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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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* Move everything apart from the display connection itself to App.
* Everything depending on the display however is owned by App.
* Dispatch events for the application in App::dispatch_events()
That is, display_dispatch and local stuff e.g. execute_pending().
Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Started implementing App, as the actual implementation, that is, to
pull out all the stuff that is actually the application and only have
glue code reside in main.
Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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It holds the data necessary for the AFB to work, hence call it
g_afb_instance to make this clear.
Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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As both share the exact same properties this makes sense, we now can
write code once and work on both layer and surface properties. This
however is only relevant in the wayland "level" of things, as in WM
semantics layers are always fullscreen.
Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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* Compile to shared object module, to be loaded by afb-daemon.
* Take most of main, rewrite to adhere to the AFB API.
* Implement dummy API call winman/status.
* Use export.map to specify symbol visibility.
* Poller and unique_fd are currently useless/unused.
* Logging is still only to stdout/stderr.
Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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* Introduced helper struct Poller
* Implements check_events() and calls custom handlers on POLLIN.
* Moved status dump to genivi::controller.
Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Also don't set layer visibility when adding surfaces.
Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Display now holds struct registry by value, as holding it through a
unique_ptr was rather unnecessary.
Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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* When started, layout is cleared, that is layers will be removed and
screen render order reset
* Layers 100 and 1000 are created, layer 1000 s the top layer.
* Add layers to screen
* C++-ification of some cumbersome direct-pointer accesses.
Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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* If the layer is not existent, create it.
* Set the layer to the output dimensions.
* Set layer visibility to 1.
* Add the layer to the first screen.
Signed-off-by: Marcus Fritzsch <marcus_fritzsch@mentor.com>
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