Flesh out focus handling and add keybinds

This commit is contained in:
Isaac Freund
2020-03-27 02:05:57 +01:00
parent 647545d9fb
commit 51e8191031
3 changed files with 75 additions and 30 deletions

View File

@ -106,24 +106,41 @@ pub const View = struct {
// Called when the surface is mapped, or ready to display on-screen.
const view = @fieldParentPtr(View, "listen_map", listener.?);
view.mapped = true;
view.focus(view.wlr_xdg_surface.surface);
const node = @fieldParentPtr(std.TailQueue(View).Node, "data", view);
view.root.unmapped_views.remove(node);
view.root.views.prepend(node);
view.root.views.append(node);
view.root.arrange();
}
fn handleUnmap(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
const view = @fieldParentPtr(View, "listen_unmap", listener.?);
const root = view.root;
view.mapped = false;
const node = @fieldParentPtr(std.TailQueue(View).Node, "data", view);
view.root.views.remove(node);
view.root.unmapped_views.prepend(node);
if (root.focused_view) |current_focus| {
// If the view being unmapped is focused
if (current_focus == view) {
// If there are more views
if (root.views.len > 1) {
// Focus the next view.
root.focusNextView();
} else {
// Otherwise clear the focus
root.focused_view = null;
_ = c.wlr_xdg_toplevel_set_activated(view.wlr_xdg_surface, false);
}
}
}
view.root.arrange();
const node = @fieldParentPtr(std.TailQueue(View).Node, "data", view);
root.views.remove(node);
root.unmapped_views.append(node);
root.arrange();
}
fn handleDestroy(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
@ -161,9 +178,12 @@ pub const View = struct {
if (prev_surface == surface) {
// Don't re-focus an already focused surface.
// TODO: debug message?
return;
}
root.focused_view = self;
if (prev_surface != null) {
// Deactivate the previously focused surface. This lets the client know
// it no longer has focus and the client will repaint accordingly, e.g.
@ -172,18 +192,6 @@ pub const View = struct {
_ = c.wlr_xdg_toplevel_set_activated(prev_xdg_surface, false);
}
//// Find the node
//var it = root.views.first;
//const target = while (it) |node| : (it = node.next) {
// if (&node.data == self) {
// break node;
// }
//} else unreachable;
//// Move the view to the front
//root.views.remove(target);
//root.views.prepend(target);
// Activate the new surface
_ = c.wlr_xdg_toplevel_set_activated(self.wlr_xdg_surface, true);