2020-03-22 14:42:55 -07:00
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const std = @import("std");
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2020-03-29 10:36:15 -07:00
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const c = @import("c.zig");
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2020-03-22 14:42:55 -07:00
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2020-03-23 08:50:20 -07:00
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const Cursor = @import("cursor.zig").Cursor;
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const Log = @import("log.zig").Log;
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2020-04-12 13:19:48 -07:00
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const InputManager = @import("input_manager.zig").InputManager;
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const Keyboard = @import("keyboard.zig").Keyboard;
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const View = @import("view.zig").View;
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const ViewStack = @import("view_stack.zig").ViewStack;
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2020-03-23 08:50:20 -07:00
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2020-03-22 14:42:55 -07:00
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pub const Seat = struct {
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const Self = @This();
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2020-04-12 13:19:48 -07:00
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input_manager: *InputManager,
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wlr_seat: *c.wlr_seat,
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2020-04-12 13:19:48 -07:00
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/// Multiple mice are handled by the same Cursor
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cursor: Cursor,
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/// Mulitple keyboards are handled separately
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keyboards: std.TailQueue(Keyboard),
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/// Currently focused view if any
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focused_view: ?*View,
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/// Stack of views in most recently focused order
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/// If there is a currently focused view, it is on top.
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focus_stack: ViewStack(*View),
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pub fn init(self: *Self, input_manager: *InputManager, name: []const u8) !void {
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self.input_manager = input_manager;
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// This will be automatically destroyed when the display is destroyed
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self.wlr_seat = c.wlr_seat_create(input_manager.server.wl_display, name.ptr) orelse
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return error.CantCreateWlrSeat;
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try self.cursor.init(self);
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errdefer self.cursor.destroy();
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2020-03-25 08:24:21 -07:00
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self.keyboards = std.TailQueue(Keyboard).init();
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self.focused_view = null;
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self.focus_stack.init();
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}
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pub fn destroy(self: Self) void {
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self.cursor.destroy();
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}
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/// Set the current focus. If a visible view is passed it will be focused.
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/// If null is passed, the first visible view in the focus stack will be focused.
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pub fn focus(self: *Self, _view: ?*View) void {
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var view = _view;
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// If view is null or not currently visible
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if (if (view) |v| v.current_tags & v.output.current_focused_tags == 0 else true) {
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// Set view to the first currently visible view in the focus stack if any
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view = if (ViewStack(*View).iterator(
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self.focus_stack.first,
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self.input_manager.server.root.focusedOutput().current_focused_tags,
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).next()) |node| node.view else null;
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}
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if (self.focused_view) |current_focus| {
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// Don't refocus the currently focused view
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if (if (view) |v| current_focus == v else false) {
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return;
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}
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// Deactivate the currently focused view
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current_focus.setActivated(false);
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}
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if (view) |to_focus| {
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// Find or allocate a new node in the focus stack for the target view
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var it = self.focus_stack.first;
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while (it) |node| : (it = node.next) {
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// If the view is found, move it to the top of the stack
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if (node.view == to_focus) {
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const new_focus_node = self.focus_stack.remove(node);
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self.focus_stack.push(node);
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break;
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}
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} else {
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// The view is not in the stack, so allocate a new node and prepend it
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const new_focus_node = self.input_manager.server.allocator.create(
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ViewStack(*View).Node,
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) catch unreachable;
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new_focus_node.view = to_focus;
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self.focus_stack.push(new_focus_node);
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}
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// The target view is now at the top of the focus stack, so activate it
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to_focus.setActivated(true);
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// Tell the seat to have the keyboard enter this surface. wlroots will keep
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// track of this and automatically send key events to the appropriate
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// clients without additional work on your part.
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const keyboard: *c.wlr_keyboard = c.wlr_seat_get_keyboard(self.wlr_seat);
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c.wlr_seat_keyboard_notify_enter(
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self.wlr_seat,
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to_focus.wlr_xdg_surface.surface,
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&keyboard.keycodes,
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keyboard.num_keycodes,
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&keyboard.modifiers,
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);
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}
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self.focused_view = view;
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}
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/// Handle the unmapping of a view, removing it from the focus stack and
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/// setting the focus if needed.
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pub fn handleViewUnmap(self: *Self, view: *View) void {
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// Remove the node from the focus stack and destroy it.
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var it = self.focus_stack.first;
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while (it) |node| : (it = node.next) {
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if (node.view == view) {
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self.focus_stack.remove(node);
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self.input_manager.server.allocator.destroy(node);
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break;
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}
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}
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// If the unmapped view is focused, choose a new focus
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if (self.focused_view) |current_focus| {
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if (current_focus == view) {
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self.focus(null);
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}
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}
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}
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2020-04-07 12:48:56 -07:00
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/// Handle any user-defined keybinding for the passed keysym and modifiers
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/// Returns true if the key was handled
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pub fn handleKeybinding(self: *Self, keysym: c.xkb_keysym_t, modifiers: u32) bool {
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for (self.input_manager.server.config.keybinds.items) |keybind| {
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if (modifiers == keybind.modifiers and keysym == keybind.keysym) {
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// Execute the bound command
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keybind.command(self, keybind.arg);
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return true;
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}
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}
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return false;
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}
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/// Add a newly created input device to the seat and update the reported
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/// capabilities.
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pub fn addDevice(self: *Self, device: *c.wlr_input_device) !void {
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switch (device.type) {
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.WLR_INPUT_DEVICE_KEYBOARD => self.addKeyboard(device) catch unreachable,
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.WLR_INPUT_DEVICE_POINTER => self.addPointer(device),
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else => {},
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}
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// We need to let the wlr_seat know what our capabilities are, which is
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// communiciated to the client. We always have a cursor, even if
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// there are no pointer devices, so we always include that capability.
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var caps: u32 = @intCast(u32, c.WL_SEAT_CAPABILITY_POINTER);
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// if list not empty
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if (self.keyboards.len > 0) {
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caps |= @intCast(u32, c.WL_SEAT_CAPABILITY_KEYBOARD);
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}
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c.wlr_seat_set_capabilities(self.wlr_seat, caps);
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}
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fn addKeyboard(self: *Self, device: *c.wlr_input_device) !void {
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c.wlr_seat_set_keyboard(self.wlr_seat, device);
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const node = try self.keyboards.allocateNode(self.input_manager.server.allocator);
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try node.data.init(self, device);
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self.keyboards.append(node);
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}
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fn addPointer(self: Self, device: *c.struct_wlr_input_device) void {
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// We don't do anything special with pointers. All of our pointer handling
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// is proxied through wlr_cursor. On another compositor, you might take this
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// opportunity to do libinput configuration on the device to set
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// acceleration, etc.
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c.wlr_cursor_attach_input_device(self.cursor.wlr_cursor, device);
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}
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};
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