Add a SplitRenderElements type, with useful methods

`(w_elements, p_elements)` tuples are used in a bunch of places. A
struct with named fields is generally an improvement just due to the
fact the order is non-obvious.

But we can also add methods. In particular,
`extend_from_workspace_elements` abstracts out some of the more
redundant code in `workspace_elements`.

It would be nice to avoid allocation everywhere, but iterators would
complicate lifetimes, run into issues with needing multiple mutable
borrows to things like the `Renderer`, and be awkward in certain
functions without generator syntax. In any case, cosmic-comp already
relies on allocating vectors here.

If this abstraction is commonly useful in compositors, perhaps it could
be moved to Smithay.
This commit is contained in:
Ian Douglas Scott 2024-07-09 15:21:16 -07:00 committed by Victoria Brekenfeld
parent c506d94ac8
commit 94fecec9cb
9 changed files with 374 additions and 379 deletions

View file

@ -1,6 +1,9 @@
use super::{surface::RESIZE_BORDER, window::Focus, CosmicSurface};
use crate::{
backend::render::cursor::{CursorShape, CursorState},
backend::render::{
cursor::{CursorShape, CursorState},
SplitRenderElements,
},
shell::{
focus::target::PointerFocusTarget,
grabs::{ReleaseMode, ResizeEdge},
@ -547,7 +550,7 @@ impl CosmicStack {
location: Point<i32, Physical>,
scale: Scale<f64>,
alpha: f32,
) -> (Vec<C>, Vec<C>)
) -> SplitRenderElements<C>
where
R: Renderer + ImportAll + ImportMem,
<R as Renderer>::TextureId: Send + Clone + 'static,
@ -564,30 +567,28 @@ impl CosmicStack {
let stack_loc = location + offset;
let window_loc = location + Point::from((0, (TAB_HEIGHT as f64 * scale.y) as i32));
let elements = AsRenderElements::<R>::render_elements::<CosmicStackRenderElement<R>>(
let w_elements = AsRenderElements::<R>::render_elements::<CosmicStackRenderElement<R>>(
&self.0, renderer, stack_loc, scale, alpha,
);
let (window_elements, popup_elements) = self.0.with_program(|p| {
let windows = p.windows.lock().unwrap();
let active = p.active.load(Ordering::SeqCst);
let mut elements = SplitRenderElements {
w_elements: w_elements.into_iter().map(C::from).collect(),
p_elements: Vec::new(),
};
let (window_elements, popup_elements) = windows[active]
.split_render_elements::<R, CosmicStackRenderElement<R>>(
elements.extend_map(
self.0.with_program(|p| {
let windows = p.windows.lock().unwrap();
let active = p.active.load(Ordering::SeqCst);
windows[active].split_render_elements::<R, CosmicStackRenderElement<R>>(
renderer, window_loc, scale, alpha,
);
)
}),
C::from,
);
(window_elements, popup_elements)
});
(
elements
.into_iter()
.map(C::from)
.chain(window_elements.into_iter().map(C::from))
.collect(),
popup_elements.into_iter().map(C::from).collect(),
)
elements
}
pub(crate) fn set_theme(&self, theme: cosmic::Theme) {