static void
panel_configure(struct weston_surface *es, int32_t sx, int32_t sy)
{
struct desktop_shell *shell = es->configure_private;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
view = container_of(es->views.next, struct weston_view, surface_link);
configure_static_view(view, &shell->panel_layer);
}
static void
desktop_shell_set_panel(struct wl_client *client,
struct wl_resource *resource,
struct wl_resource *output_resource,
struct wl_resource *surface_resource)
{
struct desktop_shell *shell = wl_resource_get_user_data(resource);
struct weston_surface *surface =
wl_resource_get_user_data(surface_resource);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view, *next;
if (surface->configure) {
wl_resource_post_error(surface_resource,
WL_DISPLAY_ERROR_INVALID_OBJECT,
"surface role already assigned");
return;
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each_safe(view, next, &surface->views, surface_link)
weston_view_destroy(view);
view = weston_view_create(surface);
surface->configure = panel_configure;
surface->configure_private = shell;
surface->output = wl_resource_get_user_data(output_resource);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view->output = surface->output;
desktop_shell_send_configure(resource, 0,
surface_resource,
surface->output->width,
surface->output->height);
}
static void
lock_surface_configure(struct weston_surface *surface, int32_t sx, int32_t sy)
{
struct desktop_shell *shell = surface->configure_private;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
view = container_of(surface->views.next, struct weston_view, surface_link);
if (surface->width == 0)
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
center_on_output(view, get_default_output(shell->compositor));
if (!weston_surface_is_mapped(surface)) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_insert(&shell->lock_layer.view_list,
&view->layer_link);
weston_view_update_transform(view);
shell_fade(shell, FADE_IN);
}
}
static void
handle_lock_surface_destroy(struct wl_listener *listener, void *data)
{
struct desktop_shell *shell =
container_of(listener, struct desktop_shell, lock_surface_listener);
weston_log("lock surface gone\n");
shell->lock_surface = NULL;
}
static void
desktop_shell_set_lock_surface(struct wl_client *client,
struct wl_resource *resource,
struct wl_resource *surface_resource)
{
struct desktop_shell *shell = wl_resource_get_user_data(resource);
struct weston_surface *surface =
wl_resource_get_user_data(surface_resource);
shell->prepare_event_sent = false;
if (!shell->locked)
return;
shell->lock_surface = surface;
shell->lock_surface_listener.notify = handle_lock_surface_destroy;
wl_signal_add(&surface->destroy_signal,
&shell->lock_surface_listener);
weston_view_create(surface);
surface->configure = lock_surface_configure;
surface->configure_private = shell;
}
static void
resume_desktop(struct desktop_shell *shell)
{
struct workspace *ws = get_current_workspace(shell);
terminate_screensaver(shell);
wl_list_remove(&shell->lock_layer.link);
wl_list_insert(&shell->compositor->cursor_layer.link,
&shell->fullscreen_layer.link);
wl_list_insert(&shell->fullscreen_layer.link,
&shell->panel_layer.link);
if (shell->showing_input_panels) {
wl_list_insert(&shell->panel_layer.link,
&shell->input_panel_layer.link);
wl_list_insert(&shell->input_panel_layer.link,
&ws->layer.link);
} else {
wl_list_insert(&shell->panel_layer.link, &ws->layer.link);
}
restore_focus_state(shell, get_current_workspace(shell));
shell->locked = false;
shell_fade(shell, FADE_IN);
weston_compositor_damage_all(shell->compositor);
}
static void
desktop_shell_unlock(struct wl_client *client,
struct wl_resource *resource)
{
struct desktop_shell *shell = wl_resource_get_user_data(resource);
shell->prepare_event_sent = false;
if (shell->locked)
resume_desktop(shell);
}
static void
desktop_shell_set_grab_surface(struct wl_client *client,
struct wl_resource *resource,
struct wl_resource *surface_resource)
{
struct desktop_shell *shell = wl_resource_get_user_data(resource);
shell->grab_surface = wl_resource_get_user_data(surface_resource);
weston_view_create(shell->grab_surface);
}
static void
desktop_shell_desktop_ready(struct wl_client *client,
struct wl_resource *resource)
{
struct desktop_shell *shell = wl_resource_get_user_data(resource);
shell_fade_startup(shell);
}
static const struct desktop_shell_interface desktop_shell_implementation = {
desktop_shell_set_background,
desktop_shell_set_panel,
desktop_shell_set_lock_surface,
desktop_shell_unlock,
desktop_shell_set_grab_surface,
desktop_shell_desktop_ready
};
static enum shell_surface_type
get_shell_surface_type(struct weston_surface *surface)
{
struct shell_surface *shsurf;
shsurf = get_shell_surface(surface);
if (!shsurf)
return SHELL_SURFACE_NONE;
return shsurf->type;
}
static void
move_binding(struct weston_seat *seat, uint32_t time, uint32_t button, void *data)
{
struct weston_surface *focus;
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
struct weston_surface *surface;
struct shell_surface *shsurf;
if (seat->pointer->focus == NULL)
return;
focus = seat->pointer->focus->surface;
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
surface = weston_surface_get_main_surface(focus);
if (surface == NULL)
return;
shsurf = get_shell_surface(surface);
if (shsurf == NULL || shsurf->state.fullscreen ||
shsurf->state.maximized)
return;
surface_move(shsurf, (struct weston_seat *) seat);
}
static void
maximize_binding(struct weston_seat *seat, uint32_t time, uint32_t button, void *data)
{
struct weston_surface *focus = seat->keyboard->focus;
struct weston_surface *surface;
struct shell_surface *shsurf;
surface = weston_surface_get_main_surface(focus);
if (surface == NULL)
return;
shsurf = get_shell_surface(surface);
if (shsurf == NULL)
return;
if (!shell_surface_is_xdg_surface(shsurf))
return;
if (shsurf->state.maximized)
xdg_surface_send_request_unset_maximized(shsurf->resource);
else
xdg_surface_send_request_set_maximized(shsurf->resource);
}
static void
fullscreen_binding(struct weston_seat *seat, uint32_t time, uint32_t button, void *data)
{
struct weston_surface *focus = seat->keyboard->focus;
struct weston_surface *surface;
struct shell_surface *shsurf;
surface = weston_surface_get_main_surface(focus);
if (surface == NULL)
return;
shsurf = get_shell_surface(surface);
if (shsurf == NULL)
return;
if (!shell_surface_is_xdg_surface(shsurf))
return;
if (shsurf->state.fullscreen)
xdg_surface_send_request_unset_fullscreen(shsurf->resource);
else
xdg_surface_send_request_set_fullscreen(shsurf->resource);
}
static void
touch_move_binding(struct weston_seat *seat, uint32_t time, void *data)
{
struct weston_surface *focus = seat->touch->focus->surface;
struct weston_surface *surface;
struct shell_surface *shsurf;
surface = weston_surface_get_main_surface(focus);
if (surface == NULL)
return;
shsurf = get_shell_surface(surface);
if (shsurf == NULL || shsurf->state.fullscreen ||
shsurf->state.maximized)
return;
surface_touch_move(shsurf, (struct weston_seat *) seat);
}
static void
resize_binding(struct weston_seat *seat, uint32_t time, uint32_t button, void *data)
{
struct weston_surface *focus;
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
struct weston_surface *surface;
uint32_t edges = 0;
int32_t x, y;
struct shell_surface *shsurf;
if (seat->pointer->focus == NULL)
return;
focus = seat->pointer->focus->surface;
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
surface = weston_surface_get_main_surface(focus);
if (surface == NULL)
return;
shsurf = get_shell_surface(surface);
if (shsurf == NULL || shsurf->state.fullscreen ||
shsurf->state.maximized)
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_from_global(shsurf->view,
wl_fixed_to_int(seat->pointer->grab_x),
wl_fixed_to_int(seat->pointer->grab_y),
&x, &y);
if (x < shsurf->surface->width / 3)
edges |= WL_SHELL_SURFACE_RESIZE_LEFT;
else if (x < 2 * shsurf->surface->width / 3)
edges |= 0;
else
edges |= WL_SHELL_SURFACE_RESIZE_RIGHT;
if (y < shsurf->surface->height / 3)
edges |= WL_SHELL_SURFACE_RESIZE_TOP;
else if (y < 2 * shsurf->surface->height / 3)
edges |= 0;
else
edges |= WL_SHELL_SURFACE_RESIZE_BOTTOM;
surface_resize(shsurf, (struct weston_seat *) seat, edges);
}
static void
surface_opacity_binding(struct weston_seat *seat, uint32_t time, uint32_t axis,
wl_fixed_t value, void *data)
{
float step = 0.005;
struct shell_surface *shsurf;
struct weston_surface *focus = seat->pointer->focus->surface;
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
struct weston_surface *surface;
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
/* XXX: broken for windows containing sub-surfaces */
surface = weston_surface_get_main_surface(focus);
if (surface == NULL)
return;
shsurf = get_shell_surface(surface);
if (!shsurf)
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
shsurf->view->alpha -= wl_fixed_to_double(value) * step;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (shsurf->view->alpha > 1.0)
shsurf->view->alpha = 1.0;
if (shsurf->view->alpha < step)
shsurf->view->alpha = step;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_geometry_dirty(shsurf->view);
weston_surface_damage(surface);
}
static void
do_zoom(struct weston_seat *seat, uint32_t time, uint32_t key, uint32_t axis,
wl_fixed_t value)
{
struct weston_seat *ws = (struct weston_seat *) seat;
struct weston_compositor *compositor = ws->compositor;
struct weston_output *output;
float increment;
wl_list_for_each(output, &compositor->output_list, link) {
if (pixman_region32_contains_point(&output->region,
wl_fixed_to_double(seat->pointer->x),
wl_fixed_to_double(seat->pointer->y),
NULL)) {
if (key == KEY_PAGEUP)
increment = output->zoom.increment;
else if (key == KEY_PAGEDOWN)
increment = -output->zoom.increment;
else if (axis == WL_POINTER_AXIS_VERTICAL_SCROLL)
/* For every pixel zoom 20th of a step */
increment = output->zoom.increment *
-wl_fixed_to_double(value) / 20.0;
else
increment = 0;
output->zoom.level += increment;
if (output->zoom.level < 0.0)
output->zoom.level = 0.0;
else if (output->zoom.level > output->zoom.max_level)
output->zoom.level = output->zoom.max_level;
else if (!output->zoom.active) {
weston_output_activate_zoom(output);
}
output->zoom.spring_z.target = output->zoom.level;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_output_update_zoom(output);
}
}
}
static void
zoom_axis_binding(struct weston_seat *seat, uint32_t time, uint32_t axis,
wl_fixed_t value, void *data)
{
do_zoom(seat, time, 0, axis, value);
}
static void
zoom_key_binding(struct weston_seat *seat, uint32_t time, uint32_t key,
void *data)
{
do_zoom(seat, time, key, 0, 0);
}
static void
terminate_binding(struct weston_seat *seat, uint32_t time, uint32_t key,
void *data)
{
struct weston_compositor *compositor = data;
wl_display_terminate(compositor->wl_display);
}
static void
rotate_grab_motion(struct weston_pointer_grab *grab, uint32_t time,
wl_fixed_t x, wl_fixed_t y)
{
struct rotate_grab *rotate =
container_of(grab, struct rotate_grab, base.grab);
struct weston_pointer *pointer = grab->pointer;
struct shell_surface *shsurf = rotate->base.shsurf;
float cx, cy, dx, dy, cposx, cposy, dposx, dposy, r;
weston_pointer_move(pointer, x, y);
if (!shsurf)
return;
cx = 0.5f * shsurf->surface->width;
cy = 0.5f * shsurf->surface->height;
dx = wl_fixed_to_double(pointer->x) - rotate->center.x;
dy = wl_fixed_to_double(pointer->y) - rotate->center.y;
r = sqrtf(dx * dx + dy * dy);
wl_list_remove(&shsurf->rotation.transform.link);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_geometry_dirty(shsurf->view);
if (r > 20.0f) {
struct weston_matrix *matrix =
&shsurf->rotation.transform.matrix;
weston_matrix_init(&rotate->rotation);
weston_matrix_rotate_xy(&rotate->rotation, dx / r, dy / r);
weston_matrix_init(matrix);
weston_matrix_translate(matrix, -cx, -cy, 0.0f);
weston_matrix_multiply(matrix, &shsurf->rotation.rotation);
weston_matrix_multiply(matrix, &rotate->rotation);
weston_matrix_translate(matrix, cx, cy, 0.0f);
wl_list_insert(
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
&shsurf->view->geometry.transformation_list,
&shsurf->rotation.transform.link);
} else {
wl_list_init(&shsurf->rotation.transform.link);
weston_matrix_init(&shsurf->rotation.rotation);
weston_matrix_init(&rotate->rotation);
}
/* We need to adjust the position of the surface
* in case it was resized in a rotated state before */
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
cposx = shsurf->view->geometry.x + cx;
cposy = shsurf->view->geometry.y + cy;
dposx = rotate->center.x - cposx;
dposy = rotate->center.y - cposy;
if (dposx != 0.0f || dposy != 0.0f) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_set_position(shsurf->view,
shsurf->view->geometry.x + dposx,
shsurf->view->geometry.y + dposy);
}
/* Repaint implies weston_surface_update_transform(), which
* lazily applies the damage due to rotation update.
*/
weston_compositor_schedule_repaint(shsurf->surface->compositor);
}
static void
rotate_grab_button(struct weston_pointer_grab *grab,
uint32_t time, uint32_t button, uint32_t state_w)
{
struct rotate_grab *rotate =
container_of(grab, struct rotate_grab, base.grab);
struct weston_pointer *pointer = grab->pointer;
struct shell_surface *shsurf = rotate->base.shsurf;
enum wl_pointer_button_state state = state_w;
if (pointer->button_count == 0 &&
state == WL_POINTER_BUTTON_STATE_RELEASED) {
if (shsurf)
weston_matrix_multiply(&shsurf->rotation.rotation,
&rotate->rotation);
shell_grab_end(&rotate->base);
free(rotate);
}
}
static void
rotate_grab_cancel(struct weston_pointer_grab *grab)
{
struct rotate_grab *rotate =
container_of(grab, struct rotate_grab, base.grab);
shell_grab_end(&rotate->base);
free(rotate);
}
static const struct weston_pointer_grab_interface rotate_grab_interface = {
noop_grab_focus,
rotate_grab_motion,
rotate_grab_button,
rotate_grab_cancel,
};
static void
surface_rotate(struct shell_surface *surface, struct weston_seat *seat)
{
struct rotate_grab *rotate;
float dx, dy;
float r;
rotate = malloc(sizeof *rotate);
if (!rotate)
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_to_global_float(surface->view,
surface->surface->width * 0.5f,
surface->surface->height * 0.5f,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
&rotate->center.x, &rotate->center.y);
dx = wl_fixed_to_double(seat->pointer->x) - rotate->center.x;
dy = wl_fixed_to_double(seat->pointer->y) - rotate->center.y;
r = sqrtf(dx * dx + dy * dy);
if (r > 20.0f) {
struct weston_matrix inverse;
weston_matrix_init(&inverse);
weston_matrix_rotate_xy(&inverse, dx / r, -dy / r);
weston_matrix_multiply(&surface->rotation.rotation, &inverse);
weston_matrix_init(&rotate->rotation);
weston_matrix_rotate_xy(&rotate->rotation, dx / r, dy / r);
} else {
weston_matrix_init(&surface->rotation.rotation);
weston_matrix_init(&rotate->rotation);
}
shell_grab_start(&rotate->base, &rotate_grab_interface, surface,
seat->pointer, DESKTOP_SHELL_CURSOR_ARROW);
}
static void
rotate_binding(struct weston_seat *seat, uint32_t time, uint32_t button,
void *data)
{
struct weston_surface *focus;
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
struct weston_surface *base_surface;
struct shell_surface *surface;
if (seat->pointer->focus == NULL)
return;
focus = seat->pointer->focus->surface;
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
base_surface = weston_surface_get_main_surface(focus);
if (base_surface == NULL)
return;
surface = get_shell_surface(base_surface);
if (surface == NULL || surface->state.fullscreen ||
surface->state.maximized)
return;
surface_rotate(surface, seat);
}
/* Move all fullscreen layers down to the current workspace in a non-reversible
* manner. This should be used when implementing shell-wide overlays, such as
* the alt-tab switcher, which need to de-promote fullscreen layers. */
void
lower_fullscreen_layer(struct desktop_shell *shell)
{
struct workspace *ws;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view, *prev;
ws = get_current_workspace(shell);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each_reverse_safe(view, prev,
&shell->fullscreen_layer.view_list,
layer_link) {
wl_list_remove(&view->layer_link);
wl_list_insert(&ws->layer.view_list, &view->layer_link);
weston_view_damage_below(view);
weston_surface_damage(view->surface);
}
}
void
activate(struct desktop_shell *shell, struct weston_surface *es,
struct weston_seat *seat)
{
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
struct weston_surface *main_surface;
struct focus_state *state;
struct workspace *ws;
struct weston_surface *old_es;
struct shell_surface *shsurf;
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
main_surface = weston_surface_get_main_surface(es);
weston_surface_activate(es, seat);
state = ensure_focus_state(shell, seat);
if (state == NULL)
return;
old_es = state->keyboard_focus;
focus_state_set_focus(state, es);
shsurf = get_shell_surface(main_surface);
assert(shsurf);
if (shsurf->state.fullscreen)
shell_configure_fullscreen(shsurf);
else
restore_all_output_modes(shell->compositor);
/* Update the surface’s layer. This brings it to the top of the stacking
* order as appropriate. */
shell_surface_update_layer(shsurf);
if (shell->focus_animation_type != ANIMATION_NONE) {
ws = get_current_workspace(shell);
animate_focus_change(shell, ws, get_default_view(old_es), get_default_view(es));
}
}
/* no-op func for checking black surface */
static void
black_surface_configure(struct weston_surface *es, int32_t sx, int32_t sy)
{
}
static bool
is_black_surface (struct weston_surface *es, struct weston_surface **fs_surface)
{
if (es->configure == black_surface_configure) {
if (fs_surface)
*fs_surface = (struct weston_surface *)es->configure_private;
return true;
}
return false;
}
static void
activate_binding(struct weston_seat *seat,
struct desktop_shell *shell,
struct weston_surface *focus)
{
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
struct weston_surface *main_surface;
if (!focus)
return;
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
if (is_black_surface(focus, &main_surface))
focus = main_surface;
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
main_surface = weston_surface_get_main_surface(focus);
if (get_shell_surface_type(main_surface) == SHELL_SURFACE_NONE)
return;
activate(shell, focus, seat);
}
static void
click_to_activate_binding(struct weston_seat *seat, uint32_t time, uint32_t button,
void *data)
{
if (seat->pointer->grab != &seat->pointer->default_grab)
return;
if (seat->pointer->focus == NULL)
return;
activate_binding(seat, data, seat->pointer->focus->surface);
}
static void
touch_to_activate_binding(struct weston_seat *seat, uint32_t time, void *data)
{
if (seat->touch->grab != &seat->touch->default_grab)
return;
if (seat->touch->focus == NULL)
return;
activate_binding(seat, data, seat->touch->focus->surface);
}
static void
lock(struct desktop_shell *shell)
{
struct workspace *ws = get_current_workspace(shell);
if (shell->locked) {
weston_compositor_sleep(shell->compositor);
return;
}
shell->locked = true;
/* Hide all surfaces by removing the fullscreen, panel and
* toplevel layers. This way nothing else can show or receive
* input events while we are locked. */
wl_list_remove(&shell->panel_layer.link);
wl_list_remove(&shell->fullscreen_layer.link);
if (shell->showing_input_panels)
wl_list_remove(&shell->input_panel_layer.link);
wl_list_remove(&ws->layer.link);
wl_list_insert(&shell->compositor->cursor_layer.link,
&shell->lock_layer.link);
launch_screensaver(shell);
/* TODO: disable bindings that should not work while locked. */
/* All this must be undone in resume_desktop(). */
}
static void
unlock(struct desktop_shell *shell)
{
if (!shell->locked || shell->lock_surface) {
shell_fade(shell, FADE_IN);
return;
}
/* If desktop-shell client has gone away, unlock immediately. */
if (!shell->child.desktop_shell) {
resume_desktop(shell);
return;
}
if (shell->prepare_event_sent)
return;
desktop_shell_send_prepare_lock_surface(shell->child.desktop_shell);
shell->prepare_event_sent = true;
}
static void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
shell_fade_done(struct weston_view_animation *animation, void *data)
{
struct desktop_shell *shell = data;
shell->fade.animation = NULL;
switch (shell->fade.type) {
case FADE_IN:
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_surface_destroy(shell->fade.view->surface);
shell->fade.view = NULL;
break;
case FADE_OUT:
lock(shell);
break;
default:
break;
}
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
static struct weston_view *
shell_fade_create_surface(struct desktop_shell *shell)
{
struct weston_compositor *compositor = shell->compositor;
struct weston_surface *surface;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
surface = weston_surface_create(compositor);
if (!surface)
return NULL;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view = weston_view_create(surface);
if (!view) {
weston_surface_destroy(surface);
return NULL;
}
weston_surface_set_size(surface, 8192, 8192);
weston_view_set_position(view, 0, 0);
weston_surface_set_color(surface, 0.0, 0.0, 0.0, 1.0);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_insert(&compositor->fade_layer.view_list,
&view->layer_link);
pixman_region32_init(&surface->input);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
return view;
}
static void
shell_fade(struct desktop_shell *shell, enum fade_type type)
{
float tint;
switch (type) {
case FADE_IN:
tint = 0.0;
break;
case FADE_OUT:
tint = 1.0;
break;
default:
weston_log("shell: invalid fade type\n");
return;
}
shell->fade.type = type;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (shell->fade.view == NULL) {
shell->fade.view = shell_fade_create_surface(shell);
if (!shell->fade.view)
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
shell->fade.view->alpha = 1.0 - tint;
weston_view_update_transform(shell->fade.view);
}
if (shell->fade.view->output == NULL) {
/* If the black view gets a NULL output, we lost the
* last output and we'll just cancel the fade. This
* happens when you close the last window under the
* X11 or Wayland backends. */
shell->locked = false;
weston_surface_destroy(shell->fade.view->surface);
shell->fade.view = NULL;
} else if (shell->fade.animation) {
weston_fade_update(shell->fade.animation, tint);
} else {
shell->fade.animation =
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_fade_run(shell->fade.view,
1.0 - tint, tint, 300.0,
shell_fade_done, shell);
}
}
static void
do_shell_fade_startup(void *data)
{
struct desktop_shell *shell = data;
if (shell->startup_animation_type == ANIMATION_FADE)
shell_fade(shell, FADE_IN);
else if (shell->startup_animation_type == ANIMATION_NONE) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_surface_destroy(shell->fade.view->surface);
shell->fade.view = NULL;
}
}
static void
shell_fade_startup(struct desktop_shell *shell)
{
struct wl_event_loop *loop;
if (!shell->fade.startup_timer)
return;
wl_event_source_remove(shell->fade.startup_timer);
shell->fade.startup_timer = NULL;
loop = wl_display_get_event_loop(shell->compositor->wl_display);
wl_event_loop_add_idle(loop, do_shell_fade_startup, shell);
}
static int
fade_startup_timeout(void *data)
{
struct desktop_shell *shell = data;
shell_fade_startup(shell);
return 0;
}
static void
shell_fade_init(struct desktop_shell *shell)
{
/* Make compositor output all black, and wait for the desktop-shell
* client to signal it is ready, then fade in. The timer triggers a
* fade-in, in case the desktop-shell client takes too long.
*/
struct wl_event_loop *loop;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (shell->fade.view != NULL) {
weston_log("%s: warning: fade surface already exists\n",
__func__);
return;
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
shell->fade.view = shell_fade_create_surface(shell);
if (!shell->fade.view)
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_update_transform(shell->fade.view);
weston_surface_damage(shell->fade.view->surface);
loop = wl_display_get_event_loop(shell->compositor->wl_display);
shell->fade.startup_timer =
wl_event_loop_add_timer(loop, fade_startup_timeout, shell);
wl_event_source_timer_update(shell->fade.startup_timer, 15000);
}
static void
idle_handler(struct wl_listener *listener, void *data)
{
struct desktop_shell *shell =
container_of(listener, struct desktop_shell, idle_listener);
struct weston_seat *seat;
wl_list_for_each(seat, &shell->compositor->seat_list, link)
if (seat->pointer)
popup_grab_end(seat->pointer);
shell_fade(shell, FADE_OUT);
/* lock() is called from shell_fade_done() */
}
static void
wake_handler(struct wl_listener *listener, void *data)
{
struct desktop_shell *shell =
container_of(listener, struct desktop_shell, wake_listener);
unlock(shell);
}
static void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
center_on_output(struct weston_view *view, struct weston_output *output)
{
int32_t surf_x, surf_y, width, height;
float x, y;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
surface_subsurfaces_boundingbox(view->surface, &surf_x, &surf_y, &width, &height);
x = output->x + (output->width - width) / 2 - surf_x / 2;
y = output->y + (output->height - height) / 2 - surf_y / 2;
weston_view_set_position(view, x, y);
}
static void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_set_initial_position(struct weston_view *view,
struct desktop_shell *shell)
{
struct weston_compositor *compositor = shell->compositor;
int ix = 0, iy = 0;
int range_x, range_y;
int dx, dy, x, y, panel_height;
struct weston_output *output, *target_output = NULL;
struct weston_seat *seat;
/* As a heuristic place the new window on the same output as the
* pointer. Falling back to the output containing 0, 0.
*
* TODO: Do something clever for touch too?
*/
wl_list_for_each(seat, &compositor->seat_list, link) {
if (seat->pointer) {
ix = wl_fixed_to_int(seat->pointer->x);
iy = wl_fixed_to_int(seat->pointer->y);
break;
}
}
wl_list_for_each(output, &compositor->output_list, link) {
if (pixman_region32_contains_point(&output->region, ix, iy, NULL)) {
target_output = output;
break;
}
}
if (!target_output) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_set_position(view, 10 + random() % 400,
10 + random() % 400);
return;
}
/* Valid range within output where the surface will still be onscreen.
* If this is negative it means that the surface is bigger than
* output.
*/
panel_height = get_output_panel_height(shell, target_output);
range_x = target_output->width - view->surface->width;
range_y = (target_output->height - panel_height) -
view->surface->height;
if (range_x > 0)
dx = random() % range_x;
else
dx = 0;
if (range_y > 0)
dy = panel_height + random() % range_y;
else
dy = panel_height;
x = target_output->x + dx;
y = target_output->y + dy;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_set_position(view, x, y);
}
static void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
map(struct desktop_shell *shell, struct shell_surface *shsurf,
int32_t sx, int32_t sy)
{
struct weston_compositor *compositor = shell->compositor;
struct weston_seat *seat;
int panel_height = 0;
int32_t surf_x, surf_y;
/* initial positioning, see also configure() */
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
switch (shsurf->type) {
case SHELL_SURFACE_TOPLEVEL:
if (shsurf->state.fullscreen) {
center_on_output(shsurf->view, shsurf->fullscreen_output);
shell_map_fullscreen(shsurf);
} else if (shsurf->state.maximized) {
/* use surface configure to set the geometry */
panel_height = get_output_panel_height(shell, shsurf->output);
surface_subsurfaces_boundingbox(shsurf->surface,
&surf_x, &surf_y, NULL, NULL);
weston_view_set_position(shsurf->view,
shsurf->output->x - surf_x,
shsurf->output->y +
panel_height - surf_y);
} else if (!shsurf->state.relative) {
weston_view_set_initial_position(shsurf->view, shell);
}
break;
case SHELL_SURFACE_POPUP:
shell_map_popup(shsurf);
break;
case SHELL_SURFACE_NONE:
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_set_position(shsurf->view,
shsurf->view->geometry.x + sx,
shsurf->view->geometry.y + sy);
break;
case SHELL_SURFACE_XWAYLAND:
default:
;
}
/* Surface stacking order, see also activate(). */
shell_surface_update_layer(shsurf);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (shsurf->type != SHELL_SURFACE_NONE) {
weston_view_update_transform(shsurf->view);
if (shsurf->state.maximized) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
shsurf->surface->output = shsurf->output;
shsurf->view->output = shsurf->output;
}
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
switch (shsurf->type) {
/* XXX: xwayland's using the same fields for transient type */
case SHELL_SURFACE_XWAYLAND:
if (shsurf->transient.flags ==
WL_SHELL_SURFACE_TRANSIENT_INACTIVE)
break;
case SHELL_SURFACE_TOPLEVEL:
if (shsurf->state.relative &&
shsurf->transient.flags == WL_SHELL_SURFACE_TRANSIENT_INACTIVE)
break;
if (shell->locked)
break;
wl_list_for_each(seat, &compositor->seat_list, link)
activate(shell, shsurf->surface, seat);
break;
case SHELL_SURFACE_POPUP:
case SHELL_SURFACE_NONE:
default:
break;
}
if (shsurf->type == SHELL_SURFACE_TOPLEVEL &&
!shsurf->state.maximized && !shsurf->state.fullscreen)
{
switch (shell->win_animation_type) {
case ANIMATION_FADE:
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_fade_run(shsurf->view, 0.0, 1.0, 300.0, NULL, NULL);
break;
case ANIMATION_ZOOM:
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_zoom_run(shsurf->view, 0.5, 1.0, NULL, NULL);
break;
case ANIMATION_NONE:
default:
break;
}
}
}
static void
configure(struct desktop_shell *shell, struct weston_surface *surface,
float x, float y)
{
struct shell_surface *shsurf;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
int32_t mx, my, surf_x, surf_y;
shsurf = get_shell_surface(surface);
assert(shsurf);
if (shsurf->state.fullscreen)
shell_configure_fullscreen(shsurf);
else if (shsurf->state.maximized) {
/* setting x, y and using configure to change that geometry */
surface_subsurfaces_boundingbox(shsurf->surface, &surf_x, &surf_y,
NULL, NULL);
mx = shsurf->output->x - surf_x;
my = shsurf->output->y +
get_output_panel_height(shell,shsurf->output) - surf_y;
weston_view_set_position(shsurf->view, mx, my);
} else {
weston_view_set_position(shsurf->view, x, y);
}
/* XXX: would a fullscreen surface need the same handling? */
if (surface->output) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(view, &surface->views, surface_link)
weston_view_update_transform(view);
if (shsurf->state.maximized)
surface->output = shsurf->output;
}
}
static void
shell_surface_configure(struct weston_surface *es, int32_t sx, int32_t sy)
{
struct shell_surface *shsurf = get_shell_surface(es);
struct desktop_shell *shell;
int type_changed = 0;
assert(shsurf);
shell = shsurf->shell;
if (!weston_surface_is_mapped(es) &&
!wl_list_empty(&shsurf->popup.grab_link)) {
remove_popup_grab(shsurf);
}
if (es->width == 0)
return;
if (shsurf->state_changed) {
set_surface_type(shsurf);
type_changed = 1;
}
if (!weston_surface_is_mapped(es)) {
map(shell, shsurf, sx, sy);
} else if (type_changed || sx != 0 || sy != 0 ||
shsurf->last_width != es->width ||
shsurf->last_height != es->height) {
float from_x, from_y;
float to_x, to_y;
if (shsurf->resize_edges) {
sx = 0;
sy = 0;
}
if (shsurf->resize_edges & WL_SHELL_SURFACE_RESIZE_LEFT)
sx = shsurf->last_width - es->width;
if (shsurf->resize_edges & WL_SHELL_SURFACE_RESIZE_TOP)
sy = shsurf->last_height - es->height;
shsurf->last_width = es->width;
shsurf->last_height = es->height;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_to_global_float(shsurf->view, 0, 0, &from_x, &from_y);
weston_view_to_global_float(shsurf->view, sx, sy, &to_x, &to_y);
configure(shell, es,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
shsurf->view->geometry.x + to_x - from_x,
shsurf->view->geometry.y + to_y - from_y);
}
}
static void launch_desktop_shell_process(void *data);
static void
desktop_shell_sigchld(struct weston_process *process, int status)
{
uint32_t time;
struct desktop_shell *shell =
container_of(process, struct desktop_shell, child.process);
shell->child.process.pid = 0;
shell->child.client = NULL; /* already destroyed by wayland */
/* if desktop-shell dies more than 5 times in 30 seconds, give up */
time = weston_compositor_get_time();
if (time - shell->child.deathstamp > 30000) {
shell->child.deathstamp = time;
shell->child.deathcount = 0;
}
shell->child.deathcount++;
if (shell->child.deathcount > 5) {
weston_log("%s died, giving up.\n", shell->client);
return;
}
weston_log("%s died, respawning...\n", shell->client);
launch_desktop_shell_process(shell);
shell_fade_startup(shell);
}
static void
desktop_shell_client_destroy(struct wl_listener *listener, void *data)
{
struct desktop_shell *shell;
shell = container_of(listener, struct desktop_shell,
child.client_destroy_listener);
shell->child.client = NULL;
}
static void
launch_desktop_shell_process(void *data)
{
struct desktop_shell *shell = data;
shell->child.client = weston_client_launch(shell->compositor,
&shell->child.process,
shell->client,
desktop_shell_sigchld);
if (!shell->child.client)
weston_log("not able to start %s\n", shell->client);
shell->child.client_destroy_listener.notify =
desktop_shell_client_destroy;
wl_client_add_destroy_listener(shell->child.client,
&shell->child.client_destroy_listener);
}
static void
bind_shell(struct wl_client *client, void *data, uint32_t version, uint32_t id)
{
struct desktop_shell *shell = data;
struct wl_resource *resource;
resource = wl_resource_create(client, &wl_shell_interface, 1, id);
if (resource)
wl_resource_set_implementation(resource, &shell_implementation,
shell, NULL);
}
static void
handle_shell_client_destroy(struct wl_listener *listener, void *data)
{
struct shell_client *sc =
container_of(listener, struct shell_client, destroy_listener);
if (sc->ping_timer)
wl_event_source_remove(sc->ping_timer);
free(sc);
}
static void
bind_xdg_shell(struct wl_client *client, void *data, uint32_t version, uint32_t id)
{
struct desktop_shell *shell = data;
struct shell_client *sc;
sc = zalloc(sizeof *sc);
if (sc == NULL) {
wl_client_post_no_memory(client);
return;
}
sc->resource = wl_resource_create(client, &xdg_shell_interface, 1, id);
if (sc->resource == NULL) {
free(sc);
wl_client_post_no_memory(client);
return;
}
sc->client = client;
sc->shell = shell;
sc->destroy_listener.notify = handle_shell_client_destroy;
wl_client_add_destroy_listener(client, &sc->destroy_listener);
wl_resource_set_dispatcher(sc->resource,
xdg_shell_unversioned_dispatch,
NULL, sc, NULL);
}
static void
unbind_desktop_shell(struct wl_resource *resource)
{
struct desktop_shell *shell = wl_resource_get_user_data(resource);
if (shell->locked)
resume_desktop(shell);
shell->child.desktop_shell = NULL;
shell->prepare_event_sent = false;
}
static void
bind_desktop_shell(struct wl_client *client,
void *data, uint32_t version, uint32_t id)
{
struct desktop_shell *shell = data;
struct wl_resource *resource;
resource = wl_resource_create(client, &desktop_shell_interface,
MIN(version, 2), id);
if (client == shell->child.client) {
wl_resource_set_implementation(resource,
&desktop_shell_implementation,
shell, unbind_desktop_shell);
shell->child.desktop_shell = resource;
if (version < 2)
shell_fade_startup(shell);
return;
}
wl_resource_post_error(resource, WL_DISPLAY_ERROR_INVALID_OBJECT,
"permission to bind desktop_shell denied");
wl_resource_destroy(resource);
}
static void
screensaver_configure(struct weston_surface *surface, int32_t sx, int32_t sy)
{
struct desktop_shell *shell = surface->configure_private;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
if (surface->width == 0)
return;
/* XXX: starting weston-screensaver beforehand does not work */
if (!shell->locked)
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view = container_of(surface->views.next, struct weston_view, surface_link);
center_on_output(view, surface->output);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (wl_list_empty(&view->layer_link)) {
wl_list_insert(shell->lock_layer.view_list.prev,
&view->layer_link);
weston_view_update_transform(view);
wl_event_source_timer_update(shell->screensaver.timer,
shell->screensaver.duration);
shell_fade(shell, FADE_IN);
}
}
static void
screensaver_set_surface(struct wl_client *client,
struct wl_resource *resource,
struct wl_resource *surface_resource,
struct wl_resource *output_resource)
{
struct desktop_shell *shell = wl_resource_get_user_data(resource);
struct weston_surface *surface =
wl_resource_get_user_data(surface_resource);
struct weston_output *output = wl_resource_get_user_data(output_resource);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view, *next;
/* Make sure we only have one view */
wl_list_for_each_safe(view, next, &surface->views, surface_link)
weston_view_destroy(view);
weston_view_create(surface);
surface->configure = screensaver_configure;
surface->configure_private = shell;
surface->output = output;
}
static const struct screensaver_interface screensaver_implementation = {
screensaver_set_surface
};
static void
unbind_screensaver(struct wl_resource *resource)
{
struct desktop_shell *shell = wl_resource_get_user_data(resource);
shell->screensaver.binding = NULL;
}
static void
bind_screensaver(struct wl_client *client,
void *data, uint32_t version, uint32_t id)
{
struct desktop_shell *shell = data;
struct wl_resource *resource;
resource = wl_resource_create(client, &screensaver_interface, 1, id);
if (shell->screensaver.binding == NULL) {
wl_resource_set_implementation(resource,
&screensaver_implementation,
shell, unbind_screensaver);
shell->screensaver.binding = resource;
return;
}
wl_resource_post_error(resource, WL_DISPLAY_ERROR_INVALID_OBJECT,
"interface object already bound");
wl_resource_destroy(resource);
}
struct switcher {
struct desktop_shell *shell;
struct weston_surface *current;
struct wl_listener listener;
struct weston_keyboard_grab grab;
};
static void
switcher_next(struct switcher *switcher)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
struct weston_surface *first = NULL, *prev = NULL, *next = NULL;
struct shell_surface *shsurf;
struct workspace *ws = get_current_workspace(switcher->shell);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(view, &ws->layer.view_list, layer_link) {
shsurf = get_shell_surface(view->surface);
if (shsurf &&
shsurf->type == SHELL_SURFACE_TOPLEVEL &&
shsurf->parent == NULL) {
if (first == NULL)
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
first = view->surface;
if (prev == switcher->current)
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
next = view->surface;
prev = view->surface;
view->alpha = 0.25;
weston_view_geometry_dirty(view);
weston_surface_damage(view->surface);
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (is_black_surface(view->surface, NULL)) {
view->alpha = 0.25;
weston_view_geometry_dirty(view);
weston_surface_damage(view->surface);
}
}
if (next == NULL)
next = first;
if (next == NULL)
return;
wl_list_remove(&switcher->listener.link);
wl_signal_add(&next->destroy_signal, &switcher->listener);
switcher->current = next;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(view, &next->views, surface_link)
view->alpha = 1.0;
shsurf = get_shell_surface(switcher->current);
if (shsurf && shsurf->state.fullscreen)
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
shsurf->fullscreen.black_view->alpha = 1.0;
}
static void
switcher_handle_surface_destroy(struct wl_listener *listener, void *data)
{
struct switcher *switcher =
container_of(listener, struct switcher, listener);
switcher_next(switcher);
}
static void
switcher_destroy(struct switcher *switcher)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
struct weston_keyboard *keyboard = switcher->grab.keyboard;
struct workspace *ws = get_current_workspace(switcher->shell);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(view, &ws->layer.view_list, layer_link) {
if (is_focus_view(view))
continue;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view->alpha = 1.0;
weston_surface_damage(view->surface);
}
if (switcher->current)
activate(switcher->shell, switcher->current,
(struct weston_seat *) keyboard->seat);
wl_list_remove(&switcher->listener.link);
weston_keyboard_end_grab(keyboard);
if (keyboard->input_method_resource)
keyboard->grab = &keyboard->input_method_grab;
free(switcher);
}
static void
switcher_key(struct weston_keyboard_grab *grab,
uint32_t time, uint32_t key, uint32_t state_w)
{
struct switcher *switcher = container_of(grab, struct switcher, grab);
enum wl_keyboard_key_state state = state_w;
if (key == KEY_TAB && state == WL_KEYBOARD_KEY_STATE_PRESSED)
switcher_next(switcher);
}
static void
switcher_modifier(struct weston_keyboard_grab *grab, uint32_t serial,
uint32_t mods_depressed, uint32_t mods_latched,
uint32_t mods_locked, uint32_t group)
{
struct switcher *switcher = container_of(grab, struct switcher, grab);
struct weston_seat *seat = (struct weston_seat *) grab->keyboard->seat;
if ((seat->modifier_state & switcher->shell->binding_modifier) == 0)
switcher_destroy(switcher);
}
static void
switcher_cancel(struct weston_keyboard_grab *grab)
{
struct switcher *switcher = container_of(grab, struct switcher, grab);
switcher_destroy(switcher);
}
static const struct weston_keyboard_grab_interface switcher_grab = {
switcher_key,
switcher_modifier,
switcher_cancel,
};
static void
switcher_binding(struct weston_seat *seat, uint32_t time, uint32_t key,
void *data)
{
struct desktop_shell *shell = data;
struct switcher *switcher;
switcher = malloc(sizeof *switcher);
switcher->shell = shell;
switcher->current = NULL;
switcher->listener.notify = switcher_handle_surface_destroy;
wl_list_init(&switcher->listener.link);
restore_all_output_modes(shell->compositor);
lower_fullscreen_layer(switcher->shell);
switcher->grab.interface = &switcher_grab;
weston_keyboard_start_grab(seat->keyboard, &switcher->grab);
weston_keyboard_set_focus(seat->keyboard, NULL);
switcher_next(switcher);
}
static void
backlight_binding(struct weston_seat *seat, uint32_t time, uint32_t key,
void *data)
{
struct weston_compositor *compositor = data;
struct weston_output *output;
long backlight_new = 0;
/* TODO: we're limiting to simple use cases, where we assume just
* control on the primary display. We'd have to extend later if we
* ever get support for setting backlights on random desktop LCD
* panels though */
output = get_default_output(compositor);
if (!output)
return;
if (!output->set_backlight)
return;
if (key == KEY_F9 || key == KEY_BRIGHTNESSDOWN)
backlight_new = output->backlight_current - 25;
else if (key == KEY_F10 || key == KEY_BRIGHTNESSUP)
backlight_new = output->backlight_current + 25;
if (backlight_new < 5)
backlight_new = 5;
if (backlight_new > 255)
backlight_new = 255;
output->backlight_current = backlight_new;
output->set_backlight(output, output->backlight_current);
}
struct debug_binding_grab {
struct weston_keyboard_grab grab;
struct weston_seat *seat;
uint32_t key[2];
int key_released[2];
};
static void
debug_binding_key(struct weston_keyboard_grab *grab, uint32_t time,
uint32_t key, uint32_t state)
{
struct debug_binding_grab *db = (struct debug_binding_grab *) grab;
struct weston_compositor *ec = db->seat->compositor;
struct wl_display *display = ec->wl_display;
struct wl_resource *resource;
uint32_t serial;
int send = 0, terminate = 0;
int check_binding = 1;
int i;
struct wl_list *resource_list;
if (state == WL_KEYBOARD_KEY_STATE_RELEASED) {
/* Do not run bindings on key releases */
check_binding = 0;
for (i = 0; i < 2; i++)
if (key == db->key[i])
db->key_released[i] = 1;
if (db->key_released[0] && db->key_released[1]) {
/* All key releases been swalled so end the grab */
terminate = 1;
} else if (key != db->key[0] && key != db->key[1]) {
/* Should not swallow release of other keys */
send = 1;
}
} else if (key == db->key[0] && !db->key_released[0]) {
/* Do not check bindings for the first press of the binding
* key. This allows it to be used as a debug shortcut.
* We still need to swallow this event. */
check_binding = 0;
} else if (db->key[1]) {
/* If we already ran a binding don't process another one since
* we can't keep track of all the binding keys that were
* pressed in order to swallow the release events. */
send = 1;
check_binding = 0;
}
if (check_binding) {
if (weston_compositor_run_debug_binding(ec, db->seat, time,
key, state)) {
/* We ran a binding so swallow the press and keep the
* grab to swallow the released too. */
send = 0;
terminate = 0;
db->key[1] = key;
} else {
/* Terminate the grab since the key pressed is not a
* debug binding key. */
send = 1;
terminate = 1;
}
}
if (send) {
serial = wl_display_next_serial(display);
resource_list = &grab->keyboard->focus_resource_list;
wl_resource_for_each(resource, resource_list) {
wl_keyboard_send_key(resource, serial, time, key, state);
}
}
if (terminate) {
weston_keyboard_end_grab(grab->keyboard);
if (grab->keyboard->input_method_resource)
grab->keyboard->grab = &grab->keyboard->input_method_grab;
free(db);
}
}
static void
debug_binding_modifiers(struct weston_keyboard_grab *grab, uint32_t serial,
uint32_t mods_depressed, uint32_t mods_latched,
uint32_t mods_locked, uint32_t group)
{
struct wl_resource *resource;
struct wl_list *resource_list;
resource_list = &grab->keyboard->focus_resource_list;
wl_resource_for_each(resource, resource_list) {
wl_keyboard_send_modifiers(resource, serial, mods_depressed,
mods_latched, mods_locked, group);
}
}
static void
debug_binding_cancel(struct weston_keyboard_grab *grab)
{
struct debug_binding_grab *db = (struct debug_binding_grab *) grab;
weston_keyboard_end_grab(grab->keyboard);
free(db);
}
struct weston_keyboard_grab_interface debug_binding_keyboard_grab = {
debug_binding_key,
debug_binding_modifiers,
debug_binding_cancel,
};
static void
debug_binding(struct weston_seat *seat, uint32_t time, uint32_t key, void *data)
{
struct debug_binding_grab *grab;
grab = calloc(1, sizeof *grab);
if (!grab)
return;
grab->seat = (struct weston_seat *) seat;
grab->key[0] = key;
grab->grab.interface = &debug_binding_keyboard_grab;
weston_keyboard_start_grab(seat->keyboard, &grab->grab);
}
static void
force_kill_binding(struct weston_seat *seat, uint32_t time, uint32_t key,
void *data)
{
struct weston_surface *focus_surface;
struct wl_client *client;
struct desktop_shell *shell = data;
struct weston_compositor *compositor = shell->compositor;
pid_t pid;
focus_surface = seat->keyboard->focus;
if (!focus_surface)
return;
wl_signal_emit(&compositor->kill_signal, focus_surface);
client = wl_resource_get_client(focus_surface->resource);
wl_client_get_credentials(client, &pid, NULL, NULL);
/* Skip clients that we launched ourselves (the credentials of
* the socketpair is ours) */
if (pid == getpid())
return;
kill(pid, SIGKILL);
}
static void
workspace_up_binding(struct weston_seat *seat, uint32_t time,
uint32_t key, void *data)
{
struct desktop_shell *shell = data;
unsigned int new_index = shell->workspaces.current;
if (shell->locked)
return;
if (new_index != 0)
new_index--;
change_workspace(shell, new_index);
}
static void
workspace_down_binding(struct weston_seat *seat, uint32_t time,
uint32_t key, void *data)
{
struct desktop_shell *shell = data;
unsigned int new_index = shell->workspaces.current;
if (shell->locked)
return;
if (new_index < shell->workspaces.num - 1)
new_index++;
change_workspace(shell, new_index);
}
static void
workspace_f_binding(struct weston_seat *seat, uint32_t time,
uint32_t key, void *data)
{
struct desktop_shell *shell = data;
unsigned int new_index;
if (shell->locked)
return;
new_index = key - KEY_F1;
if (new_index >= shell->workspaces.num)
new_index = shell->workspaces.num - 1;
change_workspace(shell, new_index);
}
static void
workspace_move_surface_up_binding(struct weston_seat *seat, uint32_t time,
uint32_t key, void *data)
{
struct desktop_shell *shell = data;
unsigned int new_index = shell->workspaces.current;
if (shell->locked)
return;
if (new_index != 0)
new_index--;
take_surface_to_workspace_by_seat(shell, seat, new_index);
}
static void
workspace_move_surface_down_binding(struct weston_seat *seat, uint32_t time,
uint32_t key, void *data)
{
struct desktop_shell *shell = data;
unsigned int new_index = shell->workspaces.current;
if (shell->locked)
return;
if (new_index < shell->workspaces.num - 1)
new_index++;
take_surface_to_workspace_by_seat(shell, seat, new_index);
}
static void
shell_reposition_view_on_output_destroy(struct weston_view *view)
{
struct weston_output *output, *first_output;
struct weston_compositor *ec = view->surface->compositor;
struct shell_surface *shsurf;
float x, y;
int visible;
x = view->geometry.x;
y = view->geometry.y;
/* At this point the destroyed output is not in the list anymore.
* If the view is still visible somewhere, we leave where it is,
* otherwise, move it to the first output. */
visible = 0;
wl_list_for_each(output, &ec->output_list, link) {
if (pixman_region32_contains_point(&output->region,
x, y, NULL)) {
visible = 1;
break;
}
}
if (!visible) {
first_output = container_of(ec->output_list.next,
struct weston_output, link);
x = first_output->x + first_output->width / 4;
y = first_output->y + first_output->height / 4;
}
weston_view_set_position(view, x, y);
shsurf = get_shell_surface(view->surface);
if (shsurf) {
shsurf->saved_position_valid = false;
shsurf->next_state.maximized = false;
shsurf->next_state.fullscreen = false;
shsurf->state_changed = true;
}
}
static void
shell_reposition_views_on_output_destroy(struct shell_output *shell_output)
{
struct desktop_shell *shell = shell_output->shell;
struct weston_output *output = shell_output->output;
struct weston_layer *layer;
struct weston_view *view;
/* Move all views in the layers owned by the shell */
wl_list_for_each(layer, shell->fullscreen_layer.link.prev, link) {
wl_list_for_each(view, &layer->view_list, layer_link) {
if (view->output != output)
continue;
shell_reposition_view_on_output_destroy(view);
}
/* We don't start from the beggining of the layer list, so
* make sure we don't wrap around it. */
if (layer == &shell->background_layer)
break;
}
}
static void
handle_output_destroy(struct wl_listener *listener, void *data)
{
struct shell_output *output_listener =
container_of(listener, struct shell_output, destroy_listener);
shell_reposition_views_on_output_destroy(output_listener);
wl_list_remove(&output_listener->destroy_listener.link);
wl_list_remove(&output_listener->link);
free(output_listener);
}
static void
create_shell_output(struct desktop_shell *shell,
struct weston_output *output)
{
struct shell_output *shell_output;
shell_output = zalloc(sizeof *shell_output);
if (shell_output == NULL)
return;
shell_output->output = output;
shell_output->shell = shell;
shell_output->destroy_listener.notify = handle_output_destroy;
wl_signal_add(&output->destroy_signal,
&shell_output->destroy_listener);
wl_list_insert(shell->output_list.prev, &shell_output->link);
}
static void
handle_output_create(struct wl_listener *listener, void *data)
{
struct desktop_shell *shell =
container_of(listener, struct desktop_shell, output_create_listener);
struct weston_output *output = (struct weston_output *)data;
create_shell_output(shell, output);
}
static void
handle_output_move(struct wl_listener *listener, void *data)
{
struct desktop_shell *shell;
struct weston_output *output;
struct weston_layer *layer;
struct weston_view *view;
float x, y;
shell = container_of(listener, struct desktop_shell,
output_move_listener);
output = data;
/* Move all views in the layers owned by the shell */
wl_list_for_each(layer, shell->fullscreen_layer.link.prev, link) {
wl_list_for_each(view, &layer->view_list, layer_link) {
if (view->output != output)
continue;
x = view->geometry.x + output->move_x;
y = view->geometry.y + output->move_y;
weston_view_set_position(view, x, y);
}
/* We don't start from the beggining of the layer list, so
* make sure we don't wrap around it. */
if (layer == &shell->background_layer)
break;
}
}
static void
setup_output_destroy_handler(struct weston_compositor *ec,
struct desktop_shell *shell)
{
struct weston_output *output;
wl_list_init(&shell->output_list);
wl_list_for_each(output, &ec->output_list, link)
create_shell_output(shell, output);
shell->output_create_listener.notify = handle_output_create;
wl_signal_add(&ec->output_created_signal,
&shell->output_create_listener);
shell->output_move_listener.notify = handle_output_move;
wl_signal_add(&ec->output_moved_signal, &shell->output_move_listener);
}
static void
shell_destroy(struct wl_listener *listener, void *data)
{
struct desktop_shell *shell =
container_of(listener, struct desktop_shell, destroy_listener);
struct workspace **ws;
struct shell_output *shell_output, *tmp;
/* Force state to unlocked so we don't try to fade */
shell->locked = false;
if (shell->child.client)
wl_client_destroy(shell->child.client);
wl_list_remove(&shell->idle_listener.link);
wl_list_remove(&shell->wake_listener.link);
input_panel_destroy(shell);
wl_list_for_each_safe(shell_output, tmp, &shell->output_list, link) {
wl_list_remove(&shell_output->destroy_listener.link);
wl_list_remove(&shell_output->link);
free(shell_output);
}
wl_list_remove(&shell->output_create_listener.link);
wl_array_for_each(ws, &shell->workspaces.array)
workspace_destroy(*ws);
wl_array_release(&shell->workspaces.array);
free(shell->screensaver.path);
free(shell->client);
free(shell);
}
static void
shell_add_bindings(struct weston_compositor *ec, struct desktop_shell *shell)
{
uint32_t mod;
int i, num_workspace_bindings;
/* fixed bindings */
weston_compositor_add_key_binding(ec, KEY_BACKSPACE,
MODIFIER_CTRL | MODIFIER_ALT,
terminate_binding, ec);
weston_compositor_add_button_binding(ec, BTN_LEFT, 0,
click_to_activate_binding,
shell);
weston_compositor_add_touch_binding(ec, 0,
touch_to_activate_binding,
shell);
weston_compositor_add_axis_binding(ec, WL_POINTER_AXIS_VERTICAL_SCROLL,
MODIFIER_SUPER | MODIFIER_ALT,
surface_opacity_binding, NULL);
weston_compositor_add_axis_binding(ec, WL_POINTER_AXIS_VERTICAL_SCROLL,
MODIFIER_SUPER, zoom_axis_binding,
NULL);
/* configurable bindings */
mod = shell->binding_modifier;
weston_compositor_add_key_binding(ec, KEY_PAGEUP, mod,
zoom_key_binding, NULL);
weston_compositor_add_key_binding(ec, KEY_PAGEDOWN, mod,
zoom_key_binding, NULL);
weston_compositor_add_key_binding(ec, KEY_M, mod | MODIFIER_SHIFT,
maximize_binding, NULL);
weston_compositor_add_key_binding(ec, KEY_F, mod | MODIFIER_SHIFT,
fullscreen_binding, NULL);
weston_compositor_add_button_binding(ec, BTN_LEFT, mod, move_binding,
shell);
weston_compositor_add_touch_binding(ec, mod, touch_move_binding, shell);
weston_compositor_add_button_binding(ec, BTN_MIDDLE, mod,
resize_binding, shell);
weston_compositor_add_button_binding(ec, BTN_LEFT,
mod | MODIFIER_SHIFT,
resize_binding, shell);
if (ec->capabilities & WESTON_CAP_ROTATION_ANY)
weston_compositor_add_button_binding(ec, BTN_RIGHT, mod,
rotate_binding, NULL);
weston_compositor_add_key_binding(ec, KEY_TAB, mod, switcher_binding,
shell);
weston_compositor_add_key_binding(ec, KEY_F9, mod, backlight_binding,
ec);
weston_compositor_add_key_binding(ec, KEY_BRIGHTNESSDOWN, 0,
backlight_binding, ec);
weston_compositor_add_key_binding(ec, KEY_F10, mod, backlight_binding,
ec);
weston_compositor_add_key_binding(ec, KEY_BRIGHTNESSUP, 0,
backlight_binding, ec);
weston_compositor_add_key_binding(ec, KEY_K, mod,
force_kill_binding, shell);
weston_compositor_add_key_binding(ec, KEY_UP, mod,
workspace_up_binding, shell);
weston_compositor_add_key_binding(ec, KEY_DOWN, mod,
workspace_down_binding, shell);
weston_compositor_add_key_binding(ec, KEY_UP, mod | MODIFIER_SHIFT,
workspace_move_surface_up_binding,
shell);
weston_compositor_add_key_binding(ec, KEY_DOWN, mod | MODIFIER_SHIFT,
workspace_move_surface_down_binding,
shell);
if (shell->exposay_modifier)
weston_compositor_add_modifier_binding(ec, shell->exposay_modifier,
exposay_binding, shell);
/* Add bindings for mod+F[1-6] for workspace 1 to 6. */
if (shell->workspaces.num > 1) {
num_workspace_bindings = shell->workspaces.num;
if (num_workspace_bindings > 6)
num_workspace_bindings = 6;
for (i = 0; i < num_workspace_bindings; i++)
weston_compositor_add_key_binding(ec, KEY_F1 + i, mod,
workspace_f_binding,
shell);
}
/* Debug bindings */
weston_compositor_add_key_binding(ec, KEY_SPACE, mod | MODIFIER_SHIFT,
debug_binding, shell);
}
WL_EXPORT int
module_init(struct weston_compositor *ec,
int *argc, char *argv[])
{
struct weston_seat *seat;
struct desktop_shell *shell;
struct workspace **pws;
unsigned int i;
struct wl_event_loop *loop;
shell = zalloc(sizeof *shell);
if (shell == NULL)
return -1;
shell->compositor = ec;
shell->destroy_listener.notify = shell_destroy;
wl_signal_add(&ec->destroy_signal, &shell->destroy_listener);
shell->idle_listener.notify = idle_handler;
wl_signal_add(&ec->idle_signal, &shell->idle_listener);
shell->wake_listener.notify = wake_handler;
wl_signal_add(&ec->wake_signal, &shell->wake_listener);
ec->ping_handler = ping_handler;
ec->shell_interface.shell = shell;
ec->shell_interface.create_shell_surface = create_shell_surface;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
ec->shell_interface.get_primary_view = get_primary_view;
ec->shell_interface.set_toplevel = set_toplevel;
ec->shell_interface.set_transient = set_transient;
ec->shell_interface.set_fullscreen = set_fullscreen;
ec->shell_interface.set_xwayland = set_xwayland;
ec->shell_interface.move = surface_move;
ec->shell_interface.resize = surface_resize;
ec->shell_interface.set_title = set_title;
weston_layer_init(&shell->fullscreen_layer, &ec->cursor_layer.link);
weston_layer_init(&shell->panel_layer, &shell->fullscreen_layer.link);
weston_layer_init(&shell->background_layer, &shell->panel_layer.link);
weston_layer_init(&shell->lock_layer, NULL);
weston_layer_init(&shell->input_panel_layer, NULL);
wl_array_init(&shell->workspaces.array);
wl_list_init(&shell->workspaces.client_list);
if (input_panel_setup(shell) < 0)
return -1;
shell_configuration(shell);
shell->exposay.state_cur = EXPOSAY_LAYOUT_INACTIVE;
shell->exposay.state_target = EXPOSAY_TARGET_CANCEL;
for (i = 0; i < shell->workspaces.num; i++) {
pws = wl_array_add(&shell->workspaces.array, sizeof *pws);
if (pws == NULL)
return -1;
*pws = workspace_create();
if (*pws == NULL)
return -1;
}
activate_workspace(shell, 0);
wl_list_init(&shell->workspaces.anim_sticky_list);
wl_list_init(&shell->workspaces.animation.link);
shell->workspaces.animation.frame = animate_workspace_change_frame;
if (wl_global_create(ec->wl_display, &wl_shell_interface, 1,
shell, bind_shell) == NULL)
return -1;
if (wl_global_create(ec->wl_display, &xdg_shell_interface, 1,
shell, bind_xdg_shell) == NULL)
return -1;
if (wl_global_create(ec->wl_display,
&desktop_shell_interface, 2,
shell, bind_desktop_shell) == NULL)
return -1;
if (wl_global_create(ec->wl_display, &screensaver_interface, 1,
shell, bind_screensaver) == NULL)
return -1;
if (wl_global_create(ec->wl_display, &workspace_manager_interface, 1,
shell, bind_workspace_manager) == NULL)
return -1;
shell->child.deathstamp = weston_compositor_get_time();
setup_output_destroy_handler(ec, shell);
loop = wl_display_get_event_loop(ec->wl_display);
wl_event_loop_add_idle(loop, launch_desktop_shell_process, shell);
shell->screensaver.timer =
wl_event_loop_add_timer(loop, screensaver_timeout, shell);
wl_list_for_each(seat, &ec->seat_list, link) {
create_pointer_focus_listener(seat);
create_keyboard_focus_listener(seat);
}
shell_add_bindings(ec, shell);
shell_fade_init(shell);
return 0;
}