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