ladybird/Userland/Services/WindowServer/main.cpp

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/*
* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "AppletManager.h"
#include "Compositor.h"
#include "EventLoop.h"
#include "Screen.h"
#include "WindowManager.h"
#include <LibCore/ConfigFile.h>
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#include <LibGfx/Palette.h>
#include <LibGfx/SystemTheme.h>
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#include <signal.h>
#include <stdio.h>
#include <string.h>
#include <unistd.h>
int main(int, char**)
{
if (pledge("stdio video thread sendfd recvfd accept rpath wpath cpath unix proc fattr sigaction", nullptr) < 0) {
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perror("pledge");
return 1;
}
if (unveil("/res", "r") < 0) {
perror("unveil /res");
return 1;
}
if (unveil("/tmp", "cw") < 0) {
perror("unveil /tmp cw");
return 1;
}
if (unveil("/etc/WindowServer.ini", "rwc") < 0) {
perror("unveil /etc/WindowServer.ini");
return 1;
}
if (unveil("/dev", "rw") < 0) {
perror("unveil /dev rw");
return 1;
}
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struct sigaction act;
memset(&act, 0, sizeof(act));
act.sa_flags = SA_NOCLDWAIT;
act.sa_handler = SIG_IGN;
int rc = sigaction(SIGCHLD, &act, nullptr);
if (rc < 0) {
perror("sigaction");
return 1;
}
auto wm_config = Core::ConfigFile::open("/etc/WindowServer.ini");
auto theme_name = wm_config->read_entry("Theme", "Name", "Default");
auto theme = Gfx::load_system_theme(String::formatted("/res/themes/{}.ini", theme_name));
VERIFY(theme.is_valid());
Gfx::set_system_theme(theme);
auto palette = Gfx::PaletteImpl::create_with_anonymous_buffer(theme);
WindowServer::EventLoop loop;
if (pledge("stdio video thread sendfd recvfd accept rpath wpath cpath proc", nullptr) < 0) {
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perror("pledge");
return 1;
}
WindowServer: Make HighDPI aware Almost all logic stays in "logical" (unscaled coordinates), which means the patch is small and things like DnD, window moving and resizing, menu handling, menuapplets, etc all work without changes. Screen knows about phyiscal coordinates and mouse handling internally is in physical coordinates (so that two 1 pixel movements in succession can translate to one 1 logical coordinate mouse movement -- only a single event is sent in this case, on the 2nd moved pixel). Compositor also knows about physical pixels for its backbuffers. This is a temporary state -- in a follow-up, I'll try to let Bitmaps know about their intrinsic scale, then Compositor won't have to know about pixels any longer. Most of Compositor's logic stays in view units, just blitting to and from back buffers and the cursor save buffer has to be done in pixels. The back buffer Painter gets a scale applied which transparently handles all drawing. (But since the backbuffer and cursor save buffer are also HighDPI, they currently need to be drawn using a hack temporary unscaled Painter object. This will also go away once Bitmaps know about their intrinsic scale.) With this, editing WindowServer.ini to say Width=800 Height=600 ScaleFactor=2 and booting brings up a fully-functional HighDPI UI. (Except for minimizing windows, which will crash the window server until #4932 is merged. And I didn't test the window switcher since the win-tab shortcut doesn't work on my system.) It's all pixel-scaled, but it looks pretty decent :^)
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int scale = wm_config->read_num_entry("Screen", "ScaleFactor", 1);
WindowServer::Screen screen(wm_config->read_num_entry("Screen", "Width", 1024 / scale), wm_config->read_num_entry("Screen", "Height", 768 / scale), scale);
screen.set_acceleration_factor(atof(wm_config->read_entry("Mouse", "AccelerationFactor", "1.0").characters()));
screen.set_scroll_step_size(wm_config->read_num_entry("Mouse", "ScrollStepSize", 4));
WindowServer::Compositor::the();
auto wm = WindowServer::WindowManager::construct(*palette);
auto am = WindowServer::AppletManager::construct();
auto mm = WindowServer::MenuManager::construct();
if (unveil("/tmp", "") < 0) {
perror("unveil /tmp");
return 1;
}
if (unveil("/dev", "") < 0) {
perror("unveil /dev");
return 1;
}
if (unveil(nullptr, nullptr) < 0) {
perror("unveil");
return 1;
}
dbgln("Entering WindowServer main loop");
loop.exec();
VERIFY_NOT_REACHED();
}