river/src/view.zig

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2020-03-22 14:42:55 -07:00
const std = @import("std");
const c = @import("c.zig").c;
pub const View = struct {
server: *Server,
xdg_surface: *c.wlr_xdg_surface,
map: c.wl_listener,
unmap: c.wl_listener,
destroy: c.wl_listener,
request_move: c.wl_listener,
request_resize: c.wl_listener,
mapped: bool,
x: c_int,
y: c_int,
};
fn focus_view(view: *View, surface: *c.wlr_surface) void {
const server = view.server;
const seat = server.*.seat;
const prev_surface = seat.*.keyboard_state.focused_surface;
if (prev_surface == surface) {
// Don't re-focus an already focused surface.
return;
}
if (prev_surface != null) {
// Deactivate the previously focused surface. This lets the client know
// it no longer has focus and the client will repaint accordingly, e.g.
// stop displaying a caret.
var prev_xdg_surface = c.wlr_xdg_surface_from_wlr_surface(prev_surface);
_ = c.wlr_xdg_toplevel_set_activated(prev_xdg_surface, false);
}
// Find the index
const idx = for (server.*.views.span()) |*v, i| {
if (v == view) {
break i;
}
} else unreachable;
// Move the view to the front
server.*.views.append(server.*.views.orderedRemove(idx)) catch unreachable;
var moved_view = &server.*.views.span()[server.*.views.span().len - 1];
// Activate the new surface
_ = c.wlr_xdg_toplevel_set_activated(moved_view.*.xdg_surface, true);
// Tell the seat to have the keyboard enter this surface. wlroots will keep
// track of this and automatically send key events to the appropriate
// clients without additional work on your part.
var keyboard = c.wlr_seat_get_keyboard(seat);
c.wlr_seat_keyboard_notify_enter(seat, moved_view.*.xdg_surface.*.surface, &keyboard.*.keycodes, keyboard.*.num_keycodes, &keyboard.*.modifiers);
}
fn view_at(view: *View, lx: f64, ly: f64, surface: *?*c.wlr_surface, sx: *f64, sy: *f64) bool {
// XDG toplevels may have nested surfaces, such as popup windows for context
// menus or tooltips. This function tests if any of those are underneath the
// coordinates lx and ly (in output Layout Coordinates). If so, it sets the
// surface pointer to that wlr_surface and the sx and sy coordinates to the
// coordinates relative to that surface's top-left corner.
var view_sx = lx - @intToFloat(f64, view.*.x);
var view_sy = ly - @intToFloat(f64, view.*.y);
// This variable seems to have been unsued in TinyWL
// struct wlr_surface_state *state = &view->xdg_surface->surface->current;
var _sx: f64 = undefined;
var _sy: f64 = undefined;
var _surface = c.wlr_xdg_surface_surface_at(view.*.xdg_surface, view_sx, view_sy, &_sx, &_sy);
if (_surface) |surface_at| {
sx.* = _sx;
sy.* = _sy;
surface.* = surface_at;
return true;
}
return false;
}
fn desktop_view_at(server: *Server, lx: f64, ly: f64, surface: *?*c.wlr_surface, sx: *f64, sy: *f64) ?*View {
// This iterates over all of our surfaces and attempts to find one under the
// cursor. This relies on server.*.views being ordered from top-to-bottom.
for (server.*.views.span()) |*view| {
if (view_at(view, lx, ly, surface, sx, sy)) {
return view;
}
}
return null;
}