factor out renderclients
This will help once we get to implementing layer-shell
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parent
15ed82571b
commit
275badc707
47
dwl.c
47
dwl.c
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@ -149,6 +149,7 @@ static void quit(const Arg *arg);
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static void raiseclient(Client *c);
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static void refocus(void);
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static void render(struct wlr_surface *surface, int sx, int sy, void *data);
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static void renderclients(Monitor *m, struct timespec *now);
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static void rendermon(struct wl_listener *listener, void *data);
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static void resize(Client *c, int x, int y, int w, int h);
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static void resizemouse(const Arg *arg);
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@ -812,6 +813,31 @@ render(struct wlr_surface *surface, int sx, int sy, void *data)
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wlr_surface_send_frame_done(surface, rdata->when);
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}
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void
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renderclients(Monitor *m, struct timespec *now)
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{
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/* Each subsequent window we render is rendered on top of the last. Because
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* our stacking list is ordered front-to-back, we iterate over it backwards. */
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Client *c;
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wl_list_for_each_reverse(c, &stack, slink) {
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/* Only render clients which are on this monitor. */
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/* XXX consider checking wlr_output_layout_intersects, in case a
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* window can be seen on multiple outputs */
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if (!VISIBLEON(c, m))
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continue;
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struct render_data rdata = {
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.output = m->wlr_output,
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.when = now,
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.x = c->x,
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.y = c->y,
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};
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/* This calls our render function for each surface among the
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* xdg_surface's toplevel and popups. */
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wlr_xdg_surface_for_each_surface(c->xdg_surface, render, &rdata);
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}
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}
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void
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rendermon(struct wl_listener *listener, void *data)
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{
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@ -838,26 +864,7 @@ rendermon(struct wl_listener *listener, void *data)
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wlr_renderer_begin(drw, m->wlr_output->width, m->wlr_output->height);
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wlr_renderer_clear(drw, rootcolor);
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/* Each subsequent window we render is rendered on top of the last. Because
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* our stacking list is ordered front-to-back, we iterate over it backwards. */
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Client *c;
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wl_list_for_each_reverse(c, &stack, slink) {
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/* Only render clients which are on this monitor. */
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/* XXX consider checking wlr_output_layout_intersects, in case a
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* window can be seen on multiple outputs */
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if (!VISIBLEON(c, m))
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continue;
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struct render_data rdata = {
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.output = m->wlr_output,
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.when = &now,
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.x = c->x,
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.y = c->y,
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};
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/* This calls our render function for each surface among the
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* xdg_surface's toplevel and popups. */
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wlr_xdg_surface_for_each_surface(c->xdg_surface, render, &rdata);
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}
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renderclients(m, &now);
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/* Hardware cursors are rendered by the GPU on a separate plane, and can be
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* moved around without re-rendering what's beneath them - which is more
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