Vendor things
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third-party/vendor/smithay-client-toolkit/examples/image_viewer.rs
vendored
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third-party/vendor/smithay-client-toolkit/examples/image_viewer.rs
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extern crate image;
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extern crate smithay_client_toolkit as sctk;
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use std::env;
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use sctk::reexports::client::protocol::{wl_shm, wl_surface};
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use sctk::shm::AutoMemPool;
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use sctk::window::{Event as WEvent, FallbackFrame, State};
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sctk::default_environment!(ImViewerExample, desktop);
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fn main() {
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// First of all, retrieve the path from the program arguments:
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let path = match env::args_os().nth(1) {
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Some(p) => p,
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None => {
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println!("USAGE: ./image_wiewer <PATH>");
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return;
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}
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};
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// now, try to open the image
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// the image crate will take care of auto-detecting the file format
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let image = match image::open(&path) {
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Ok(i) => i,
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Err(e) => {
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println!("Failed to open image {}.", path.to_string_lossy());
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println!("Error was: {:?}", e);
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return;
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}
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};
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// We'll need the image in RGBA for drawing it
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let image = image.to_rgba8();
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/*
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* Initalize the wayland connection
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*/
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let (env, _display, mut queue) = sctk::new_default_environment!(ImViewerExample, desktop)
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.expect("Unable to connect to a Wayland compositor");
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// Use the compositor global to create a new surface
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let surface = env
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.create_surface_with_scale_callback(|dpi, _surface, _dispatch_data| {
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println!("dpi changed to {}", dpi);
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})
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.detach();
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/*
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* Init the window
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*/
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// First of all, this Option<WEvent> will store
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// any event from the window that we'll need to process. We
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// store them and will process them later in the event loop
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// rather that process them directly because in a batch of
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// generated events, often only the last one needs to actually
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// be processed, and some events may render other obsoletes.
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// See the closure a few lines below for details
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let mut next_action = None::<WEvent>;
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// Now we actually create the window. The type parameter `ConceptFrame` here
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// specifies the type we want to use to draw the borders. To create your own
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// decorations you just need an object to implement the `Frame` trait.
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let mut window = env
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.create_window::<FallbackFrame, _>(
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surface, // the wl_surface that serves as the basis of this window
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None, // None for theme_manager, since we don't theme pointer outself
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image.dimensions(), // the initial internal dimensions of the window
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move |evt, mut dispatch_data| {
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// This is the closure that process the Window events.
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// There are 3 possible events:
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// - Close: the user requested the window to be closed, we'll then quit
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// - Configure: the server suggested a new state for the window (possibly
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// a new size if a resize is in progress). We'll likely need to redraw
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// our contents
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// - Refresh: the frame itself needs to be redrawn. SCTK does not do this
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// automatically because it has a cost and should only be done in periods
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// of the event loop where the client actually wants to draw
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// Here we actually only keep the last event receive according to a priority
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// order of Close > Configure > Refresh.
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// Indeed, if we received a Close, there is not point drawing anything more as
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// we will exit. A new Configure overrides a previous one, and if we received
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// a Configure we will refresh the frame anyway.
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// We access the next_action Option via the dispatch_data provided by wayland-rs.
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let next_action = dispatch_data.get::<Option<WEvent>>().unwrap();
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// Check if we need to replace the old event by the new one
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let replace = matches!(
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(&evt, &*next_action),
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// replace if there is no old event
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(_, &None)
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// or the old event is refresh
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| (_, &Some(WEvent::Refresh))
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// or we had a configure and received a new one
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| (&WEvent::Configure { .. }, &Some(WEvent::Configure { .. }))
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// or the new event is close
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| (&WEvent::Close, _)
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);
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if replace {
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*next_action = Some(evt);
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}
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},
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// creating the window may fail if the code drawing the frame
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// fails to initialize itself. For ConceptFrame this should not happen
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// unless the system is utterly broken, though.
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)
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.expect("Failed to create a window !");
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// Setting the windows title allows the compositor to know what your
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// window should be called and the title will be display on the header bar
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// of the windows decorations
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window.set_title("Image Viewer".to_string());
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/*
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* Initialization of the memory pool
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*/
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let mut pool = env.create_auto_pool().expect("Failed to create the memory pool.");
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/*
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* Event Loop preparation and running
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*/
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// First, we initialize a few boolean flags that we'll use to track our state:
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// - the window needs to be redrawn
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let mut need_redraw = false;
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// - are we currently in the process of being resized? (to draw the image or
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// black content)
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let mut resizing = false;
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// - the size of our contents
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let mut dimensions = image.dimensions();
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// if our shell does not need to wait for a configure event, we draw right away.
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//
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// Note that this is only the case for the old wl_shell protocol, which is now
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// deprecated. This code is only for compatibility with old server that do not
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// support the new standard xdg_shell protocol.
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//
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// But if we have fallbacked to wl_shell, we need to draw right away because we'll
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// never receive a configure event if we don't draw something...
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if !env.get_shell().unwrap().needs_configure() {
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// initial draw to bootstrap on wl_shell
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redraw(&mut pool, window.surface(), dimensions, if resizing { None } else { Some(&image) })
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.expect("Failed to draw");
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window.refresh();
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}
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// We can now actually enter the event loop!
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loop {
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// First, check if any pending action was received by the
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// Window implementation:
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match next_action.take() {
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// We received a Close event, just break from the loop
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// and let the app quit
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Some(WEvent::Close) => break,
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// We receive a Refresh event, store that we need to refresh the
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// frame
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Some(WEvent::Refresh) => {
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window.refresh();
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window.surface().commit();
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}
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// We received a configure event, our action depends on its
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// contents
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Some(WEvent::Configure { new_size, states }) => {
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// the configure event contains a suggested size,
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// if it is different from our current size, we need to
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// update it and redraw
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if let Some((w, h)) = new_size {
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if dimensions != (w, h) {
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dimensions = (w, h);
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}
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}
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window.resize(dimensions.0, dimensions.1);
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window.refresh();
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// Are we currently resizing ?
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// We check if a resizing just started or stopped,
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// because in this case we'll swap between drawing black
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// and drawing the window (or the reverse), and thus we need to
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// redraw
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let new_resizing = states.contains(&State::Resizing);
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resizing = new_resizing;
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need_redraw = true;
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}
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// No event, nothing new to do.
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None => {}
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}
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if need_redraw {
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// We don't need to redraw or refresh anymore =)
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need_redraw = false;
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redraw(
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&mut pool,
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window.surface(),
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dimensions,
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if resizing { None } else { Some(&image) },
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)
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.expect("Failed to draw")
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}
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// Finally, dispatch the event queue. This method blocks until a message
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// sends all our request to the server, then blocks until an event arrives
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// from it. It then processes all events by calling the implementation of
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// the target object for each, and only return once all pending messages
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// have been processed.
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queue.dispatch(&mut next_action, |_, _, _| {}).unwrap();
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}
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}
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// The draw function, which drawn `base_image` in the provided `MemPool`,
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// at given dimensions.
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//
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// If `base_image` is `None`, it'll just draw black contents. This is to
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// improve performance during resizing: we need to redraw the window frequently
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// so that its dimensions follow the pointer during the resizing, but resizing the
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// image is costly and long. So during an interactive resize of the window we'll
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// just draw black contents to not feel laggy.
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fn redraw(
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pool: &mut AutoMemPool,
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surface: &wl_surface::WlSurface,
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(buf_x, buf_y): (u32, u32),
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base_image: Option<&image::ImageBuffer<image::Rgba<u8>, Vec<u8>>>,
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) -> Result<(), ::std::io::Error> {
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// We allocate a new buffer from the memory pool with the appropriate dimensions
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// This function automatically finds an unused space of the correct size in the memory
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// pool and returns it as a `&mut [u8]`, as well as a `wl_buffer` matching it.
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let (canvas, new_buffer) = pool.buffer(
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buf_x as i32, // width of the buffer, in pixels
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buf_y as i32, // height of the buffer, in pixels
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4 * buf_x as i32, // stride: number of bytes between the start of two
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// consecutive rows of pixels
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wl_shm::Format::Argb8888, // the pixel format we wrote in
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)?;
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if let Some(base_image) = base_image {
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// We have an image to draw
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// first, resize it to the requested size. We just use the function provided
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// by the image crate here.
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let image =
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image::imageops::resize(base_image, buf_x, buf_y, image::imageops::FilterType::Nearest);
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// Now, we'll write the pixels of the image to the MemPool.
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//
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// We do this in an horribly inefficient manner, for the sake of simplicity.
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// We'll send pixels to the server in ARGB8888 format (this is one of the only
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// formats that are guaranteed to be supported), but image provides it in
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// RGBA8888, so we need to do the conversion.
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//
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// Additionally, if the image has some transparent parts, we'll blend them into
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// a white background, otherwise the server will draw our window with a
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// transparent background!
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for (src_pixel, dst_pixel) in image.pixels().zip(canvas.chunks_exact_mut(4)) {
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// retrieve the pixel values
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let r = src_pixel.0[0] as u32;
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let g = src_pixel.0[1] as u32;
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let b = src_pixel.0[2] as u32;
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let a = src_pixel.0[3] as u32;
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// blend them
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let r = ::std::cmp::min(0xFF, (0xFF * (0xFF - a) + a * r) / 0xFF);
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let g = ::std::cmp::min(0xFF, (0xFF * (0xFF - a) + a * g) / 0xFF);
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let b = ::std::cmp::min(0xFF, (0xFF * (0xFF - a) + a * b) / 0xFF);
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// write the pixel
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let pixel: [u8; 4] = ((0xFF << 24) + (r << 16) + (g << 8) + b).to_ne_bytes();
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dst_pixel[0] = pixel[0];
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dst_pixel[1] = pixel[1];
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dst_pixel[2] = pixel[2];
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dst_pixel[3] = pixel[3];
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}
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} else {
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// We do not have any image to draw, so we draw black contents
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for dst_pixel in canvas.chunks_exact_mut(4) {
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dst_pixel[0] = 0x00;
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dst_pixel[1] = 0x00;
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dst_pixel[2] = 0x00;
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dst_pixel[3] = 0xFF;
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}
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}
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surface.attach(Some(&new_buffer), 0, 0);
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// damage the surface so that the compositor knows it needs to redraw it
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if surface.as_ref().version() >= 4 {
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// If our server is recent enough and supports at least version 4 of the
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// wl_surface interface, we can specify the damage in buffer coordinates.
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// This is obviously the best and do that if possible.
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surface.damage_buffer(0, 0, buf_x as i32, buf_y as i32);
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} else {
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// Otherwise, we fallback to compatilibity mode. Here we specify damage
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// in surface coordinates, which would have been different if we had drawn
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// our buffer at HiDPI resolution. We didn't though, so it is ok.
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// Using `damage_buffer` in general is better though.
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surface.damage(0, 0, buf_x as i32, buf_y as i32);
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}
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surface.commit();
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Ok(())
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}
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