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serenity/Userland/Utilities/chres.cpp
Tom 4392da970a WindowServer: Add initial support for rendering on multiple screens
This allows WindowServer to use multiple framebuffer devices and
compose the desktop with any arbitrary layout. Currently, it is assumed
that it is configured contiguous and non-overlapping, but this should
eventually be enforced.

To make rendering efficient, each window now also tracks on which
screens it needs to be rendered. This way we don't have to iterate all
the windows for each screen but instead use the same rendering loop and
then only render to the screen (or screens) that the window actually
uses.
2021-06-20 14:57:26 +02:00

34 lines
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C++

/*
* Copyright (c) 2021, Nico Weber <thakis@chromium.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibCore/ArgsParser.h>
#include <LibGUI/Application.h>
#include <LibGUI/WindowServerConnection.h>
int main(int argc, char** argv)
{
int screen = -1;
int width = -1;
int height = -1;
int scale = 1;
Core::ArgsParser args_parser;
args_parser.set_general_help("Change the screen resolution.");
args_parser.add_positional_argument(screen, "Screen", "screen");
args_parser.add_positional_argument(width, "Width", "width");
args_parser.add_positional_argument(height, "Height", "height");
args_parser.add_positional_argument(scale, "Scale Factor", "scale", Core::ArgsParser::Required::No);
args_parser.parse(argc, argv);
// A Core::EventLoop is all we need, but WindowServerConnection needs a full Application object.
char* dummy_argv[] = { argv[0] };
auto app = GUI::Application::construct(1, dummy_argv);
auto result = GUI::WindowServerConnection::the().set_resolution(screen, Gfx::IntSize { width, height }, scale);
if (!result.success()) {
warnln("failed to set resolution");
return 1;
}
}