/* * Copyright (C) 2017 Simon Fels * * This program is free software: you can redistribute it and/or modify it * under the terms of the GNU General Public License version 3, as published * by the Free Software Foundation. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranties of * MERCHANTABILITY, SATISFACTORY QUALITY, or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . * */ #include "anbox/graphics/single_window_composer_strategy.h" #include "anbox/wm/manager.h" #include "anbox/utils.h" #include "anbox/logger.h" namespace { const constexpr char *sprite_name{"Sprite"}; } namespace anbox { namespace graphics { SingleWindowComposerStrategy::SingleWindowComposerStrategy(const std::shared_ptr &wm) : wm_(wm) {} std::map, RenderableList> SingleWindowComposerStrategy::process_layers(const RenderableList &renderables) { WindowRenderableList win_layers; // FIXME there will be only one window in single-window mode ever so it // doesn't matter which task auto window = wm_->find_window_for_task(0); // Filter out any unwanted layers like the one responsible for the mouse // cursor which we don't want to render. RenderableList final_renderables; for (const auto &r : renderables) { if (r.name() == sprite_name) continue; final_renderables.push_back(r); } win_layers.insert({window, final_renderables}); return win_layers; } } // namespace graphics } // namespace anbox