2023-08-01 11:06:35 -05:00
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// SPDX-License-Identifier: GPL-3.0-or-later
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2023-06-30 21:34:07 -05:00
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2023-07-09 17:48:46 -05:00
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use std::{
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cell::RefCell,
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hash::Hash,
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rc::Rc,
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sync::atomic::{AtomicU32, Ordering},
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};
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2023-09-02 02:46:26 -05:00
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use smithay::{
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backend::renderer::{
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element::{surface::WaylandSurfaceRenderElement, AsRenderElements},
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ImportAll, ImportMem, Renderer,
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},
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desktop::{space::SpaceElement, Space},
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output::Output,
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utils::Scale,
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};
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use crate::{
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layout::Layout,
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state::{State, WithState},
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window::WindowElement,
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};
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2023-07-09 17:48:46 -05:00
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static TAG_ID_COUNTER: AtomicU32 = AtomicU32::new(0);
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#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy, serde::Serialize, serde::Deserialize)]
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pub struct TagId(u32);
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impl TagId {
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fn next() -> Self {
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Self(TAG_ID_COUNTER.fetch_add(1, Ordering::Relaxed))
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}
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2023-07-19 18:55:22 -05:00
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2023-08-28 22:53:24 -05:00
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pub fn tag(&self, state: &State) -> Option<Tag> {
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state
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.space
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.outputs()
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.flat_map(|op| op.with_state(|state| state.tags.clone()))
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.find(|tag| &tag.id() == self)
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}
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/// Reset the global TagId counter.
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///
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/// This is used, for example, when a config is reloaded and you want to keep
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/// windows on the same tags.
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pub fn reset() {
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TAG_ID_COUNTER.store(0, Ordering::SeqCst);
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}
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}
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#[derive(Debug)]
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struct TagInner {
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/// The internal id of this tag.
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id: TagId,
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/// The name of this tag.
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name: String,
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/// Whether this tag is active or not.
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active: bool,
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/// What layout this tag has.
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layout: Layout,
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}
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impl PartialEq for TagInner {
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fn eq(&self, other: &Self) -> bool {
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self.id == other.id
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}
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}
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impl Eq for TagInner {}
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#[derive(Debug, Clone, PartialEq, Eq)]
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pub struct Tag(Rc<RefCell<TagInner>>);
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// RefCell Safety: These methods should never panic because they are all self-contained or Copy.
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impl Tag {
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pub fn id(&self) -> TagId {
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self.0.borrow().id
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}
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pub fn name(&self) -> String {
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self.0.borrow().name.clone()
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}
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pub fn active(&self) -> bool {
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self.0.borrow().active
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}
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2023-07-12 18:50:41 -05:00
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pub fn set_active(&self, active: bool) {
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self.0.borrow_mut().active = active;
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}
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pub fn layout(&self) -> Layout {
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self.0.borrow().layout
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}
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pub fn set_layout(&self, layout: Layout) {
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self.0.borrow_mut().layout = layout;
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}
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}
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impl Tag {
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pub fn new(name: String) -> Self {
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Self(Rc::new(RefCell::new(TagInner {
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id: TagId::next(),
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name,
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active: false,
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layout: Layout::MasterStack, // TODO: get from config
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})))
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}
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pub fn output(&self, state: &State) -> Option<Output> {
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state
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.space
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.outputs()
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.find(|output| output.with_state(|state| state.tags.iter().any(|tg| tg == self)))
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.cloned()
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}
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/// Get the render_elements for the provided tags.
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pub fn tag_render_elements<R, C>(
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windows: &[WindowElement],
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space: &Space<WindowElement>,
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renderer: &mut R,
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) -> Vec<C>
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where
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R: Renderer + ImportAll + ImportMem,
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<R as Renderer>::TextureId: 'static,
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C: From<WaylandSurfaceRenderElement<R>>,
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{
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let elements = windows
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.iter()
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.rev() // rev because I treat the focus stack backwards vs how the renderer orders it
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.filter(|win| win.is_on_active_tag(space.outputs()))
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.flat_map(|win| {
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// subtract win.geometry().loc to align decorations correctly
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let loc = (space.element_location(win).unwrap_or((0, 0).into())
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- win.geometry().loc)
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.to_physical(1);
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win.render_elements::<C>(renderer, loc, Scale::from(1.0), 1.0)
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})
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.collect::<Vec<_>>();
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elements
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}
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}
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