WIP massive refactor
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71
src/seat.zig
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71
src/seat.zig
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const std = @import("std");
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const c = @import("c.zig").c;
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// TODO: InputManager and multi-seat support
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pub const Seat = struct {
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server: *Server,
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wlr_seat: *c.wlr_seat,
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listen_new_input: c.wl_listener,
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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.ArrayList(Keyboard),
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pub fn init(server: *Server, allocator: *std.mem.Allocator) @This() {
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var seat = @This(){
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.server = server,
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// This seems to be the default seat name used by compositors
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.wlr_seat = c.wlr_seat_create(server.*.wl_display, "seat0"),
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.cursor = undefined,
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.keyboards = std.ArrayList(Keyboard).init(allocator),
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.listen_new_input = c.wl_listener{
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.link = undefined,
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.notify = handle_new_input,
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},
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};
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seat.cursor = cursor.Cursor.init(server);
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// Set up handler for all new input devices made available. This
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// includes keyboards, pointers, touch, etc.
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c.wl_signal_add(&server.*.backend.*.events.new_input, &seat.new_input);
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}
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fn add_keyboard(self: *@This(), device: *c.wlr_input_device) void {
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self.keyboards.append(Keyboard.init(self, device));
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c.wlr_seat_set_keyboard(self, device);
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}
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fn add_pointer(self: *@This(), 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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fn handle_new_input(listener: [*c]c.wl_listener, data: ?*c_void) callconv(.C) void {
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// This event is raised by the backend when a new input device becomes available.
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var seat = @fieldParentPtr(Seat, "listen_new_input", listener);
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var device = @ptrCast(*c.wlr_input_device, @alignCast(@alignOf(*c.wlr_input_device), data));
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switch (device.*.type) {
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.WLR_INPUT_DEVICE_KEYBOARD => seat.add_keyboard(device),
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.WLR_INPUT_DEVICE_POINTER => seat.add_pointer(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. In TinyWL 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 (c.wl_list_empty(&server.*.keyboards) == 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(server.*.seat, caps);
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}
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};
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