Draw borders around views
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parent
5be50921d4
commit
89d2a86851
1 changed files with 86 additions and 14 deletions
100
src/output.zig
100
src/output.zig
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@ -11,6 +11,8 @@ const RenderData = struct {
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renderer: *c.wlr_renderer,
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view: *View,
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when: *c.struct_timespec,
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ox: f64,
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oy: f64,
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};
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pub const Output = struct {
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@ -80,6 +82,19 @@ pub const Output = struct {
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const color = [_]f32{ 0.3, 0.3, 0.3, 1.0 };
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c.wlr_renderer_clear(renderer, &color);
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// The view has a position in layout coordinates. If you have two displays,
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// one next to the other, both 1080p, a view on the rightmost display might
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// have layout coordinates of 2000,100. We need to translate that to
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// output-local coordinates, or (2000 - 1920).
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var ox: f64 = 0.0;
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var oy: f64 = 0.0;
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c.wlr_output_layout_output_coords(
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output.root.wlr_output_layout,
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output.wlr_output,
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&ox,
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&oy,
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);
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// The first view in the list is "on top" so iterate in reverse.
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var it = ViewStack.reverseIterator(
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output.root.views.last,
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@ -91,7 +106,8 @@ pub const Output = struct {
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if (view.current_box.width == 0 or view.current_box.height == 0) {
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continue;
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}
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output.renderView(view, &now);
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output.renderView(view, &now, ox, oy);
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output.renderBorders(view, &now, ox, oy);
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}
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// Hardware cursors are rendered by the GPU on a separate plane, and can be
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@ -109,7 +125,7 @@ pub const Output = struct {
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_ = c.wlr_output_commit(output.wlr_output);
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}
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fn renderView(self: Self, view: *View, now: *c.struct_timespec) void {
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fn renderView(self: Self, view: *View, now: *c.struct_timespec, ox: f64, oy: f64) void {
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// If we have a stashed buffer, we are in the middle of a transaction
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// and need to render that buffer until the transaction is complete.
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if (view.stashed_buffer) |buffer| {
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@ -148,6 +164,8 @@ pub const Output = struct {
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.view = view,
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.renderer = self.root.server.wlr_renderer,
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.when = now,
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.ox = ox,
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.oy = oy,
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};
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// This calls our render_surface function for each surface among the
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@ -174,19 +192,11 @@ pub const Output = struct {
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return;
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}
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// The view has a position in layout coordinates. If you have two displays,
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// one next to the other, both 1080p, a view on the rightmost display might
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// have layout coordinates of 2000,100. We need to translate that to
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// output-local coordinates, or (2000 - 1920).
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var ox: f64 = 0.0;
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var oy: f64 = 0.0;
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c.wlr_output_layout_output_coords(view.root.wlr_output_layout, output, &ox, &oy);
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ox += @intToFloat(f64, view.current_box.x + @intCast(i32, view.root.border_width) + sx);
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oy += @intToFloat(f64, view.current_box.y + @intCast(i32, view.root.border_width) + sy);
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var box = c.wlr_box{
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.x = @floatToInt(c_int, ox),
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.y = @floatToInt(c_int, oy),
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.x = @floatToInt(c_int, rdata.ox) + view.current_box.x + sx +
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@intCast(c_int, view.root.border_width),
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.y = @floatToInt(c_int, rdata.oy) + view.current_box.y + sy +
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@intCast(c_int, view.root.border_width),
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.width = surface.current.width,
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.height = surface.current.height,
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};
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@ -210,6 +220,68 @@ pub const Output = struct {
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// prepare another one now if it likes.
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c.wlr_surface_send_frame_done(surface, rdata.when);
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}
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fn renderBorders(self: Self, view: *View, now: *c.struct_timespec, ox: f64, oy: f64) void {
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var border: c.wlr_box = undefined;
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const color = [_]f32{ 0.34509804, 0.43137255, 0.45882353, 1.0 }; // Solarized base01
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const border_width = self.root.border_width;
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// left border
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border.x = @floatToInt(c_int, ox) + view.current_box.x;
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border.y = @floatToInt(c_int, oy) + view.current_box.y;
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border.width = @intCast(c_int, border_width);
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border.height = @intCast(c_int, view.current_box.height);
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scaleBox(&border, self.wlr_output.scale);
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c.wlr_render_rect(
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self.root.server.wlr_renderer,
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&border,
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&color,
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&self.wlr_output.transform_matrix,
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);
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// right border
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border.x = @floatToInt(c_int, ox) + view.current_box.x +
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@intCast(c_int, view.current_box.width - border_width);
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border.y = @floatToInt(c_int, oy) + view.current_box.y;
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border.width = @intCast(c_int, border_width);
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border.height = @intCast(c_int, view.current_box.height);
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scaleBox(&border, self.wlr_output.scale);
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c.wlr_render_rect(
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self.root.server.wlr_renderer,
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&border,
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&color,
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&self.wlr_output.transform_matrix,
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);
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// top border
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border.x = @floatToInt(c_int, ox) + view.current_box.x +
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@intCast(c_int, border_width);
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border.y = @floatToInt(c_int, oy) + view.current_box.y;
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border.width = @intCast(c_int, view.current_box.width);
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border.height = @intCast(c_int, border_width);
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scaleBox(&border, self.wlr_output.scale);
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c.wlr_render_rect(
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self.root.server.wlr_renderer,
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&border,
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&color,
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&self.wlr_output.transform_matrix,
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);
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// bottom border
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border.x = @floatToInt(c_int, ox) + view.current_box.x +
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@intCast(c_int, border_width);
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border.y = @floatToInt(c_int, oy) + view.current_box.y +
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@intCast(c_int, view.current_box.height - border_width);
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border.width = @intCast(c_int, view.current_box.width);
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border.height = @intCast(c_int, border_width);
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scaleBox(&border, self.wlr_output.scale);
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c.wlr_render_rect(
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self.root.server.wlr_renderer,
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&border,
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&color,
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&self.wlr_output.transform_matrix,
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);
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}
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};
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/// Scale a wlr_box, taking the possibility of fractional scaling into account.
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