river/src/cursor.zig

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const std = @import("std");
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const c = @import("c.zig");
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const LayerSurface = @import("layer_surface.zig").LayerSurface;
const Log = @import("log.zig").Log;
const Output = @import("output.zig").Output;
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const Seat = @import("seat.zig").Seat;
const View = @import("view.zig").View;
const ViewStack = @import("view_stack.zig").ViewStack;
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const CursorMode = enum {
Passthrough,
Move,
Resize,
};
pub const Cursor = struct {
const Self = @This();
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seat: *Seat,
wlr_cursor: *c.wlr_cursor,
wlr_xcursor_manager: *c.wlr_xcursor_manager,
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mode: CursorMode,
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grabbed_view: ?*View,
grab_x: f64,
grab_y: f64,
grab_width: c_int,
grab_height: c_int,
resize_edges: u32,
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listen_axis: c.wl_listener,
listen_button: c.wl_listener,
listen_frame: c.wl_listener,
listen_motion_absolute: c.wl_listener,
listen_motion: c.wl_listener,
listen_request_set_cursor: c.wl_listener,
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pub fn init(self: *Self, seat: *Seat) !void {
self.seat = seat;
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// Creates a wlroots utility for tracking the cursor image shown on screen.
//
// TODO: free this, it allocates!
self.wlr_cursor = c.wlr_cursor_create() orelse
return error.CantCreateWlrCursor;
// Creates an xcursor manager, another wlroots utility which loads up
// Xcursor themes to source cursor images from and makes sure that cursor
// images are available at all scale factors on the screen (necessary for
// HiDPI support). We add a cursor theme at scale factor 1 to begin with.
//
// TODO: free this, it allocates!
self.wlr_xcursor_manager = c.wlr_xcursor_manager_create(null, 24) orelse
return error.CantCreateWlrXCursorManager;
c.wlr_cursor_attach_output_layout(self.wlr_cursor, seat.input_manager.server.root.wlr_output_layout);
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_ = c.wlr_xcursor_manager_load(self.wlr_xcursor_manager, 1);
self.mode = CursorMode.Passthrough;
self.grabbed_view = null;
self.grab_x = 0.0;
self.grab_y = 0.0;
self.grab_width = 0;
self.grab_height = 0;
self.resize_edges = 0;
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// wlr_cursor *only* displays an image on screen. It does not move around
// when the pointer moves. However, we can attach input devices to it, and
// it will generate aggregate events for all of them. In these events, we
// can choose how we want to process them, forwarding them to clients and
// moving the cursor around. See following post for more detail:
// https://drewdevault.com/2018/07/17/Input-handling-in-wlroots.html
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self.listen_axis.notify = handleAxis;
c.wl_signal_add(&self.wlr_cursor.events.axis, &self.listen_axis);
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self.listen_button.notify = handleButton;
c.wl_signal_add(&self.wlr_cursor.events.button, &self.listen_button);
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self.listen_frame.notify = handleFrame;
c.wl_signal_add(&self.wlr_cursor.events.frame, &self.listen_frame);
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self.listen_motion_absolute.notify = handleMotionAbsolute;
c.wl_signal_add(&self.wlr_cursor.events.motion_absolute, &self.listen_motion_absolute);
self.listen_motion.notify = handleMotion;
c.wl_signal_add(&self.wlr_cursor.events.motion, &self.listen_motion);
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self.listen_request_set_cursor.notify = handleRequestSetCursor;
c.wl_signal_add(&self.seat.wlr_seat.events.request_set_cursor, &self.listen_request_set_cursor);
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}
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pub fn deinit(self: *Self) void {
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c.wlr_xcursor_manager_destroy(self.wlr_xcursor_manager);
c.wlr_cursor_destroy(self.wlr_cursor);
}
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fn handleAxis(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
// This event is forwarded by the cursor when a pointer emits an axis event,
// for example when you move the scroll wheel.
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const cursor = @fieldParentPtr(Self, "listen_axis", listener.?);
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const event = @ptrCast(
*c.wlr_event_pointer_axis,
@alignCast(@alignOf(*c.wlr_event_pointer_axis), data),
);
// Notify the client with pointer focus of the axis event.
c.wlr_seat_pointer_notify_axis(
cursor.seat.wlr_seat,
event.time_msec,
event.orientation,
event.delta,
event.delta_discrete,
event.source,
);
}
fn handleButton(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
// This event is forwarded by the cursor when a pointer emits a button
// event.
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const self = @fieldParentPtr(Self, "listen_button", listener.?);
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const event = @ptrCast(
*c.wlr_event_pointer_button,
@alignCast(@alignOf(*c.wlr_event_pointer_button), data),
);
var sx: f64 = undefined;
var sy: f64 = undefined;
if (self.surfaceAt(self.wlr_cursor.x, self.wlr_cursor.y, &sx, &sy)) |wlr_surface| {
// If the found surface is a keyboard inteactive layer surface,
// give it keyboard focus.
if (c.wlr_surface_is_layer_surface(wlr_surface)) {
const wlr_layer_surface = c.wlr_layer_surface_v1_from_wlr_surface(wlr_surface);
if (wlr_layer_surface.*.current.keyboard_interactive) {
const layer_surface = @ptrCast(
*LayerSurface,
@alignCast(@alignOf(*LayerSurface), wlr_layer_surface.*.data),
);
self.seat.setFocusRaw(.{ .layer = layer_surface });
}
}
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// If the found surface is an xdg toplevel surface, send keyboard
// focus to the view.
if (c.wlr_surface_is_xdg_surface(wlr_surface)) {
const wlr_xdg_surface = c.wlr_xdg_surface_from_wlr_surface(wlr_surface);
if (wlr_xdg_surface.*.role ==
c.enum_wlr_xdg_surface_role.WLR_XDG_SURFACE_ROLE_TOPLEVEL)
{
const view = @ptrCast(*View, @alignCast(@alignOf(*View), wlr_xdg_surface.*.data));
self.seat.focus(view);
}
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}
_ = c.wlr_seat_pointer_notify_button(
self.seat.wlr_seat,
event.time_msec,
event.button,
event.state,
);
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}
}
fn handleFrame(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
// This event is forwarded by the cursor when a pointer emits an frame
// event. Frame events are sent after regular pointer events to group
// multiple events together. For instance, two axis events may happen at the
// same time, in which case a frame event won't be sent in between.
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const self = @fieldParentPtr(Self, "listen_frame", listener.?);
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// Notify the client with pointer focus of the frame event.
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c.wlr_seat_pointer_notify_frame(self.seat.wlr_seat);
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}
fn handleMotionAbsolute(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
// This event is forwarded by the cursor when a pointer emits an _absolute_
// motion event, from 0..1 on each axis. This happens, for example, when
// wlroots is running under a Wayland window rather than KMS+DRM, and you
// move the mouse over the window. You could enter the window from any edge,
// so we have to warp the mouse there. There is also some hardware which
// emits these events.
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const self = @fieldParentPtr(Self, "listen_motion_absolute", listener.?);
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const event = @ptrCast(
*c.wlr_event_pointer_motion_absolute,
@alignCast(@alignOf(*c.wlr_event_pointer_motion_absolute), data),
);
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c.wlr_cursor_warp_absolute(self.wlr_cursor, event.device, event.x, event.y);
self.processMotion(event.time_msec);
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}
fn handleMotion(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
// This event is forwarded by the cursor when a pointer emits a _relative_
// pointer motion event (i.e. a delta)
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const self = @fieldParentPtr(Self, "listen_motion", listener.?);
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const event = @ptrCast(
*c.wlr_event_pointer_motion,
@alignCast(@alignOf(*c.wlr_event_pointer_motion), data),
);
// The cursor doesn't move unless we tell it to. The cursor automatically
// handles constraining the motion to the output layout, as well as any
// special configuration applied for the specific input device which
// generated the event. You can pass NULL for the device if you want to move
// the cursor around without any input.
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c.wlr_cursor_move(self.wlr_cursor, event.device, event.delta_x, event.delta_y);
self.processMotion(event.time_msec);
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}
fn handleRequestSetCursor(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
// This event is rasied by the seat when a client provides a cursor image
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const self = @fieldParentPtr(Self, "listen_request_set_cursor", listener.?);
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const event = @ptrCast(
*c.wlr_seat_pointer_request_set_cursor_event,
@alignCast(@alignOf(*c.wlr_seat_pointer_request_set_cursor_event), data),
);
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const focused_client = self.seat.wlr_seat.pointer_state.focused_client;
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// This can be sent by any client, so we check to make sure this one is
// actually has pointer focus first.
if (focused_client == event.seat_client) {
// Once we've vetted the client, we can tell the cursor to use the
// provided surface as the cursor image. It will set the hardware cursor
// on the output that it's currently on and continue to do so as the
// cursor moves between outputs.
c.wlr_cursor_set_surface(
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self.wlr_cursor,
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event.surface,
event.hotspot_x,
event.hotspot_y,
);
}
}
fn processMotion(self: Self, time: u32) void {
var sx: f64 = undefined;
var sy: f64 = undefined;
if (self.surfaceAt(self.wlr_cursor.x, self.wlr_cursor.y, &sx, &sy)) |wlr_surface| {
// "Enter" the surface if necessary. This lets the client know that the
// cursor has entered one of its surfaces.
//
// Note that this gives the surface "pointer focus", which is distinct
// from keyboard focus. You get pointer focus by moving the pointer over
// a window.
if (self.seat.input_manager.inputAllowed(wlr_surface)) {
const wlr_seat = self.seat.wlr_seat;
const focus_change = wlr_seat.pointer_state.focused_surface != wlr_surface;
if (focus_change) {
Log.Debug.log("Pointer notify enter at ({},{})", .{ sx, sy });
c.wlr_seat_pointer_notify_enter(wlr_seat, wlr_surface, sx, sy);
} else {
// The enter event contains coordinates, so we only need to notify
// on motion if the focus did not change.
c.wlr_seat_pointer_notify_motion(wlr_seat, time, sx, sy);
}
return;
}
}
// There is either no surface under the cursor or input is disallowed
// Reset the cursor image to the default
c.wlr_xcursor_manager_set_cursor_image(
self.wlr_xcursor_manager,
"left_ptr",
self.wlr_cursor,
);
// Clear pointer focus so future button events and such are not sent to
// the last client to have the cursor over it.
c.wlr_seat_pointer_clear_focus(self.seat.wlr_seat);
}
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/// Find the topmost surface under the output layout coordinates lx/ly
/// returns the surface if found and sets the sx/sy parametes to the
/// surface coordinates.
fn surfaceAt(self: Self, lx: f64, ly: f64, sx: *f64, sy: *f64) ?*c.wlr_surface {
// Find the output to check
const root = self.seat.input_manager.server.root;
const wlr_output = c.wlr_output_layout_output_at(root.wlr_output_layout, lx, ly) orelse
return null;
const output = @ptrCast(
*Output,
@alignCast(@alignOf(*Output), wlr_output.*.data orelse return null),
);
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// Get output-local coords from the layout coords
var ox = lx;
var oy = ly;
c.wlr_output_layout_output_coords(root.wlr_output_layout, wlr_output, &ox, &oy);
// Check layers and views from top to bottom
const layer_idxs = [_]usize{
c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY,
c.ZWLR_LAYER_SHELL_V1_LAYER_TOP,
c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM,
c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND,
};
// Check overlay layer incl. popups
if (layerSurfaceAt(output.*, output.layers[layer_idxs[0]], ox, oy, sx, sy, false)) |surface| {
return surface;
}
// Check top-background popups only
for (layer_idxs[1..4]) |layer_idx| {
if (layerSurfaceAt(output.*, output.layers[layer_idx], ox, oy, sx, sy, true)) |surface| {
return surface;
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}
}
// Check top layer
if (layerSurfaceAt(output.*, output.layers[layer_idxs[1]], ox, oy, sx, sy, false)) |surface| {
return surface;
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}
// Check floating views then normal views
if (viewSurfaceAt(output.*, ox, oy, sx, sy, true)) |surface| {
return surface;
}
if (viewSurfaceAt(output.*, ox, oy, sx, sy, false)) |surface| {
return surface;
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}
// Check the bottom-background layers
for (layer_idxs[2..4]) |layer_idx| {
if (layerSurfaceAt(output.*, output.layers[layer_idx], ox, oy, sx, sy, false)) |surface| {
return surface;
}
}
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return null;
}
/// Find the topmost surface on the given layer at ox,oy. Will only check
/// popups if popups_only is true.
fn layerSurfaceAt(
output: Output,
layer: std.TailQueue(LayerSurface),
ox: f64,
oy: f64,
sx: *f64,
sy: *f64,
popups_only: bool,
) ?*c.wlr_surface {
var it = layer.first;
while (it) |node| : (it = node.next) {
const layer_surface = &node.data;
const surface = c.wlr_layer_surface_v1_surface_at(
layer_surface.wlr_layer_surface,
ox - @intToFloat(f64, layer_surface.box.x),
oy - @intToFloat(f64, layer_surface.box.y),
sx,
sy,
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);
if (surface) |found| {
if (!popups_only) {
return found;
} else if (c.wlr_surface_is_xdg_surface(found)) {
const wlr_xdg_surface = c.wlr_xdg_surface_from_wlr_surface(found);
if (wlr_xdg_surface.*.role ==
c.enum_wlr_xdg_surface_role.WLR_XDG_SURFACE_ROLE_POPUP)
{
return found;
}
}
}
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}
return null;
}
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/// Find the topmost visible view surface (incl. popups) at ox,oy. Will
/// check only floating views if floating is true.
fn viewSurfaceAt(output: Output, ox: f64, oy: f64, sx: *f64, sy: *f64, floating: bool) ?*c.wlr_surface {
var it = ViewStack(View).iterator(output.views.first, output.current_focused_tags);
while (it.next()) |node| {
const view = &node.view;
if (view.floating != floating) {
continue;
}
const surface = switch (view.impl) {
.xdg_toplevel => |xdg_toplevel| c.wlr_xdg_surface_surface_at(
xdg_toplevel.wlr_xdg_surface,
ox - @intToFloat(f64, view.current_box.x),
oy - @intToFloat(f64, view.current_box.y),
sx,
sy,
),
};
if (surface) |found| {
return found;
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}
}
return null;
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}
};