Implement keyboard interactivity for layer shell
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										84
									
								
								src/seat.zig
									
									
									
									
									
								
							
							
						
						
									
										84
									
								
								src/seat.zig
									
									
									
									
									
								
							@ -1,9 +1,10 @@
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const std = @import("std");
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const c = @import("c.zig");
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const std = @import("std");
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const Cursor = @import("cursor.zig").Cursor;
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const InputManager = @import("input_manager.zig").InputManager;
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const Keyboard = @import("keyboard.zig").Keyboard;
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const LayerSurface = @import("layer_surface.zig").LayerSurface;
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const Output = @import("output.zig").Output;
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const View = @import("view.zig").View;
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const ViewStack = @import("view_stack.zig").ViewStack;
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@ -30,6 +31,10 @@ pub const Seat = struct {
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    /// If there is a currently focused view, it is on top.
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    focus_stack: ViewStack(*View),
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    /// Currently focused layer, if any. While this is non-null, no views may
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    /// recieve focus.
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    focused_layer: ?*LayerSurface,
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    pub fn init(self: *Self, input_manager: *InputManager, name: []const u8) !void {
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        self.input_manager = input_manager;
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@ -47,6 +52,8 @@ pub const Seat = struct {
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        self.focused_view = null;
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        self.focus_stack.init();
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        self.focused_layer = null;
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    }
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    pub fn deinit(self: *Self) void {
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@ -67,6 +74,12 @@ pub const Seat = struct {
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    pub fn focus(self: *Self, _view: ?*View) void {
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        var view = _view;
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        // While a layer surface is focused, views may not recieve focus
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        if (self.focused_layer != null) {
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            std.debug.assert(self.focused_view == null);
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            return;
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        }
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        // If view is null or not currently visible
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        if (if (view) |v|
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            v.output != self.focused_output or
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@ -94,12 +107,12 @@ pub const Seat = struct {
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            current_focus.setActivated(false);
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        }
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        if (view) |to_focus| {
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        if (view) |view_to_focus| {
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            // Find or allocate a new node in the focus stack for the target view
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            var it = self.focus_stack.first;
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            while (it) |node| : (it = node.next) {
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                // If the view is found, move it to the top of the stack
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                if (node.view == to_focus) {
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                if (node.view == view_to_focus) {
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                    const new_focus_node = self.focus_stack.remove(node);
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                    self.focus_stack.push(node);
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                    break;
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@ -109,29 +122,66 @@ pub const Seat = struct {
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                const new_focus_node = self.input_manager.server.allocator.create(
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                    ViewStack(*View).Node,
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                ) catch unreachable;
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                new_focus_node.view = to_focus;
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                new_focus_node.view = view_to_focus;
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                self.focus_stack.push(new_focus_node);
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            }
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            // The target view is now at the top of the focus stack, so activate it
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            to_focus.setActivated(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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            const keyboard: *c.wlr_keyboard = c.wlr_seat_get_keyboard(self.wlr_seat);
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            c.wlr_seat_keyboard_notify_enter(
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                self.wlr_seat,
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                to_focus.wlr_xdg_surface.surface,
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                &keyboard.keycodes,
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                keyboard.num_keycodes,
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                &keyboard.modifiers,
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            );
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            view_to_focus.setActivated(true);
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            self.sendKeyboardEnter(view_to_focus.wlr_xdg_surface.surface);
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        }
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        self.focused_view = view;
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    }
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    /// Set the focus to the passed layer surface, or clear the focused layer
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    /// if the argument is null.
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    pub fn focusLayer(self: *Self, layer_surface: ?*LayerSurface) void {
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        if (layer_surface) |layer_to_focus| {
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            // If the layer is already focused, don't re-focus it.
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            if (self.focused_layer) |current_focus| {
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                if (current_focus == layer_to_focus) {
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                    std.debug.assert(self.focused_view == null);
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                    return;
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                }
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            }
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            // If a view is currently focused, unfocus it
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            if (self.focused_view) |current_focus| {
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                current_focus.setActivated(false);
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                self.focused_view = null;
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            }
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            // Focus the layer surface
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            self.sendKeyboardEnter(layer_to_focus.wlr_layer_surface.surface);
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            self.focused_layer = layer_to_focus;
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            self.focused_output = layer_to_focus.output;
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        } else {
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            // If there is a layer currently focused, unfocus it
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            if (self.focused_layer != null) {
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                std.debug.assert(self.focused_view == null);
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                self.focused_layer = null;
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            }
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            // Then focus the view on the top of the focus stack if any
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            self.focus(null);
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        }
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    }
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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.
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    fn sendKeyboardEnter(self: Self, wlr_surface: *c.wlr_surface) void {
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        const keyboard: *c.wlr_keyboard = c.wlr_seat_get_keyboard(self.wlr_seat);
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        c.wlr_seat_keyboard_notify_enter(
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            self.wlr_seat,
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            wlr_surface,
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            &keyboard.keycodes,
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            keyboard.num_keycodes,
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            &keyboard.modifiers,
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        );
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    }
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    /// Handle the unmapping of a view, removing it from the focus stack and
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    /// setting the focus if needed.
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    pub fn handleViewUnmap(self: *Self, view: *View) void {
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