river/src/input_manager.zig

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const std = @import("std");
const c = @import("c.zig");
const Seat = @import("seat.zig").Seat;
const Server = @import("server.zig").Server;
pub const InputManager = struct {
const Self = @This();
const default_seat_name = "default";
server: *Server,
seats: std.TailQueue(Seat),
listen_new_input: c.wl_listener,
pub fn init(self: *Self, server: *Server) !void {
self.server = server;
self.seats = std.TailQueue(Seat).init();
const seat_node = try server.allocator.create(std.TailQueue(Seat).Node);
try seat_node.data.init(self, default_seat_name);
self.seats.prepend(seat_node);
// Set up handler for all new input devices made available. This
// includes keyboards, pointers, touch, etc.
self.listen_new_input.notify = handleNewInput;
c.wl_signal_add(&self.server.wlr_backend.events.new_input, &self.listen_new_input);
}
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/// Must be called whenever a view is unmapped.
pub fn handleViewUnmap(self: Self, view: *View) void {
var it = self.seats.first;
while (it) |node| : (it = node.next) {
const seat = &node.data;
seat.handleViewUnmap(view);
}
}
/// This event is raised by the backend when a new input device becomes available.
fn handleNewInput(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
const input_manager = @fieldParentPtr(InputManager, "listen_new_input", listener.?);
const device = @ptrCast(*c.wlr_input_device, @alignCast(@alignOf(*c.wlr_input_device), data));
// TODO: suport multiple seats
if (input_manager.seats.first) |seat_node| {
seat_node.data.addDevice(device) catch unreachable;
}
}
};