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background_layer = {}
normal_layer = {}
hidden_layer = {}
fullscreen_layer = {}
background_curtain = nil
current_width = 0
current_height = 0
function get_tile_row_col(count, width, height)
if (count == 0) then
return 1, 1
end
local cols = math.ceil(math.sqrt(count))
local rows = math.ceil(count / cols)
return cols, rows
end
function sort_views(views)
local count = 0
local sorted_views = {}
for k, v in pairs(views) do
count = count + 1
sorted_views[count] = k
end
table.sort(sorted_views)
return count, sorted_views
end
function relayout(output)
local views = normal_layer:get_views()
local output_width, output_height
local count = 0
local col = 0
local x = 0
local row = 0
local y = 0
local count, sorted_views = sort_views(views)
if (output == nil) then
output_width, output_height = primary_output:get_dimensions()
else
output_width, output_height = output:get_dimensions()
end
local cols, rows = get_tile_row_col(count)
local width = math.floor(output_width / cols)
local height = math.floor(output_height / rows)
for k, v in ipairs(sorted_views) do
col = col + 1
if (col > cols) then
row = row + 1
col = 1
x = 0
y = y + height
end
local view = views[v]
local surface = view:get_surface()
local gx, gy = surface:get_geometry()
view:set_position(x - gx, y - gy)
surface:set_state_normal(width, height)
x = x + width
end
end
function recreate_background(output)
local x, y = output:get_position()
local w, h = output:get_dimensions()
if (background_curtain ~= nil) then
background_curtain:dispose()
end
background_curtain = weston:create_curtain("output curtain")
background_curtain:set_color(0xFF000000)
background_curtain:set_position(x, y)
background_curtain:set_dimensions(w, h)
background_curtain:set_capture_input(true)
bv = background_curtain:get_view()
bv:set_output(output)
bv:set_layer(background_layer)
end
function my_output_create(output)
local pd = { has_fullscreen_view = false }
if (primary_output == nil) then
primary_output = output
end
recreate_background(output)
pd.background_view = bv
output:set_private(pd)
-- Must set ready or no repaints will take place
output:set_ready()
end
function output_moved(output, move_x, move_y)
local views = background_layer:get_views()
for k, v in pairs(views) do
if v:get_output() == output then
x, y = v:get_position()
v:set_position(x + move_x, y + move_y)
end
end
views = normal_layer:get_views()
for k, v in pairs(views) do
if v:get_output() == output then
x, y = v:get_position()
v:set_position(x + move_x, y + move_y)
end
end
end
function output_resized(output)
recreate_background(output)
relayout(output)
end
function surface_added(surface)
local pd = {last_width = 0, last_height = 0, maximized = false,
map_fullscreen = false, fullscreen_output = nil}
pd.view = surface:create_view()
pd.width = 0
pd.height = 0
local outputs = weston:get_outputs()
for n, o in pairs(outputs) do
surface:set_output(o)
pd.view:set_output(o)
if (current_width == 0 and current_height == 0) then
output_width, output_height = o:get_dimensions()
current_width = output_width
current_height = output_height
else
current_width = math.floor(current_width / 2)
current_height = math.floor(current_height / 2)
end
pd.view:set_dimensions(current_width, current_height)
end
surface:set_private(pd)
end
function surface_removed(surface)
local pd = surface:get_private()
if (active_view == pd.view) then
pd.view:deactivate()
active_view = nil
end
if (pd.fullscreen_output) then
unset_fullscreen(surface)
end
pd.view:dispose()
current_width = current_width * 2
current_height = current_height * 2
relayout(nil)
end
function surface_maximize(surface, maximized)
if (maximized) then
local pd = surface:get_private()
pd.view:set_position(0, 0)
local output = pd.view:get_output()
if (output == nil) then
output = primary_output
end
surface:set_state_maximized(output)
pd.maximized = true
else
pd.maximized = false
relayout(nil)
end
end
function set_fullscreen(surface, output)
local surf_pd = surface:get_private()
local output_pd = output:get_private()
-- We only allow one fullscreen client
if (surf_pd.fullscreen_output ~= nil or output_pd.has_fullscreen_view) then
return
end
surface:set_state_fullscreen(output)
output_pd.has_fullscreen_view = true
output_pd.background_view:set_layer(fullscreen_layer)
surf_pd.view:move_in_front_of_other_view(output_pd.background_view)
surf_pd.fullscreen_output = output
surf_pd.view:set_position(0, 0)
end
function unset_fullscreen(surface)
local surf_pd = surface:get_private()
local output = surface:get_output()
local output_pd = output:get_private()
if (surf_pd.fullscreen_output == nil) then
return
end
output_pd.background_view:set_layer(background_layer)
surf_pd.view:set_layer(normal_layer)
output_pd.has_fullscreen_view = false
surf_pd.fullscreen_output = nil
relayout(nil)
end
function surface_fullscreen(surface, output, fullscreen)
if (fullscreen) then
local pd = surface:get_private()
if (output == nil) then
output = pd.view:get_output()
end
if (output == nil) then
output = primary_output
end
if (surface:is_mapped()) then
set_fullscreen(surface, output)
else
pd.map_fullscreen = true
end
else
unset_fullscreen(surface)
relayout(nil)
end
end
function lower_fullscreen_layer(surface, output)
local views_in_fs_layer = fullscreen_layer:get_views()
local count, sorted_views = sort_views(views_in_fs_layer)
for k, v in ipairs(sorted_views) do
local view = views_in_fs_layer[v]
local pd = view:get_private_surface()
-- no continue in lua, we have go the other way around
if (pd ~= nil) then
if (output ~= nil and pd.fullscreen_output == output) then
local output_pd = output:get_private()
if (output_pd.background_view) then
output_pd.background_view:set_layer(background_layer)
end
view:set_layer(normal_layer)
pd.map_fullscreen = false
pd.fullscreen_output = nil
output_pd.has_fullscreen_view = false
relayout(nil)
end
end
end
end
function surface_committed(surface)
local pd = surface:get_private()
local w, h = surface:get_dimensions()
local good_seat = nil
local output = nil
if (w == 0) then
return
end
local is_resized = w ~= pd.width or h ~= pd.height
pd.width = w
pd.height = h
if (is_resized) then
relayout(nil)
end
if surface:is_mapped() then
return
end
surface:map()
local seats = weston:get_seats()
for n, o in pairs(seats) do
good_seat = o
end
output = pd.view:get_output()
lower_fullscreen_layer(surface, output)
if (active_view ~= nil) then
active_view:deactivate()
end
pd.view:activate(good_seat)
active_view = pd.view
pd.view:set_layer(normal_layer)
if (pd.maximized) then
surface:set_state_maximized(output)
return
elseif (pd.map_fullscreen) then
set_fullscreen(surface, output)
return
end
relayout(nil)
end
function click_to_activate(focus_view, seat, button)
if (active_view == focus_view) then
return
end
if (active_view ~= nil) then
active_view:deactivate()
end
focus_view:activate(seat)
active_view = focus_view
end
function my_init()
background_layer = weston:create_layer()
background_layer:set_position(WESTON_LAYER_POSITION_BACKGROUND)
normal_layer = weston:create_layer()
normal_layer:set_position(WESTON_LAYER_POSITION_NORMAL)
hidden_layer = weston:create_layer()
hidden_layer:set_position(WESTON_LAYER_POSITION_HIDDEN)
fullscreen_layer = weston:create_layer()
fullscreen_layer:set_position(WESTON_LAYER_POSITION_FULLSCREEN)
weston:add_button_binding(BTN_LEFT, 0, click_to_activate)
weston:add_button_binding(BTN_RIGHT, 0, click_to_activate)
end
lua_shell_callbacks = {
init = my_init,
surface_added = surface_added,
surface_committed = surface_committed,
surface_fullscreen = surface_fullscreen,
surface_maximize = surface_maximize,
surface_removed = surface_removed,
output_create = my_output_create,
output_moved = output_moved,
output_resized = output_resized,
}
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