feat/hints a471fa4

scene.go RawHistoryFolder

1package ports
2
3import "slices"
4
5// Scene carries core → renderer immutable snapshots with fresh Windows slices,
6// one per output. Rects and the output size are logical and local to the
7// output; the renderer multiplies by Scale.
8type Scene struct {
9	// Security is the owner epoch captured when this scene was published.
10	// Output owners reject stale scenes rather than showing a queued desktop
11	// or accepting old locker buffers across acquisition/release.
12	Security                  SecurityState
13	Output                    string
14	Seq                       uint64
15	OutputWidth, OutputHeight int
16	Scale                     float64
17	// Transform is how the output target holds this scene
18	// (wl_output.transform); 0 for capture child scenes. OutputWidth and
19	// OutputHeight are already in the transformed (logical) orientation.
20	Transform BufferTransform
21	// Off turns the display off (output power management): nothing is
22	// drawn until a scene without it.
23	Off        bool
24	Background string
25	Border     Border
26	// WorkspaceClip bounds workspace windows, their popups and separators
27	// in logical output coordinates. Zero inherits the full output. Layers
28	// remain output-wide; overview previews do not use this clip.
29	WorkspaceClip Rect
30	// TileInset is what exclusive layers (panels) and a workspace size
31	// override take from the output's edges: tiles (SceneWindow.Tile) and
32	// their lines are drawn only in what is left, the usable area
33	// (TileArea). A tile is never drawn over a panel, whatever its layer;
34	// insets covering the output leave no tile drawn. Zero: the usable
35	// area is the whole output (and the overview, capture scenes).
36	TileInset Insets
37	// Dim darkens the background, bottom layers and tiles (tile lines
38	// included) inside WorkspaceClip when set, with black at this opacity,
39	// 0 to 1, under the first
40	// visible float. 0 draws nothing.
41	Dim float64
42	// DimBehind draws the Dim veil under every window instead, right over
43	// the background and bottom layers (the overview).
44	DimBehind bool
45	Windows   []SceneWindow
46	// Separators are the lines between windows, drawn in slice order with
47	// the Border colors: tile lines over the tiles, under the floats; a
48	// float's border right after the float.
49	Separators []Separator
50	// DropHints show where a dragged tile lands, filled with Border.Active
51	// over the windows of the workspace, under the top layers. Only the
52	// output under the pointer has them, during a drag.
53	DropHints []Rect
54	// Layers are the shown layer surfaces, drawn in slice order: background
55	// and bottom before windows, top and overlay after. Core leaves out
56	// those a fullscreen window hides (all but the background and a surface
57	// taking the keyboard exclusively); adapters draw every layer given.
58	// Window popups are drawn after the windows, layer popups
59	// (SceneWindow.OverLayers) last, over every layer.
60	Layers []SceneLayer
61	// Capture is the capture state of this output: exclusion and hidden
62	// workspace; nil while nothing is captured (capture.go).
63	Capture *SceneCapture
64	// CaptureScene is the workspace captured off screen (Capture.Workspace)
65	// drawn for capture only: a workspace that is not on screen. Only the
66	// root scene carries it; CaptureScene.Capture and .CaptureScene are nil.
67	CaptureScene *Scene
68	// CaptureIndicators are the marks of live captures of this output,
69	// drawn over everything; nil when none. Captures never hold them: the
70	// capture pipeline serves requests from a scene without them.
71	CaptureIndicators []CaptureIndicator
72	// HintLabels are the keyboard hint labels of this output, drawn over
73	// everything, after CaptureIndicators; nil when hint mode is not shown
74	// here. Captures never contain them.
75	HintLabels []HintLabel
76	HintStyle  HintStyle
77	// Flash is the focus flash drawn over everything of this output; nil
78	// draws nothing.
79	Flash *FocusFlash
80	// Animating is set by core when a spring or a focus flash runs on
81	// this output after this frame was computed: the output reports the
82	// flip of the scene to core (OutputFrame), which moves the animation to
83	// the next frame. A scene of a settled output carries false, so a flip
84	// of it wakes nobody. It describes scheduling, not drawing: SameAs and
85	// the renderer ignore it.
86	Animating bool
87}
88
89// SameAs reports whether o draws exactly what s draws: every field other
90// than Seq and Animating (scheduling only, not drawn) is equal. A scene
91// carrying a CaptureScene is never the same (conservative: the capture image
92// is not compared). Add every new Scene field here;
93// TestSceneSameAsCoversEveryField fails until the field count is updated.
94func (s Scene) SameAs(o Scene) bool {
95	if s.Security != o.Security || s.Output != o.Output ||
96		s.OutputWidth != o.OutputWidth || s.OutputHeight != o.OutputHeight ||
97		s.Scale != o.Scale || s.Transform != o.Transform || s.Off != o.Off ||
98		s.Background != o.Background || s.Border != o.Border ||
99		s.WorkspaceClip != o.WorkspaceClip || s.TileInset != o.TileInset || s.Dim != o.Dim || s.DimBehind != o.DimBehind {
100		return false
101	}
102	if (s.Flash == nil) != (o.Flash == nil) || (s.Flash != nil && *s.Flash != *o.Flash) {
103		return false
104	}
105	if s.CaptureScene != nil || o.CaptureScene != nil {
106		return false
107	}
108	if (s.Capture == nil) != (o.Capture == nil) {
109		return false
110	}
111	if s.Capture != nil {
112		a, b := *s.Capture, *o.Capture
113		if a.Shown != b.Shown || a.Session != b.Session || a.Revision != b.Revision ||
114			a.Workspace != b.Workspace || a.Window != b.Window || !slices.Equal(a.Excluded, b.Excluded) {
115			return false
116		}
117	}
118	return slices.Equal(s.Windows, o.Windows) && slices.Equal(s.Separators, o.Separators) &&
119		slices.Equal(s.DropHints, o.DropHints) && slices.Equal(s.Layers, o.Layers) &&
120		slices.Equal(s.CaptureIndicators, o.CaptureIndicators) &&
121		s.HintStyle == o.HintStyle && slices.Equal(s.HintLabels, o.HintLabels)
122}
123
124// Shows reports whether the scene draws the surface of id: only its
125// content changes need a new frame. A window scrolled off the output is
126// not drawn (Draws).
127func (s Scene) Shows(id WindowID) bool {
128	for _, w := range s.Windows {
129		if w.ID == id && s.Draws(w) {
130			return true
131		}
132	}
133	for _, l := range s.Layers {
134		if l.ID == id {
135			return true
136		}
137	}
138	return false
139}
140
141// Draws reports whether any of w is drawn: not hidden, on the output,
142// inside WorkspaceClip (OverLayers popups remain output-wide) and, for a
143// tile, inside TileArea.
144func (s Scene) Draws(w SceneWindow) bool {
145	if w.Hidden || !w.Rect.Overlaps(Rect{W: s.OutputWidth, H: s.OutputHeight}) {
146		return false
147	}
148	if !w.OverLayers && s.WorkspaceClip != (Rect{}) && !w.Rect.Overlaps(s.WorkspaceClip) {
149		return false
150	}
151	if a, ok := s.TileArea(); ok && w.Tile() {
152		return w.Rect.Overlaps(a)
153	}
154	return true
155}
156
157// TileArea is where tiles are drawn: the output minus TileInset, empty
158// when the panels cover it. ok is false when TileInset is zero: tiles are
159// not clipped beyond the output and WorkspaceClip.
160func (s Scene) TileArea() (r Rect, ok bool) {
161	in := s.TileInset
162	if in == (Insets{}) {
163		return Rect{}, false
164	}
165	return Rect{X: in.Left, Y: in.Top, W: max(s.OutputWidth-in.Left-in.Right, 0), H: max(s.OutputHeight-in.Top-in.Bottom, 0)}, true
166}
167
168// Border carries the window border style; colors are #rrggbb, "" skips
169// drawing. Width is in logical pixels.
170type Border struct {
171	Width            int
172	Active, Inactive string
173}
174
175// Separator is a line between windows, in logical pixels. Active lines
176// mark the focused window and use Border.Active, others Border.Inactive.
177// Window is the float whose border it is; 0 for lines between tiles.
178type Separator struct {
179	Rect   Rect
180	Active bool
181	Window WindowID
182}
183
184// SceneLayer carries core → renderer layer surface placement.
185type SceneLayer struct {
186	ID    WindowID
187	Layer Layer
188	Rect  Rect
189}
190
191// FocusFlash is a brief inner border marking the entity an action just
192// changed: a window, a column or a whole output. Rect is in logical
193// pixels, Width the border width inside it, Color #rrggbb and Alpha its
194// opacity at this frame (0 to 1).
195type FocusFlash struct {
196	Rect  Rect
197	Width int
198	Color string
199	Alpha float64
200}
201
202// SceneWindow carries core → renderer window placement.
203type SceneWindow struct {
204	ID                          WindowID
205	Rect                        Rect
206	Focused, Fullscreen, Hidden bool
207	// Inset sides carry a separator line inside Rect: the client is drawn
208	// inside it.
209	Inset Sides
210	// Floating windows draw at their placed size. Below marks a native
211	// covering float behind the column group.
212	Floating, Below bool
213	// Dim darkens the window, border included, with black at this
214	// opacity, 0 to 1: a stashed window peeking in. 0 draws nothing.
215	Dim float64
216	// Fade makes the whole window translucent, border and content: 0 is
217	// opaque, 1 invisible (like SurfaceContent.Fade). A window appearing
218	// or leaving animates it; a faded window is composed, never scanned
219	// out.
220	Fade float64
221	// Preview, above 0, draws the window's surfaces that much smaller in
222	// Rect (an overview thumbnail): the client keeps its size. A preview
223	// is a card: it never opens the floats.
224	Preview float64
225	// Zoom, above 0, is the content scale of a window whose frame is
226	// animating (appearing, leaving, an overview card in flight): it
227	// replaces Preview for drawing only; the window keeps its kind.
228	Zoom float64
229	// Popups are drawn from their content only: no border, no background.
230	Popup bool
231	// OverLayers popups hang from a layer surface: drawn over the top and
232	// overlay layers. Window popups stay with the windows, under them.
233	OverLayers bool
234}
235
236// Tile reports whether w is a tile: laid out in the usable area and
237// clipped to Scene.TileArea. Floats, fullscreen windows, overview previews
238// and popups are placed against the whole viewport.
239func (w SceneWindow) Tile() bool {
240	return !w.Floating && !w.Fullscreen && !w.Popup && w.Preview == 0
241}
242
243// HintStyle carries reloadable label settings and untransformed output density.
244type HintStyle struct {
245	Size                                float64
246	Background, Foreground              string
247	Width, Height, PhysicalW, PhysicalH int
248}

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