river/src/seat.zig

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const std = @import("std");
const c = @import("c.zig").c;
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const Cursor = @import("cursor.zig").Cursor;
const Keyboard = @import("keyboard.zig").Keyboard;
const Server = @import("server.zig").Server;
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// TODO: InputManager and multi-seat support
pub const Seat = struct {
server: *Server,
wlr_seat: *c.wlr_seat,
listen_new_input: c.wl_listener,
// Multiple mice are handled by the same Cursor
cursor: Cursor,
// Mulitple keyboards are handled separately
keyboards: std.TailQueue(Keyboard),
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pub fn create(server: *Server) !@This() {
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var seat = @This(){
.server = server,
.wlr_seat = undefined,
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.listen_new_input = c.wl_listener{
.link = undefined,
.notify = handle_new_input,
},
.cursor = undefined,
.keyboards = std.TailQueue(Keyboard).init(),
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};
// This seems to be the default seat name used by compositors
seat.wlr_seat = c.wlr_seat_create(server.wl_display, "seat0") orelse
return error.CantCreateWlrSeat;
return seat;
}
pub fn init(self: *@This()) !void {
self.cursor = try Cursor.create(self);
self.cursor.init();
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// Set up handler for all new input devices made available. This
// includes keyboards, pointers, touch, etc.
c.wl_signal_add(&self.server.wlr_backend.events.new_input, &self.listen_new_input);
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}
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fn add_keyboard(self: *@This(), device: *c.wlr_input_device) !void {
c.wlr_seat_set_keyboard(self.wlr_seat, device);
const node = try self.keyboards.allocateNode(self.server.allocator);
try node.data.init(self, device);
self.keyboards.append(node);
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}
fn add_pointer(self: *@This(), device: *c.struct_wlr_input_device) void {
// We don't do anything special with pointers. All of our pointer handling
// is proxied through wlr_cursor. On another compositor, you might take this
// opportunity to do libinput configuration on the device to set
// acceleration, etc.
c.wlr_cursor_attach_input_device(self.cursor.wlr_cursor, device);
}
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fn handle_new_input(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
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// This event is raised by the backend when a new input device becomes available.
const seat = @fieldParentPtr(Seat, "listen_new_input", listener.?);
const device = @ptrCast(*c.wlr_input_device, @alignCast(@alignOf(*c.wlr_input_device), data));
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switch (device.type) {
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.WLR_INPUT_DEVICE_KEYBOARD => seat.add_keyboard(device) catch unreachable,
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.WLR_INPUT_DEVICE_POINTER => seat.add_pointer(device),
else => {},
}
// We need to let the wlr_seat know what our capabilities are, which is
// communiciated to the client. In TinyWL we always have a cursor, even if
// there are no pointer devices, so we always include that capability.
var caps: u32 = @intCast(u32, c.WL_SEAT_CAPABILITY_POINTER);
// if list not empty
if (seat.keyboards.len > 0) {
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caps |= @intCast(u32, c.WL_SEAT_CAPABILITY_KEYBOARD);
}
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c.wlr_seat_set_capabilities(seat.wlr_seat, caps);
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}
};