Use Self = @This() in all structs
This seems to be the idiomatic way to do things.
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								src/seat.zig
									
									
									
									
									
								
							
							
						
						
									
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								src/seat.zig
									
									
									
									
									
								
							@ -7,6 +7,8 @@ const Server = @import("server.zig").Server;
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// TODO: InputManager and multi-seat support
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pub const Seat = struct {
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    const Self = @This();
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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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@ -16,8 +18,8 @@ pub const Seat = struct {
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    // Mulitple keyboards are handled separately
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    keyboards: std.TailQueue(Keyboard),
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    pub fn create(server: *Server) !@This() {
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        var seat = @This(){
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    pub fn create(server: *Server) !Self {
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        var seat = Self{
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            .server = server,
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            .wlr_seat = undefined,
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            .listen_new_input = c.wl_listener{
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@ -35,7 +37,7 @@ pub const Seat = struct {
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        return seat;
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    }
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    pub fn init(self: *@This()) !void {
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    pub fn init(self: *Self) !void {
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        self.cursor = try Cursor.create(self);
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        self.cursor.init();
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@ -44,7 +46,7 @@ pub const Seat = struct {
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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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    fn add_keyboard(self: *@This(), device: *c.wlr_input_device) !void {
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    fn add_keyboard(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.server.allocator);
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@ -52,7 +54,7 @@ pub const Seat = struct {
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        self.keyboards.append(node);
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    }
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    fn add_pointer(self: *@This(), device: *c.struct_wlr_input_device) void {
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    fn add_pointer(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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