WIP massive refactor
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92
src/view.zig
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92
src/view.zig
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const std = @import("std");
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const c = @import("c.zig").c;
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pub const View = struct {
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server: *Server,
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xdg_surface: *c.wlr_xdg_surface,
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map: c.wl_listener,
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unmap: c.wl_listener,
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destroy: c.wl_listener,
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request_move: c.wl_listener,
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request_resize: c.wl_listener,
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mapped: bool,
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x: c_int,
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y: c_int,
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};
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fn focus_view(view: *View, surface: *c.wlr_surface) void {
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const server = view.server;
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const seat = server.*.seat;
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const prev_surface = seat.*.keyboard_state.focused_surface;
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if (prev_surface == surface) {
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// Don't re-focus an already focused surface.
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return;
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}
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if (prev_surface != null) {
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// Deactivate the previously focused surface. This lets the client know
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// it no longer has focus and the client will repaint accordingly, e.g.
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// stop displaying a caret.
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var prev_xdg_surface = c.wlr_xdg_surface_from_wlr_surface(prev_surface);
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_ = c.wlr_xdg_toplevel_set_activated(prev_xdg_surface, false);
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}
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// Find the index
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const idx = for (server.*.views.span()) |*v, i| {
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if (v == view) {
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break i;
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}
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} else unreachable;
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// Move the view to the front
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server.*.views.append(server.*.views.orderedRemove(idx)) catch unreachable;
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var moved_view = &server.*.views.span()[server.*.views.span().len - 1];
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// Activate the new surface
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_ = c.wlr_xdg_toplevel_set_activated(moved_view.*.xdg_surface, 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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var keyboard = c.wlr_seat_get_keyboard(seat);
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c.wlr_seat_keyboard_notify_enter(seat, moved_view.*.xdg_surface.*.surface, &keyboard.*.keycodes, keyboard.*.num_keycodes, &keyboard.*.modifiers);
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}
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fn view_at(view: *View, lx: f64, ly: f64, surface: *?*c.wlr_surface, sx: *f64, sy: *f64) bool {
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// XDG toplevels may have nested surfaces, such as popup windows for context
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// menus or tooltips. This function tests if any of those are underneath the
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// coordinates lx and ly (in output Layout Coordinates). If so, it sets the
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// surface pointer to that wlr_surface and the sx and sy coordinates to the
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// coordinates relative to that surface's top-left corner.
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var view_sx = lx - @intToFloat(f64, view.*.x);
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var view_sy = ly - @intToFloat(f64, view.*.y);
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// This variable seems to have been unsued in TinyWL
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// struct wlr_surface_state *state = &view->xdg_surface->surface->current;
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var _sx: f64 = undefined;
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var _sy: f64 = undefined;
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var _surface = c.wlr_xdg_surface_surface_at(view.*.xdg_surface, view_sx, view_sy, &_sx, &_sy);
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if (_surface) |surface_at| {
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sx.* = _sx;
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sy.* = _sy;
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surface.* = surface_at;
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return true;
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}
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return false;
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}
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fn desktop_view_at(server: *Server, lx: f64, ly: f64, surface: *?*c.wlr_surface, sx: *f64, sy: *f64) ?*View {
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// This iterates over all of our surfaces and attempts to find one under the
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// cursor. This relies on server.*.views being ordered from top-to-bottom.
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for (server.*.views.span()) |*view| {
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if (view_at(view, lx, ly, surface, sx, sy)) {
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return view;
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}
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}
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return null;
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}
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