swayfx-mosaic/sway/desktop/transaction.c

1351 lines
46 KiB
C

#include <assert.h>
#include <stdbool.h>
#include <limits.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <wlr/types/wlr_buffer.h>
#include "scenefx/types/fx/clipped_region.h"
#include "sway/animation_manager.h"
#include "sway/config.h"
#include "sway/scene_descriptor.h"
#include "sway/desktop/idle_inhibit_v1.h"
#include "sway/desktop/transaction.h"
#include "sway/input/cursor.h"
#include "sway/input/input-manager.h"
#include "sway/output.h"
#include "sway/server.h"
#include "sway/tree/container.h"
#include "sway/tree/mosaic.h"
#include "sway/tree/node.h"
#include "sway/tree/view.h"
#include "sway/tree/workspace.h"
#include "list.h"
#include "log.h"
#define POPIN_FACTOR 0.8f
struct sway_transaction {
struct wl_event_source *timer;
list_t *instructions; // struct sway_transaction_instruction *
size_t num_waiting;
size_t num_configures;
struct timespec commit_time;
};
struct sway_transaction_instruction {
struct sway_transaction *transaction;
struct sway_node *node;
union {
struct sway_output_state output_state;
struct sway_workspace_state workspace_state;
struct sway_container_state container_state;
};
uint32_t serial;
bool server_request;
bool waiting;
};
static struct sway_transaction *transaction_create(void) {
struct sway_transaction *transaction =
calloc(1, sizeof(struct sway_transaction));
if (!sway_assert(transaction, "Unable to allocate transaction")) {
return NULL;
}
transaction->instructions = create_list();
return transaction;
}
static bool con_has_title_bar(struct sway_container *con) {
return !(con->current.parent &&
(con->current.parent->current.layout == L_STACKED ||
con->current.parent->current.layout == L_TABBED));
}
static void _arrange_container(struct sway_container *con,
int width, int height, int x, int y, bool title_bar, int gaps);
static void anim_update_callback(void *data) {
struct sway_container *con = data;
// if there's a pending transaction there will be a re-arrange anyway
if (server.pending_transaction) {
return;
}
if (con->current.fullscreen_mode != FULLSCREEN_NONE) {
return;
}
int width = get_animated_value(con->animation_state.from_width,
con->animation_state.to_width, &con->animation_state.animation);
int height = get_animated_value(con->animation_state.from_height,
con->animation_state.to_height, &con->animation_state.animation);
int x = get_animated_value(con->animation_state.from_x,
con->animation_state.to_x, &con->animation_state.animation);
int y = get_animated_value(con->animation_state.from_y,
con->animation_state.to_y, &con->animation_state.animation);
bool title_bar = con_has_title_bar(con);
_arrange_container(con, width, height, x, y, title_bar, 0);
// refresh decorations for parent-managed title bars (tabbed/stacked)
if (!title_bar) {
container_update(con);
}
}
static void close_anim_complete_callback(void *data) {
struct sway_container *con = data;
view_remove_saved_buffer(con->view);
container_destroy(con);
}
static void _fade_container_update(struct sway_container *con, void *data) {
// skip redundant update if the container is also being animated
if (con->animation_state.animation.initialized) {
return;
}
container_update(con);
}
static void workspace_fade_update_callback(void *data) {
struct sway_workspace *ws = data;
if (!ws || !ws->output) {
return;
}
// TODO: needed?
output_configure_scene(ws->output, &ws->layers.tiling->node, false, NULL);
workspace_for_each_container(ws, _fade_container_update, NULL);
}
static void workspace_fade_complete_callback(void *data) {
struct sway_workspace *ws = data;
if (!ws || !ws->output) {
return;
}
struct sway_output *output = ws->output;
if (output->current.active_workspace == ws) {
return;
}
wlr_scene_node_set_enabled(&ws->layers.tiling->node, false);
wlr_scene_node_set_enabled(&ws->layers.fullscreen->node, false);
for (int i = 0; i < ws->current.floating->length; i++) {
struct sway_container *floater = ws->current.floating->items[i];
wlr_scene_node_set_enabled(&floater->scene_tree->node, false);
}
}
/* Compensate for scene-graph reparenting by computing the drift between
* the last tracked global coordinates and the actual current global position,
* then applying that delta to the local scene node position
*/
static void snap_animation_position(struct sway_container *con) {
int lx, ly;
wlr_scene_node_coords(&con->scene_tree->node, &lx, &ly);
int global_delta_x = con->animation_state.current_global_x - lx;
int global_delta_y = con->animation_state.current_global_y - ly;
con->animation_state.from_x = con->scene_tree->node.x + global_delta_x;
con->animation_state.from_y = con->scene_tree->node.y + global_delta_y;
}
static void transaction_destroy(struct sway_transaction *transaction) {
// Free instructions
for (int i = 0; i < transaction->instructions->length; ++i) {
struct sway_transaction_instruction *instruction =
transaction->instructions->items[i];
struct sway_node *node = instruction->node;
node->ntxnrefs--;
if (node->instruction == instruction) {
node->instruction = NULL;
}
if (node->destroying && node->ntxnrefs == 0 && !node->dirty) {
switch (node->type) {
case N_ROOT:
sway_assert(false, "Never reached");
break;
case N_OUTPUT:
output_destroy(node->sway_output);
break;
case N_WORKSPACE:
workspace_destroy(node->sway_workspace);
break;
case N_CONTAINER:
// close animation — pop-out: shrink and fade out centered
if (node->sway_container->view) {
struct sway_container *con = node->sway_container;
snap_animation_position(con);
con->animation_state.from_alpha = get_animated_value(con->animation_state.from_alpha,
con->animation_state.to_alpha, &con->animation_state.animation);
con->animation_state.to_alpha = 0.0f;
con->animation_state.from_width = get_animated_value(con->animation_state.from_width,
con->animation_state.to_width, &con->animation_state.animation);
con->animation_state.from_height = get_animated_value(con->animation_state.from_height,
con->animation_state.to_height, &con->animation_state.animation);
con->animation_state.to_x = con->animation_state.from_x +
(con->animation_state.from_width * (1.0f - POPIN_FACTOR)) / 2.0f;
con->animation_state.to_y = con->animation_state.from_y +
(con->animation_state.from_height * (1.0f - POPIN_FACTOR)) / 2.0f;
con->animation_state.to_width = con->animation_state.from_width * POPIN_FACTOR;
con->animation_state.to_height = con->animation_state.from_height * POPIN_FACTOR;
add_animation(&con->animation_state.animation, anim_update_callback, close_anim_complete_callback);
} else {
container_destroy(node->sway_container);
}
break;
}
}
free(instruction);
}
list_free(transaction->instructions);
if (transaction->timer) {
wl_event_source_remove(transaction->timer);
}
free(transaction);
}
static void copy_output_state(struct sway_output *output,
struct sway_transaction_instruction *instruction) {
struct sway_output_state *state = &instruction->output_state;
if (state->workspaces) {
state->workspaces->length = 0;
} else {
state->workspaces = create_list();
}
list_cat(state->workspaces, output->workspaces);
state->active_workspace = output_get_active_workspace(output);
}
static void copy_workspace_state(struct sway_workspace *ws,
struct sway_transaction_instruction *instruction) {
struct sway_workspace_state *state = &instruction->workspace_state;
state->fullscreen = ws->fullscreen;
state->x = ws->x;
state->y = ws->y;
state->width = ws->width;
state->height = ws->height;
state->layout = ws->layout;
state->output = ws->output;
if (state->floating) {
state->floating->length = 0;
} else {
state->floating = create_list();
}
if (state->tiling) {
state->tiling->length = 0;
} else {
state->tiling = create_list();
}
list_cat(state->floating, ws->floating);
list_cat(state->tiling, ws->tiling);
struct sway_seat *seat = input_manager_current_seat();
state->focused = seat_get_focus(seat) == &ws->node;
// Set focused_inactive_child to the direct tiling child
struct sway_container *focus = seat_get_focus_inactive_tiling(seat, ws);
if (focus) {
while (focus->pending.parent) {
focus = focus->pending.parent;
}
}
state->focused_inactive_child = focus;
}
static void copy_container_state(struct sway_container *container,
struct sway_transaction_instruction *instruction) {
struct sway_container_state *state = &instruction->container_state;
if (state->children) {
list_free(state->children);
}
memcpy(state, &container->pending, sizeof(struct sway_container_state));
if (!container->view) {
// We store a copy of the child list to avoid having it mutated after
// we copy the state.
state->children = create_list();
list_cat(state->children, container->pending.children);
} else {
state->children = NULL;
}
struct sway_seat *seat = input_manager_current_seat();
state->focused = seat_get_focus(seat) == &container->node;
if (!container->view) {
struct sway_node *focus =
seat_get_active_tiling_child(seat, &container->node);
state->focused_inactive_child = focus ? focus->sway_container : NULL;
}
}
static void transaction_add_node(struct sway_transaction *transaction,
struct sway_node *node, bool server_request) {
struct sway_transaction_instruction *instruction = NULL;
// Check if we have an instruction for this node already, in which case we
// update that instead of creating a new one.
if (node->ntxnrefs > 0) {
for (int idx = 0; idx < transaction->instructions->length; idx++) {
struct sway_transaction_instruction *other =
transaction->instructions->items[idx];
if (other->node == node) {
instruction = other;
break;
}
}
}
if (!instruction) {
instruction = calloc(1, sizeof(struct sway_transaction_instruction));
if (!sway_assert(instruction, "Unable to allocate instruction")) {
return;
}
instruction->transaction = transaction;
instruction->node = node;
instruction->server_request = server_request;
list_add(transaction->instructions, instruction);
node->ntxnrefs++;
} else if (server_request) {
instruction->server_request = true;
}
switch (node->type) {
case N_ROOT:
break;
case N_OUTPUT:
copy_output_state(node->sway_output, instruction);
break;
case N_WORKSPACE:
copy_workspace_state(node->sway_workspace, instruction);
break;
case N_CONTAINER:
copy_container_state(node->sway_container, instruction);
break;
}
}
static void apply_output_state(struct sway_output *output,
struct sway_output_state *state) {
list_free(output->current.workspaces);
memcpy(&output->current, state, sizeof(struct sway_output_state));
}
static void apply_workspace_state(struct sway_workspace *ws,
struct sway_workspace_state *state) {
list_free(ws->current.floating);
list_free(ws->current.tiling);
memcpy(&ws->current, state, sizeof(struct sway_workspace_state));
}
static void apply_container_state(struct sway_container *container,
struct sway_container_state *state) {
struct sway_view *view = container->view;
// There are separate children lists for each instruction state, the
// container's current state and the container's pending state
// (ie. con->children). The list itself needs to be freed here.
// Any child containers which are being deleted will be cleaned up in
// transaction_destroy().
list_free(container->current.children);
memcpy(&container->current, state, sizeof(struct sway_container_state));
if (view) {
if (view->saved_surface_tree) {
if (!container->node.destroying) {
view_remove_saved_buffer(view);
}
}
// If the view hasn't responded to the configure, center it within
// the container. This is important for fullscreen views which
// refuse to resize to the size of the output.
if (view->surface) {
view_center_and_clip_surface(view);
}
}
}
static void arrange_title_bar(struct sway_container *con,
int x, int y, int width, int height) {
container_update(con);
bool has_title_bar = height > 0;
wlr_scene_node_set_enabled(&con->title_bar.tree->node, has_title_bar);
if (!has_title_bar) {
return;
}
wlr_scene_node_set_position(&con->title_bar.tree->node, x, y);
con->title_width = width;
container_arrange_title_bar(con);
}
static void disable_container(struct sway_container *con) {
if (con->view) {
wlr_scene_node_reparent(&con->view->scene_tree->node, con->content_tree);
} else {
for (int i = 0; i < con->current.children->length; i++) {
struct sway_container *child = con->current.children->items[i];
wlr_scene_node_reparent(&child->scene_tree->node, con->content_tree);
disable_container(child);
}
}
}
static void arrange_container(struct sway_container *con,
int width, int height, int x, int y, bool title_bar, int gaps);
static void arrange_inactive_child(struct sway_container *child,
int width, int height, int y_pos) {
finish_animation(&child->animation_state.animation);
wlr_scene_node_set_position(&child->scene_tree->node, 0, y_pos);
child->animation_state.current_width = width;
child->animation_state.current_height = height;
if (child->view) {
wlr_scene_node_coords(&child->scene_tree->node,
&child->animation_state.current_global_x,
&child->animation_state.current_global_y);
}
child->animation_state.from_x = 0;
child->animation_state.from_y = y_pos;
disable_container(child);
}
static void arrange_children(enum sway_container_layout layout, list_t *children,
struct sway_container *active, struct wlr_scene_tree *content,
int width, int height, int gaps) {
int title_bar_height = container_titlebar_height();
if (layout == L_TABBED) {
struct sway_container *first = children->length == 1 ?
((struct sway_container *)children->items[0]) : NULL;
if (config->hide_lone_tab && first && first->view &&
first->current.border != B_NORMAL) {
title_bar_height = 0;
}
double w = (double) width / children->length;
int title_offset = 0;
for (int i = 0; i < children->length; i++) {
struct sway_container *child = children->items[i];
bool activated = child == active;
int next_title_offset = round(w * i + w);
arrange_title_bar(child, title_offset, -title_bar_height,
next_title_offset - title_offset, title_bar_height);
wlr_scene_node_set_enabled(&child->border.tree->node, activated);
wlr_scene_node_set_enabled(&child->blur->node, activated);
wlr_scene_node_set_enabled(&child->shadow->node, false);
wlr_scene_node_set_enabled(&child->scene_tree->node, true);
wlr_scene_node_reparent(&child->scene_tree->node, content);
int net_height = height - title_bar_height;
if (activated && width > 0 && net_height > 0) {
arrange_container(child, width, net_height, 0, title_bar_height, title_bar_height == 0, 0);
} else {
arrange_inactive_child(child, width, net_height, title_bar_height);
}
title_offset = next_title_offset;
}
} else if (layout == L_STACKED) {
struct sway_container *first = children->length == 1 ?
((struct sway_container *)children->items[0]) : NULL;
if (config->hide_lone_tab && first && first->view &&
first->current.border != B_NORMAL) {
title_bar_height = 0;
}
int title_height = title_bar_height * children->length;
int y = 0;
for (int i = 0; i < children->length; i++) {
struct sway_container *child = children->items[i];
bool activated = child == active;
arrange_title_bar(child, 0, y - title_height, width, title_bar_height);
wlr_scene_node_set_enabled(&child->border.tree->node, activated);
wlr_scene_node_set_enabled(&child->blur->node, activated);
wlr_scene_node_set_enabled(&child->shadow->node, false);
wlr_scene_node_set_enabled(&child->scene_tree->node, true);
wlr_scene_node_reparent(&child->scene_tree->node, content);
int net_height = height - title_height;
if (activated && width > 0 && net_height > 0) {
arrange_container(child, width, net_height, 0, title_height, title_bar_height == 0, 0);
} else {
arrange_inactive_child(child, width, net_height, title_height);
}
y += title_bar_height;
}
} else if (layout == L_VERT) {
int off = 0;
for (int i = 0; i < children->length; i++) {
struct sway_container *child = children->items[i];
int cheight = child->current.height;
wlr_scene_node_set_enabled(&child->border.tree->node, true);
wlr_scene_node_set_enabled(&child->blur->node, true);
wlr_scene_node_set_enabled(&child->shadow->node,
container_has_shadow(child) && child->view);
wlr_scene_node_reparent(&child->scene_tree->node, content);
if (width > 0 && cheight > 0) {
arrange_container(child, width, cheight, 0, off, true, gaps);
off += cheight + gaps;
} else {
disable_container(child);
}
}
} else if (layout == L_HORIZ || layout == L_MOSAIC) {
// Scene node positions are int; keep the logical canvas accumulator
// wide so a very large Mosaic row cannot overflow signed arithmetic.
int64_t off = 0;
for (int i = 0; i < children->length; i++) {
struct sway_container *child = children->items[i];
int cwidth = child->current.width;
wlr_scene_node_set_enabled(&child->border.tree->node, true);
wlr_scene_node_set_enabled(&child->blur->node, true);
wlr_scene_node_set_enabled(&child->shadow->node,
container_has_shadow(child) && child->view);
wlr_scene_node_reparent(&child->scene_tree->node, content);
if (cwidth > 0 && height > 0 && off <= INT_MAX) {
arrange_container(child, cwidth, height, (int)off, 0, true, gaps);
off += (int64_t)cwidth + gaps;
} else {
disable_container(child);
}
}
} else {
sway_assert(false, "unreachable");
}
}
static void _arrange_container(struct sway_container *con,
int width, int height, int x, int y, bool title_bar, int gaps) {
wlr_scene_node_set_position(&con->scene_tree->node, x, y);
// this container might have previously been in the scratchpad,
// make sure it's enabled for viewing
wlr_scene_node_set_enabled(&con->scene_tree->node, true);
bool has_corner_radius = container_has_corner_radius(con);
if (container_has_shadow(con)) {
int corner_radius = has_corner_radius ? con->corner_radius + con->current.border_thickness : 0;
if (!con->view && title_bar) {
// Stacking/Tabbed containers don't have a border_thickness, so we
// use the config default
corner_radius = con->corner_radius + config->border_thickness;
}
wlr_scene_shadow_set_size(con->shadow,
width + config->shadow_blur_sigma * 2,
height + config->shadow_blur_sigma * 2);
int shadow_x = config->shadow_offset_x - config->shadow_blur_sigma;
int shadow_y = config->shadow_offset_y - config->shadow_blur_sigma;
wlr_scene_node_set_position(&con->shadow->node, shadow_x, shadow_y);
wlr_scene_shadow_set_clipped_region(con->shadow, (struct clipped_region) {
.corners = corner_radii_all(corner_radius),
.area = {
.x = config->shadow_blur_sigma - config->shadow_offset_x,
.y = config->shadow_blur_sigma - config->shadow_offset_y,
.width = width,
.height = height,
}
});
wlr_scene_shadow_set_blur_sigma(con->shadow, config->shadow_blur_sigma);
wlr_scene_shadow_set_corner_radius(con->shadow,
!has_corner_radius ? 0 : corner_radius);
}
if (con->view) {
wlr_scene_node_coords(&con->scene_tree->node,
&con->animation_state.current_global_x,
&con->animation_state.current_global_y);
con->animation_state.current_width = width;
con->animation_state.current_height = height;
int corner_radius = has_corner_radius ? con->corner_radius : 0;
int vert_border_offset = corner_radius;
int border_top = container_titlebar_height();
int border_width = con->current.border_thickness;
if (title_bar && con->current.border != B_NORMAL) {
wlr_scene_node_set_enabled(&con->title_bar.tree->node, false);
wlr_scene_node_set_enabled(&con->border.top->node, true);
} else {
wlr_scene_node_set_enabled(&con->border.top->node, false);
}
if (con->current.border == B_NORMAL) {
vert_border_offset = 0;
if (title_bar) {
arrange_title_bar(con, 0, 0, width, border_top);
} else {
border_top = 0;
// should be handled by the parent container
}
} else if (con->current.border == B_PIXEL) {
container_update(con);
border_top = title_bar && con->current.border_top ? border_width : 0;
if (!title_bar && !con->current.border_top) {
vert_border_offset = 0;
}
} else if (con->current.border == B_NONE) {
container_update(con);
border_top = 0;
border_width = 0;
} else if (con->current.border == B_CSD) {
border_top = 0;
border_width = 0;
} else {
sway_assert(false, "unreachable");
}
int border_bottom = con->current.border_bottom ? border_width : 0;
int border_left = con->current.border_left ? border_width : 0;
int border_right = con->current.border_right ? border_width : 0;
int vert_border_height = MAX(0, height - border_top - border_bottom - vert_border_offset - corner_radius);
wlr_scene_rect_set_size(con->border.left, border_left, vert_border_height);
wlr_scene_rect_set_size(con->border.right, border_right, vert_border_height);
if (border_top) {
wlr_scene_rect_set_size(con->border.top, width, border_top + corner_radius);
wlr_scene_rect_set_corner_radii(con->border.top, corner_radii_top(!has_corner_radius ? 0 :
corner_radius + border_width));
wlr_scene_rect_set_clipped_region(con->border.top, (struct clipped_region) {
.corners = corner_radii_top(corner_radius),
.area = {
.x = border_width,
.y = border_width,
.width = width - 2 * border_width,
.height = border_top + corner_radius
}
});
} else {
wlr_scene_rect_set_size(con->border.top, 0, 0);
}
if (border_bottom) {
wlr_scene_rect_set_size(con->border.bottom, width, border_bottom + corner_radius);
wlr_scene_rect_set_corner_radii(con->border.bottom, corner_radii_bottom(!has_corner_radius ? 0 :
corner_radius + border_width));
wlr_scene_rect_set_clipped_region(con->border.bottom, (struct clipped_region) {
.corners = corner_radii_bottom(corner_radius),
// shift up one px to fix https://github.com/WillPower3309/swayfx/issues/386
// TODO: proper fix
.area = {
.x = border_width,
.y = -1,
.width = width - 2 * border_width,
.height = border_bottom - border_width + corner_radius + 1,
}
});
} else {
wlr_scene_rect_set_size(con->border.bottom, 0, 0);
}
wlr_scene_node_set_position(&con->border.top->node, 0, 0);
wlr_scene_node_set_position(&con->border.bottom->node,
0, height - border_bottom - corner_radius);
wlr_scene_node_set_position(&con->border.left->node,
0, border_top + vert_border_offset);
wlr_scene_node_set_position(&con->border.right->node,
width - border_right, border_top + vert_border_offset);
int content_width = width - border_left - border_right;
int content_height = height - border_top - border_bottom;
// only make sure to clip the content if there is content to clip
if (!wl_list_empty(&con->view->content_tree->children)) {
struct wlr_box clip = (struct wlr_box){
.x = con->view->geometry.x,
.y = con->view->geometry.y,
.width = content_width,
.height = content_height,
};
wlr_scene_subsurface_tree_set_clip(&con->view->content_tree->node, &clip);
}
con->animation_state.current_content_width = content_width;
con->animation_state.current_content_height = content_height;
if (content_width <= 0 || content_height <= 0) {
return;
}
// Dim
if (con->dim_rect) {
wlr_scene_node_set_position(&con->dim_rect->node, border_left, border_top);
wlr_scene_rect_set_size(con->dim_rect, content_width, content_height);
bool has_titlebar = !title_bar || con->current.border == B_NORMAL;
wlr_scene_rect_set_corner_radii(
con->dim_rect,
has_titlebar ? corner_radii_bottom(con->corner_radius) : corner_radii_all(con->corner_radius)
);
}
// make sure to reparent, it's possible that the client just came out of
// fullscreen mode where the parent of the surface is not the container
wlr_scene_node_reparent(&con->view->scene_tree->node, con->content_tree);
wlr_scene_node_set_position(&con->view->scene_tree->node,
border_left, border_top);
wlr_scene_node_set_enabled(&con->blur->node, con->blur_enabled);
wlr_scene_node_set_position(&con->blur->node, border_left, border_top);
wlr_scene_blur_set_size(con->blur, content_width, content_height);
// the output handler for the view wants to detect events for the entire
// container so give it negative coordinates to move it back over the
// decorations
wlr_scene_node_set_position(&con->view->output_handler->node,
-border_left, -border_top);
wlr_scene_buffer_set_dest_size(con->view->output_handler, width, height);
} else {
// make sure to disable the title bar if the parent is not managing it
if (title_bar) {
wlr_scene_node_set_enabled(&con->title_bar.tree->node, false);
}
wlr_scene_node_set_enabled(&con->shadow->node,
container_has_shadow(con) &&
(con->current.layout == L_TABBED || con->current.layout == L_STACKED));
arrange_children(con->current.layout, con->current.children,
con->current.focused_inactive_child, con->content_tree,
width, height, gaps);
}
}
static void arrange_container(struct sway_container *con,
int width, int height, int x, int y, bool title_bar, int gaps) {
if (!config->animation_duration_ms || !con->view
|| con->animation_state.seat_is_resizing
|| con->animation_state.seat_is_moving_float) {
finish_animation(&con->animation_state.animation);
_arrange_container(con, width, height, x, y, title_bar, gaps);
return;
}
if (con->animation_state.to_x == x &&
con->animation_state.to_y == y &&
con->animation_state.to_width == width &&
con->animation_state.to_height == height) {
if (!con->animation_state.animation.initialized ||
con->animation_state.animation.progress >= 1.0f) {
_arrange_container(con, width, height, x, y, title_bar, gaps);
}
return;
}
con->animation_state.to_x = x;
con->animation_state.to_y = y;
con->animation_state.to_width = width;
con->animation_state.to_height = height;
con->animation_state.to_alpha = 1.0f;
// open animation — pop-in: grow from center while fading in
if (con->animation_state.from_x == -1) {
con->animation_state.from_x = x + width * (1.0f - POPIN_FACTOR) / 2.0f;
con->animation_state.from_y = y + height * (1.0f - POPIN_FACTOR) / 2.0f;
con->animation_state.from_width = width * POPIN_FACTOR;
con->animation_state.from_height = height * POPIN_FACTOR;
con->animation_state.from_alpha = 0.0f;
add_animation(&con->animation_state.animation, anim_update_callback, NULL);
} else {
// move animation
snap_animation_position(con);
con->animation_state.from_width = con->animation_state.current_width;
con->animation_state.from_height = con->animation_state.current_height;
con->animation_state.from_alpha = get_animated_value(con->animation_state.from_alpha,
con->animation_state.to_alpha, &con->animation_state.animation);
add_animation(&con->animation_state.animation, anim_update_callback, NULL);
}
// arrange at starting state to "win" position race between animation start and the reparent
_arrange_container(con, con->animation_state.from_width,
con->animation_state.from_height,
con->animation_state.from_x, con->animation_state.from_y,
con_has_title_bar(con), 0);
}
static int container_get_gaps(struct sway_container *con) {
struct sway_workspace *ws = con->current.workspace;
struct sway_container *temp = con;
while (temp) {
enum sway_container_layout layout;
if (temp->current.parent) {
layout = temp->current.parent->current.layout;
} else {
layout = ws->current.layout;
}
if (layout == L_TABBED || layout == L_STACKED) {
return 0;
}
temp = temp->pending.parent;
}
return ws->gaps_inner;
}
static void arrange_fullscreen(struct wlr_scene_tree *tree,
struct sway_container *fs, struct sway_workspace *ws,
int width, int height) {
struct wlr_scene_node *fs_node;
if (fs->view) {
fs_node = &fs->view->scene_tree->node;
// if we only care about the view, disable any decorations
wlr_scene_node_set_enabled(&fs->scene_tree->node, false);
// reconfigure the output handler (for foreign toplevel) to cover the
// view without container decorations
wlr_scene_node_set_position(&fs->view->output_handler->node, 0, 0);
wlr_scene_buffer_set_dest_size(fs->view->output_handler, width, height);
} else {
fs_node = &fs->scene_tree->node;
arrange_container(fs, width, height, 0, 0, true, container_get_gaps(fs));
}
wlr_scene_node_reparent(fs_node, tree);
wlr_scene_node_lower_to_bottom(fs_node);
wlr_scene_node_set_position(fs_node, 0, 0);
}
static void arrange_workspace_floating(struct sway_workspace *ws) {
for (int i = 0; i < ws->current.floating->length; i++) {
struct sway_container *floater = ws->current.floating->items[i];
struct wlr_scene_tree *layer = root->layers.floating;
if (floater->current.fullscreen_mode != FULLSCREEN_NONE) {
continue;
}
if (root->fullscreen_global) {
if (container_is_transient_for(floater, root->fullscreen_global)) {
layer = root->layers.fullscreen_global;
}
} else {
for (int i = 0; i < root->outputs->length; i++) {
struct sway_output *output = root->outputs->items[i];
struct sway_workspace *active = output->current.active_workspace;
if (active && active->fullscreen &&
container_is_transient_for(floater, active->fullscreen)) {
layer = root->layers.fullscreen;
}
}
}
wlr_scene_node_reparent(&floater->scene_tree->node, layer);
wlr_scene_node_set_enabled(&floater->scene_tree->node, true);
wlr_scene_node_set_enabled(&floater->shadow->node, container_has_shadow(floater) && floater->view);
wlr_scene_node_set_enabled(&floater->border.tree->node, true);
arrange_container(floater, floater->current.width, floater->current.height,
floater->current.x, floater->current.y, true, ws->gaps_inner);
}
}
static void arrange_workspace_tiling(struct sway_workspace *ws,
int width, int height) {
arrange_children(ws->current.layout, ws->current.tiling,
ws->current.focused_inactive_child, ws->layers.tiling,
width, height, ws->gaps_inner);
}
static int workspace_tiling_scene_x(struct sway_workspace *ws,
struct wlr_box *area, struct side_gaps *gaps) {
int64_t x = (int64_t)area->x + gaps->left;
if (ws->current.layout == L_MOSAIC && ws->mosaic) {
struct mosaic_row *row = ws->mosaic->rows->items[0];
x -= (int64_t)row->state.scroll_x;
}
// The camera is kept in logical pixels; this conversion is the sole
// output-scene mapping and must never overflow wlroots' int positions.
return x < INT_MIN ? INT_MIN : x > INT_MAX ? INT_MAX : (int)x;
}
static void disable_workspace(struct sway_workspace *ws) {
// if any containers were just moved to a disabled workspace it will
// have the parent of the old workspace. Move the workspace so that it won't
// be shown.
for (int i = 0; i < ws->current.tiling->length; i++) {
struct sway_container *child = ws->current.tiling->items[i];
wlr_scene_node_reparent(&child->scene_tree->node, ws->layers.tiling);
disable_container(child);
}
for (int i = 0; i < ws->current.floating->length; i++) {
struct sway_container *floater = ws->current.floating->items[i];
wlr_scene_node_reparent(&floater->scene_tree->node, root->layers.floating);
disable_container(floater);
wlr_scene_node_set_enabled(&floater->scene_tree->node, false);
}
}
static void arrange_output(struct sway_output *output, int width, int height) {
struct sway_workspace *new_active = output->current.active_workspace;
struct sway_workspace *old_active = output->prev_active_workspace;
bool is_ws_switch = old_active && old_active != new_active
&& output->wlr_output->enabled && config->animation_duration_ms > 0 &&
!(old_active->current.fullscreen || new_active->current.fullscreen);
if (is_ws_switch) {
new_active->animation_state.from_alpha = 0.0f;
if (old_active->current.tiling->length == 0
&& old_active->current.floating->length == 0) {
new_active->animation_state.to_alpha = 1.0f;
add_animation(&new_active->animation_state.animation,
workspace_fade_update_callback, NULL);
} else {
new_active->animation_state.to_alpha = 0.0f;
float current_alpha = get_animated_value(old_active->animation_state.from_alpha,
old_active->animation_state.to_alpha, &old_active->animation_state.animation);
old_active->animation_state.from_alpha = current_alpha;
old_active->animation_state.to_alpha = 0.0f;
finish_animation(&new_active->animation_state.animation);
new_active->animation_state.from_alpha = 0.0f;
new_active->animation_state.to_alpha = 1.0f;
add_animation(&old_active->animation_state.animation,
workspace_fade_update_callback, workspace_fade_complete_callback);
add_animation(&new_active->animation_state.animation,
workspace_fade_update_callback, workspace_fade_complete_callback);
}
}
for (int i = 0; i < output->current.workspaces->length; i++) {
struct sway_workspace *child = output->current.workspaces->items[i];
bool activated = output->current.active_workspace == child && output->wlr_output->enabled;
bool animating = child->animation_state.animation.initialized;
wlr_scene_node_reparent(&child->layers.tiling->node, output->layers.tiling);
wlr_scene_node_reparent(&child->layers.fullscreen->node, output->layers.fullscreen);
for (int i = 0; i < child->current.floating->length; i++) {
struct sway_container *floater = child->current.floating->items[i];
wlr_scene_node_reparent(&floater->scene_tree->node, root->layers.floating);
wlr_scene_node_set_enabled(&floater->scene_tree->node, activated || animating);
}
if (activated) {
struct sway_container *fs = child->current.fullscreen;
wlr_scene_node_set_enabled(&child->layers.tiling->node, !fs);
wlr_scene_node_set_enabled(&child->layers.fullscreen->node, fs);
wlr_scene_node_set_enabled(&output->layers.shell_background->node, !fs);
wlr_scene_node_set_enabled(&output->layers.shell_bottom->node, !fs);
wlr_scene_node_set_enabled(&output->layers.blur_layer->node, !fs);
wlr_scene_node_set_enabled(&output->layers.fullscreen->node, fs);
if (fs) {
disable_workspace(child);
wlr_scene_rect_set_size(output->fullscreen_background, width, height);
arrange_workspace_floating(child);
arrange_fullscreen(child->layers.fullscreen, fs, child,
width, height);
} else {
struct wlr_box *area = &output->usable_area;
struct side_gaps *gaps = &child->current_gaps;
wlr_scene_node_set_position(&child->layers.tiling->node,
workspace_tiling_scene_x(child, area, gaps),
gaps->top + area->y);
arrange_workspace_tiling(child,
area->width - gaps->left - gaps->right,
area->height - gaps->top - gaps->bottom);
arrange_workspace_floating(child);
}
} else if (animating && !activated) {
// Workspace fading out - keep visible, alpha handled by render path
struct wlr_box *area = &output->usable_area;
struct side_gaps *gaps = &child->current_gaps;
wlr_scene_node_set_enabled(&child->layers.tiling->node, true);
wlr_scene_node_set_enabled(&child->layers.fullscreen->node, false);
wlr_scene_node_set_position(&child->layers.tiling->node,
workspace_tiling_scene_x(child, area, gaps),
gaps->top + area->y);
arrange_workspace_tiling(child,
area->width - gaps->left - gaps->right,
area->height - gaps->top - gaps->bottom);
} else {
wlr_scene_node_set_enabled(&child->layers.tiling->node, false);
wlr_scene_node_set_enabled(&child->layers.fullscreen->node, false);
disable_workspace(child);
}
}
output->prev_active_workspace = new_active;
}
void arrange_popups(struct wlr_scene_tree *popups) {
struct wlr_scene_node *node;
wl_list_for_each(node, &popups->children, link) {
struct sway_popup_desc *popup = scene_descriptor_try_get(node,
SWAY_SCENE_DESC_POPUP);
if (popup) {
int lx, ly;
wlr_scene_node_coords(popup->relative, &lx, &ly);
wlr_scene_node_set_position(node, lx, ly);
}
}
}
static void arrange_root(struct sway_root *root) {
struct sway_container *fs = root->fullscreen_global;
wlr_scene_node_set_enabled(&root->layers.shell_background->node, !fs);
wlr_scene_node_set_enabled(&root->layers.shell_bottom->node, !fs);
wlr_scene_node_set_enabled(&root->layers.blur_tree->node, !fs);
wlr_scene_node_set_enabled(&root->layers.tiling->node, !fs);
wlr_scene_node_set_enabled(&root->layers.floating->node, !fs);
wlr_scene_node_set_enabled(&root->layers.shell_top->node, !fs);
wlr_scene_node_set_enabled(&root->layers.fullscreen->node, !fs);
// hide all contents in the scratchpad
for (int i = 0; i < root->scratchpad->length; i++) {
struct sway_container *con = root->scratchpad->items[i];
disable_container(con);
wlr_scene_node_set_enabled(&con->scene_tree->node, false);
}
if (fs) {
for (int i = 0; i < root->outputs->length; i++) {
struct sway_output *output = root->outputs->items[i];
struct sway_workspace *ws = output->current.active_workspace;
wlr_scene_output_set_position(output->scene_output, output->lx, output->ly);
// disable all workspaces to get to a known state
for (int j = 0; j < output->current.workspaces->length; j++) {
struct sway_workspace *workspace = output->current.workspaces->items[j];
disable_workspace(workspace);
}
// arrange the active workspace
if (ws) {
arrange_workspace_floating(ws);
}
}
arrange_fullscreen(root->layers.fullscreen_global, fs, NULL,
root->width, root->height);
} else {
for (int i = 0; i < root->outputs->length; i++) {
struct sway_output *output = root->outputs->items[i];
wlr_scene_output_set_position(output->scene_output, output->lx, output->ly);
wlr_scene_node_reparent(&output->layers.shell_background->node, root->layers.shell_background);
wlr_scene_node_reparent(&output->layers.shell_bottom->node, root->layers.shell_bottom);
wlr_scene_node_reparent(&output->layers.blur_layer->node, root->layers.blur_tree);
wlr_scene_node_reparent(&output->layers.tiling->node, root->layers.tiling);
wlr_scene_node_reparent(&output->layers.shell_top->node, root->layers.shell_top);
wlr_scene_node_reparent(&output->layers.shell_overlay->node, root->layers.shell_overlay);
wlr_scene_node_reparent(&output->layers.fullscreen->node, root->layers.fullscreen);
wlr_scene_node_reparent(&output->layers.session_lock->node, root->layers.session_lock);
wlr_scene_node_set_position(&output->layers.shell_background->node, output->lx, output->ly);
wlr_scene_node_set_position(&output->layers.shell_bottom->node, output->lx, output->ly);
wlr_scene_node_set_position(&output->layers.blur_layer->node, output->lx, output->ly);
wlr_scene_node_set_position(&output->layers.tiling->node, output->lx, output->ly);
wlr_scene_node_set_position(&output->layers.fullscreen->node, output->lx, output->ly);
wlr_scene_node_set_position(&output->layers.shell_top->node, output->lx, output->ly);
wlr_scene_node_set_position(&output->layers.shell_overlay->node, output->lx, output->ly);
wlr_scene_node_set_position(&output->layers.session_lock->node, output->lx, output->ly);
arrange_output(output, output->width, output->height);
}
}
arrange_popups(root->layers.popup);
}
/**
* Apply a transaction to the "current" state of the tree.
*/
static void transaction_apply(struct sway_transaction *transaction) {
sway_log(SWAY_DEBUG, "Applying transaction %p", transaction);
if (debug.txn_timings) {
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
struct timespec *commit = &transaction->commit_time;
float ms = (now.tv_sec - commit->tv_sec) * 1000 +
(now.tv_nsec - commit->tv_nsec) / 1000000.0;
sway_log(SWAY_DEBUG, "Transaction %p: %.1fms waiting "
"(%.1f frames if 60Hz)", transaction, ms, ms / (1000.0f / 60));
}
// Apply the instruction state to the node's current state
for (int i = 0; i < transaction->instructions->length; ++i) {
struct sway_transaction_instruction *instruction =
transaction->instructions->items[i];
struct sway_node *node = instruction->node;
switch (node->type) {
case N_ROOT:
break;
case N_OUTPUT:
apply_output_state(node->sway_output, &instruction->output_state);
break;
case N_WORKSPACE:
apply_workspace_state(node->sway_workspace,
&instruction->workspace_state);
break;
case N_CONTAINER:
apply_container_state(node->sway_container,
&instruction->container_state);
break;
}
node->instruction = NULL;
}
}
static void transaction_commit_pending(void);
static void transaction_progress(void) {
if (!server.queued_transaction) {
return;
}
if (server.queued_transaction->num_waiting > 0) {
return;
}
transaction_apply(server.queued_transaction);
arrange_root(root);
cursor_rebase_all();
transaction_destroy(server.queued_transaction);
start_animations();
server.queued_transaction = NULL;
if (!server.pending_transaction) {
sway_idle_inhibit_v1_check_active();
return;
}
transaction_commit_pending();
}
static int handle_timeout(void *data) {
struct sway_transaction *transaction = data;
sway_log(SWAY_DEBUG, "Transaction %p timed out (%zi waiting)",
transaction, transaction->num_waiting);
transaction->num_waiting = 0;
transaction_progress();
return 0;
}
static bool should_configure(struct sway_node *node,
struct sway_transaction_instruction *instruction) {
if (!node_is_view(node)) {
return false;
}
if (node->destroying) {
return false;
}
if (!instruction->server_request) {
return false;
}
struct sway_container_state *cstate = &node->sway_container->current;
struct sway_container_state *istate = &instruction->container_state;
#if WLR_HAS_XWAYLAND
// Xwayland views are position-aware and need to be reconfigured
// when their position changes.
if (node->sway_container->view->type == SWAY_VIEW_XWAYLAND) {
// Sway logical coordinates are doubles, but they get truncated to
// integers when sent to Xwayland through `xcb_configure_window`.
// X11 apps will not respond to duplicate configure requests (from their
// truncated point of view) and cause transactions to time out.
if ((int)cstate->content_x != (int)istate->content_x ||
(int)cstate->content_y != (int)istate->content_y) {
return true;
}
}
#endif
if (cstate->content_width == istate->content_width &&
cstate->content_height == istate->content_height) {
return false;
}
return true;
}
static void transaction_commit(struct sway_transaction *transaction) {
sway_log(SWAY_DEBUG, "Transaction %p committing with %i instructions",
transaction, transaction->instructions->length);
transaction->num_waiting = 0;
for (int i = 0; i < transaction->instructions->length; ++i) {
struct sway_transaction_instruction *instruction =
transaction->instructions->items[i];
struct sway_node *node = instruction->node;
bool hidden = node_is_view(node) && !node->destroying &&
!view_is_visible(node->sway_container->view);
if (should_configure(node, instruction)) {
instruction->serial = view_configure(node->sway_container->view,
instruction->container_state.content_x,
instruction->container_state.content_y,
instruction->container_state.content_width,
instruction->container_state.content_height);
if (!hidden) {
instruction->waiting = true;
++transaction->num_waiting;
}
view_send_frame_done(node->sway_container->view);
}
if (!hidden && node_is_view(node) &&
!node->sway_container->view->saved_surface_tree) {
view_save_buffer(node->sway_container->view);
}
node->instruction = instruction;
}
transaction->num_configures = transaction->num_waiting;
if (debug.txn_timings) {
clock_gettime(CLOCK_MONOTONIC, &transaction->commit_time);
}
if (debug.noatomic) {
transaction->num_waiting = 0;
} else if (debug.txn_wait) {
// Force the transaction to time out even if all views are ready.
// We do this by inflating the waiting counter.
transaction->num_waiting += 1000000;
}
if (transaction->num_waiting) {
// Set up a timer which the views must respond within
transaction->timer = wl_event_loop_add_timer(server.wl_event_loop,
handle_timeout, transaction);
if (transaction->timer) {
wl_event_source_timer_update(transaction->timer,
server.txn_timeout_ms);
} else {
sway_log_errno(SWAY_ERROR, "Unable to create transaction timer "
"(some imperfect frames might be rendered)");
transaction->num_waiting = 0;
}
}
}
static void transaction_commit_pending(void) {
if (server.queued_transaction) {
return;
}
struct sway_transaction *transaction = server.pending_transaction;
server.pending_transaction = NULL;
server.queued_transaction = transaction;
transaction_commit(transaction);
transaction_progress();
}
static void set_instruction_ready(
struct sway_transaction_instruction *instruction) {
struct sway_transaction *transaction = instruction->transaction;
if (debug.txn_timings) {
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
struct timespec *start = &transaction->commit_time;
float ms = (now.tv_sec - start->tv_sec) * 1000 +
(now.tv_nsec - start->tv_nsec) / 1000000.0;
sway_log(SWAY_DEBUG, "Transaction %p: %zi/%zi ready in %.1fms (%s)",
transaction,
transaction->num_configures - transaction->num_waiting + 1,
transaction->num_configures, ms,
instruction->node->sway_container->title);
}
// If the transaction has timed out then its num_waiting will be 0 already.
if (instruction->waiting && transaction->num_waiting > 0 &&
--transaction->num_waiting == 0) {
sway_log(SWAY_DEBUG, "Transaction %p is ready", transaction);
wl_event_source_timer_update(transaction->timer, 0);
}
instruction->node->instruction = NULL;
transaction_progress();
}
bool transaction_notify_view_ready_by_serial(struct sway_view *view,
uint32_t serial) {
struct sway_transaction_instruction *instruction =
view->container->node.instruction;
if (instruction != NULL && instruction->serial == serial) {
set_instruction_ready(instruction);
return true;
}
return false;
}
bool transaction_notify_view_ready_by_geometry(struct sway_view *view,
double x, double y, int width, int height) {
struct sway_transaction_instruction *instruction =
view->container->node.instruction;
if (instruction != NULL &&
(int)instruction->container_state.content_x == (int)x &&
(int)instruction->container_state.content_y == (int)y &&
instruction->container_state.content_width == width &&
instruction->container_state.content_height == height) {
set_instruction_ready(instruction);
return true;
}
return false;
}
static void _transaction_commit_dirty(bool server_request) {
if (!server.dirty_nodes->length) {
return;
}
if (!server.pending_transaction) {
server.pending_transaction = transaction_create();
if (!server.pending_transaction) {
return;
}
}
for (int i = 0; i < server.dirty_nodes->length; ++i) {
struct sway_node *node = server.dirty_nodes->items[i];
transaction_add_node(server.pending_transaction, node, server_request);
node->dirty = false;
}
server.dirty_nodes->length = 0;
transaction_commit_pending();
}
void transaction_commit_dirty(void) {
_transaction_commit_dirty(true);
}
void transaction_commit_dirty_client(void) {
_transaction_commit_dirty(false);
}