Files
wlrootspp/include/wlr/output.hpp
T
AstralZX 89cbf733b3 Add C++20 RAII wrapper around wlroots 0.20 + scenefx
Wraps wlroots' C ABI behind owning types (Display, Backend, Compositor,
Output, XdgShell/Toplevel, Seat/Cursor/Keyboard, Scene/Node/Tree) with
wl_signal -> std::function callbacks. Links the scenefx effect engine and
ships a wlr::fx animation helper. Includes a runnable tinywl-style compositor
and a scene/blur demo.

License: AGPL-3.0-only.
2026-08-29 09:12:28 +02:00

80 lines
2.4 KiB
C++

// SPDX-License-Identifier: AGPL-3.0-only
#pragma once
#include <functional>
#include "wlr/wlr.hpp"
#include "wlr/signals.hpp"
#include "wlr/display.hpp"
#include "wlr/scene.hpp"
namespace wlr {
class Output {
public:
Output(struct wlr_output* o) : m_output(o) {}
struct wlr_output* raw() const { return m_output; }
explicit operator bool() const { return m_output != nullptr; }
const char* name() const { return m_output->name; }
const char* make() const { return m_output->make; }
const char* model() const { return m_output->model; }
struct wlr_output_mode* preferred_mode() const {
return wlr_output_preferred_mode(m_output);
}
bool set_preferred_mode() {
struct wlr_output_mode* mode = wlr_output_preferred_mode(m_output);
if (!mode) return false;
struct wlr_output_state state;
wlr_output_state_init(&state);
wlr_output_state_set_mode(&state, mode);
bool ok = wlr_output_commit_state(m_output, &state);
wlr_output_state_finish(&state);
return ok;
}
private:
struct wlr_output* m_output;
};
class SceneOutput {
public:
SceneOutput(struct wlr_scene_output* so) : m_so(so) {}
struct wlr_scene_output* raw() const { return m_so; }
explicit operator bool() const { return m_so != nullptr; }
struct wlr_output* output() const { return m_so->output; }
void set_position(int x, int y) { wlr_scene_output_set_position(m_so, x, y); }
bool commit() { return wlr_scene_output_commit(m_so, nullptr); }
bool needs_frame() { return wlr_scene_output_needs_frame(m_so); }
void send_frame_done(struct timespec* when) { wlr_scene_output_send_frame_done(m_so, when); }
private:
struct wlr_scene_output* m_so;
};
class OutputLayout {
public:
OutputLayout(Display& display) : m_layout(wlr_output_layout_create(display.raw())) {}
~OutputLayout() { if (m_layout) wlr_output_layout_destroy(m_layout); }
OutputLayout(const OutputLayout&) = delete;
OutputLayout& operator=(const OutputLayout&) = delete;
struct wlr_output_layout* raw() const { return m_layout; }
explicit operator bool() const { return m_layout != nullptr; }
struct wlr_output_layout_output* add_auto_output(struct wlr_output* o) {
return wlr_output_layout_add_auto(m_layout, o);
}
struct wlr_output_layout_output* add_output(struct wlr_output* o, int x, int y) {
return wlr_output_layout_add(m_layout, o, x, y);
}
struct wlr_box box() const {
struct wlr_box b;
wlr_output_layout_get_box(m_layout, nullptr, &b);
return b;
}
private:
struct wlr_output_layout* m_layout;
};
}