2020-04-12 13:19:48 -07:00
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const std = @import("std");
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const c = @import("c.zig");
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const Seat = @import("seat.zig").Seat;
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const Server = @import("server.zig").Server;
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pub const InputManager = struct {
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const Self = @This();
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2020-04-14 05:24:47 -07:00
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const default_seat_name = "default";
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2020-04-12 13:19:48 -07:00
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server: *Server,
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2020-04-18 15:59:07 -07:00
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wlr_input_inhibit_manager: *c.wlr_input_inhibit_manager,
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2020-04-12 13:19:48 -07:00
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seats: std.TailQueue(Seat),
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2020-04-15 08:59:46 -07:00
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default_seat: *Seat,
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2020-04-12 13:19:48 -07:00
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2020-04-18 15:59:07 -07:00
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exclusive_client: ?*c.wl_client,
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listen_inhibit_activate: c.wl_listener,
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listen_inhibit_deactivate: c.wl_listener,
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2020-04-12 13:19:48 -07:00
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listen_new_input: c.wl_listener,
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pub fn init(self: *Self, server: *Server) !void {
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self.server = server;
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2020-04-18 15:59:07 -07:00
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// This is automatically freed when the display is destroyed
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self.wlr_input_inhibit_manager =
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c.wlr_input_inhibit_manager_create(server.wl_display) orelse
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return error.CantCreateInputInhibitManager;
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2020-04-12 13:19:48 -07:00
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self.seats = std.TailQueue(Seat).init();
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const seat_node = try server.allocator.create(std.TailQueue(Seat).Node);
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2020-04-14 05:24:47 -07:00
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try seat_node.data.init(self, default_seat_name);
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2020-04-15 08:59:46 -07:00
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self.default_seat = &seat_node.data;
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2020-04-12 13:19:48 -07:00
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self.seats.prepend(seat_node);
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2020-04-18 15:59:07 -07:00
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self.exclusive_client = null;
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// Set up all listeners
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self.listen_inhibit_activate.notify = handleInhibitActivate;
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c.wl_signal_add(
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&self.wlr_input_inhibit_manager.events.activate,
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&self.listen_inhibit_activate,
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);
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self.listen_inhibit_deactivate.notify = handleInhibitDeactivate;
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c.wl_signal_add(
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&self.wlr_input_inhibit_manager.events.deactivate,
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&self.listen_inhibit_deactivate,
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);
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2020-04-12 13:19:48 -07:00
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self.listen_new_input.notify = handleNewInput;
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c.wl_signal_add(&self.server.wlr_backend.events.new_input, &self.listen_new_input);
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}
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2020-04-18 03:21:43 -07:00
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pub fn deinit(self: *Self) void {
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while (self.seats.pop()) |seat_node| {
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seat_node.data.deinit();
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self.server.allocator.destroy(seat_node);
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}
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}
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2020-04-13 12:00:18 -07:00
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/// Must be called whenever a view is unmapped.
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pub fn handleViewUnmap(self: Self, view: *View) void {
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var it = self.seats.first;
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while (it) |node| : (it = node.next) {
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const seat = &node.data;
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seat.handleViewUnmap(view);
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}
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}
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2020-04-18 15:59:07 -07:00
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/// Returns true if input is currently allowed on the passed surface.
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pub fn inputAllowed(self: Self, wlr_surface: *c.wlr_surface) bool {
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return if (self.exclusive_client) |exclusive_client|
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exclusive_client == c.wl_resource_get_client(wlr_surface.resource)
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else
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true;
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}
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fn handleInhibitActivate(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
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const self = @fieldParentPtr(Self, "listen_inhibit_activate", listener.?);
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// Clear focus of all seats
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var seat_it = self.seats.first;
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while (seat_it) |seat_node| : (seat_it = seat_node.next) {
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seat_node.data.setFocusRaw(.{ .none = {} });
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}
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self.exclusive_client = self.wlr_input_inhibit_manager.active_client;
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}
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fn handleInhibitDeactivate(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
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const self = @fieldParentPtr(Self, "listen_inhibit_deactivate", listener.?);
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self.exclusive_client = null;
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// Calling arrangeLayers() like this ensures that any top or overlay,
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// keyboard-interactive surfaces will re-grab focus.
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var output_it = self.server.root.outputs.first;
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while (output_it) |output_node| : (output_it = output_node.next) {
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output_node.data.arrangeLayers();
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}
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// After ensuring that any possible layer surface focus grab has occured,
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// have each Seat handle focus.
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var seat_it = self.seats.first;
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while (seat_it) |seat_node| : (seat_it = seat_node.next) {
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seat_node.data.focus(null);
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}
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}
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2020-04-12 13:19:48 -07:00
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/// This event is raised by the backend when a new input device becomes available.
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fn handleNewInput(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
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const input_manager = @fieldParentPtr(InputManager, "listen_new_input", listener.?);
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const device = @ptrCast(*c.wlr_input_device, @alignCast(@alignOf(*c.wlr_input_device), data));
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// TODO: suport multiple seats
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if (input_manager.seats.first) |seat_node| {
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seat_node.data.addDevice(device) catch unreachable;
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}
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}
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};
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