Start to handle layer surfaces in cursor code
This commit is contained in:
parent
56400a5955
commit
822976e3a5
285
src/cursor.zig
285
src/cursor.zig
@ -1,8 +1,11 @@
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const std = @import("std");
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const c = @import("c.zig");
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const Output = @import("output.zig").Output;
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const LayerSurface = @import("layer_surface.zig").LayerSurface;
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const Seat = @import("seat.zig").Seat;
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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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const CursorMode = enum {
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Passthrough,
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@ -119,34 +122,41 @@ pub const Cursor = struct {
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*c.wlr_event_pointer_button,
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@alignCast(@alignOf(*c.wlr_event_pointer_button), data),
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);
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// Notify the client with pointer focus that a button press has occurred
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var sx: f64 = undefined;
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var sy: f64 = undefined;
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if (self.surfaceAt(self.wlr_cursor.x, self.wlr_cursor.y, &sx, &sy)) |wlr_surface| {
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// If the found surface is a keyboard inteactive layer surface,
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// focus it.
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if (c.wlr_surface_is_layer_surface(wlr_surface)) {
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const wlr_layer_surface = c.wlr_layer_surface_v1_from_wlr_surface(wlr_surface);
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if (wlr_layer_surface.*.current.keyboard_interactive) {
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const layer_surface = @ptrCast(
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*LayerSurface,
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@alignCast(@alignOf(*LayerSurface), wlr_layer_surface.*.data),
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);
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self.seat.setFocusRaw(.{ .layer = layer_surface });
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}
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}
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// If the found surface is an xdg toplevel surface, send focus to
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// the view.
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if (c.wlr_surface_is_xdg_surface(wlr_surface)) {
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const wlr_xdg_surface = c.wlr_xdg_surface_from_wlr_surface(wlr_surface);
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if (wlr_xdg_surface.*.role ==
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c.enum_wlr_xdg_surface_role.WLR_XDG_SURFACE_ROLE_TOPLEVEL)
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{
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const view = @ptrCast(*View, @alignCast(@alignOf(*View), wlr_xdg_surface.*.data));
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self.seat.focus(view);
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}
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}
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_ = c.wlr_seat_pointer_notify_button(
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self.seat.wlr_seat,
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event.time_msec,
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event.button,
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event.state,
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);
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var sx: f64 = undefined;
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var sy: f64 = undefined;
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var surface: ?*c.wlr_surface = null;
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const view = self.seat.input_manager.server.root.viewAt(
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self.wlr_cursor.x,
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self.wlr_cursor.y,
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&surface,
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&sx,
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&sy,
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);
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if (event.state == c.enum_wlr_button_state.WLR_BUTTON_RELEASED) {
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// If you released any buttons, we exit interactive move/resize mode.
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self.mode = CursorMode.Passthrough;
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} else {
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// Focus that client if the button was _pressed_
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if (view) |v| {
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self.seat.focus(v);
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}
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}
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}
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@ -160,15 +170,6 @@ pub const Cursor = struct {
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c.wlr_seat_pointer_notify_frame(self.seat.wlr_seat);
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}
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fn processMove(self: Self, time: u32) void {
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// Move the grabbed view to the new position.
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// TODO: log on null
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if (self.grabbed_view) |view| {
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view.current_box.x = @floatToInt(c_int, self.wlr_cursor.x - self.grab_x);
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view.current_box.y = @floatToInt(c_int, self.wlr_cursor.y - self.grab_y);
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}
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}
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fn handleMotionAbsolute(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
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// This event is forwarded by the cursor when a pointer emits an _absolute_
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// motion event, from 0..1 on each axis. This happens, for example, when
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@ -227,107 +228,159 @@ pub const Cursor = struct {
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}
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}
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fn processsResize(self: Self, time: u32) void {
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// Resizing the grabbed view can be a little bit complicated, because we
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// could be resizing from any corner or edge. This not only resizes the view
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// on one or two axes, but can also move the view if you resize from the top
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// or left edges (or top-left corner).
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//
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// Note that I took some shortcuts here. In a more fleshed-out compositor,
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// you'd wait for the client to prepare a buffer at the new size, then
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// commit any movement that was prepared.
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// TODO: Handle null view
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const view = self.grabbed_view.?;
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const dx: f64 = self.wlr_cursor.x - self.grab_x;
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const dy: f64 = self.wlr_cursor.y - self.grab_y;
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var x: f64 = @intToFloat(f64, view.current_box.x);
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var y: f64 = @intToFloat(f64, view.current_box.y);
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var width = @intToFloat(f64, self.grab_width);
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var height = @intToFloat(f64, self.grab_height);
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if (self.resize_edges & @intCast(u32, c.WLR_EDGE_TOP) != 0) {
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y = self.grab_y + dy;
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height -= dy;
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if (height < 1) {
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y += height;
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}
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} else if (self.resize_edges & @intCast(u32, c.WLR_EDGE_BOTTOM) != 0) {
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height += dy;
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}
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if (self.resize_edges & @intCast(u32, c.WLR_EDGE_LEFT) != 0) {
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x = self.grab_x + dx;
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width -= dx;
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if (width < 1) {
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x += width;
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}
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} else if (self.resize_edges & @intCast(u32, c.WLR_EDGE_RIGHT) != 0) {
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width += dx;
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}
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view.current_box.x = @floatToInt(c_int, x);
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view.current_box.y = @floatToInt(c_int, y);
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_ = c.wlr_xdg_toplevel_set_size(
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view.wlr_xdg_surface,
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@floatToInt(u32, width),
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@floatToInt(u32, height),
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);
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}
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fn processMotion(self: Self, time: u32) void {
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// If the mode is non-passthrough, delegate to those functions.
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if (self.mode == CursorMode.Move) {
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self.processMove(time);
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return;
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} else if (self.mode == CursorMode.Resize) {
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self.processsResize(time);
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return;
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}
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// Otherwise, find the view under the pointer and send the event along.
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var sx: f64 = undefined;
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var sy: f64 = undefined;
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var opt_surface: ?*c.wlr_surface = null;
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const view = self.seat.input_manager.server.root.viewAt(
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self.wlr_cursor.x,
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self.wlr_cursor.y,
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&opt_surface,
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&sx,
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&sy,
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);
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if (view == null) {
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// If there's no view under the cursor, set the cursor image to a
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// default. This is what makes the cursor image appear when you move it
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// around the screen, not over any views.
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c.wlr_xcursor_manager_set_cursor_image(
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self.wlr_xcursor_manager,
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"left_ptr",
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self.wlr_cursor,
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);
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}
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const wlr_seat = self.seat.wlr_seat;
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if (opt_surface) |surface| {
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const focus_changed = wlr_seat.pointer_state.focused_surface != surface;
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if (self.surfaceAt(self.wlr_cursor.x, self.wlr_cursor.y, &sx, &sy)) |wlr_surface| {
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// "Enter" the surface if necessary. This lets the client know that the
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// cursor has entered one of its surfaces.
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//
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// Note that this gives the surface "pointer focus", which is distinct
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// from keyboard focus. You get pointer focus by moving the pointer over
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// a window.
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c.wlr_seat_pointer_notify_enter(wlr_seat, surface, sx, sy);
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if (self.seat.input_manager.inputAllowed(wlr_surface)) {
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const wlr_seat = self.seat.wlr_seat;
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const focus_changed = wlr_seat.pointer_state.focused_surface != wlr_surface;
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c.wlr_seat_pointer_notify_enter(wlr_seat, wlr_surface, sx, sy);
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if (!focus_changed) {
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// The enter event contains coordinates, so we only need to notify
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// on motion if the focus did not change.
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c.wlr_seat_pointer_notify_motion(wlr_seat, time, sx, sy);
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}
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} else {
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return;
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}
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}
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// There is either no surface under the cursor or input is disallowed
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// Reset the cursor image to the default
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c.wlr_xcursor_manager_set_cursor_image(
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self.wlr_xcursor_manager,
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"left_ptr",
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self.wlr_cursor,
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);
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// Clear pointer focus so future button events and such are not sent to
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// the last client to have the cursor over it.
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c.wlr_seat_pointer_clear_focus(wlr_seat);
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c.wlr_seat_pointer_clear_focus(self.seat.wlr_seat);
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}
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/// Find the topmost surface under the output layout coordinates lx/ly
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/// returns the surface if found and sets the sx/sy parametes to the
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/// surface coordinates.
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fn surfaceAt(self: Self, lx: f64, ly: f64, sx: *f64, sy: *f64) ?*c.wlr_surface {
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// Find the output to check
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const root = self.seat.input_manager.server.root;
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const wlr_output = c.wlr_output_layout_output_at(root.wlr_output_layout, lx, ly) orelse
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return null;
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const output = @ptrCast(
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*Output,
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@alignCast(@alignOf(*Output), wlr_output.*.data orelse return null),
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);
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// Get output-local coords from the layout coords
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var ox = lx;
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var oy = ly;
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c.wlr_output_layout_output_coords(root.wlr_output_layout, wlr_output, &ox, &oy);
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// Check layers and views from top to bottom
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const layer_idxs = [_]usize{
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c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY,
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c.ZWLR_LAYER_SHELL_V1_LAYER_TOP,
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c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM,
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c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND,
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};
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// Check overlay layer incl. popups
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if (layerSurfaceAt(output.*, output.layers[0], ox, oy, sx, sy, false)) |surface| {
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return surface;
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}
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// Check top-background popups only
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for (layer_idxs[1..4]) |layer_idx| {
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if (layerSurfaceAt(output.*, output.layers[layer_idx], ox, oy, sx, sy, true)) |surface| {
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return surface;
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}
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}
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// Check top layer
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if (layerSurfaceAt(output.*, output.layers[1], ox, oy, sx, sy, false)) |surface| {
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return surface;
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}
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// Check floating views then normal views
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if (viewSurfaceAt(output.*, ox, oy, sx, sy, true)) |surface| {
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return surface;
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}
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if (viewSurfaceAt(output.*, ox, oy, sx, sy, false)) |surface| {
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return surface;
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}
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// Check the bottom-background layers
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for (layer_idxs[2..4]) |layer_idx| {
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if (layerSurfaceAt(output.*, output.layers[layer_idx], ox, oy, sx, sy, false)) |surface| {
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return surface;
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}
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}
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return null;
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}
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/// Find the topmost surface on the given layer at ox,oy. Will only check
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/// popups if popups_only is true.
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fn layerSurfaceAt(
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output: Output,
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layer: std.TailQueue(LayerSurface),
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ox: f64,
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oy: f64,
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sx: *f64,
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sy: *f64,
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popups_only: bool,
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) ?*c.wlr_surface {
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var it = layer.first;
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while (it) |node| : (it = node.next) {
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const layer_surface = &node.data;
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const surface = c.wlr_layer_surface_v1_surface_at(
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layer_surface.wlr_layer_surface,
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ox - @intToFloat(f64, layer_surface.box.x),
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oy - @intToFloat(f64, layer_surface.box.y),
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sx,
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sy,
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);
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if (surface) |found| {
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if (!popups_only) {
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return found;
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} else if (c.wlr_surface_is_xdg_surface(found)) {
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const wlr_xdg_surface = c.wlr_xdg_surface_from_wlr_surface(found);
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if (wlr_xdg_surface.*.role ==
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c.enum_wlr_xdg_surface_role.WLR_XDG_SURFACE_ROLE_POPUP)
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{
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return found;
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}
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}
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}
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}
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return null;
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}
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/// Find the topmost visible view surface (incl. popups) at ox,oy. Will
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/// check only floating views if floating is true.
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fn viewSurfaceAt(output: Output, ox: f64, oy: f64, sx: *f64, sy: *f64, floating: bool) ?*c.wlr_surface {
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var it = ViewStack(View).iterator(output.views.first, output.current_focused_tags);
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while (it.next()) |node| {
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const view = &node.view;
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if (view.floating != floating) {
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continue;
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}
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const surface = c.wlr_xdg_surface_surface_at(
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view.wlr_xdg_surface,
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ox - @intToFloat(f64, view.current_box.x),
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oy - @intToFloat(f64, view.current_box.y),
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sx,
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sy,
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);
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if (surface) |found| {
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return found;
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}
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}
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return null;
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}
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};
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@ -34,6 +34,7 @@ pub const LayerSurface = struct {
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) void {
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self.output = output;
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self.wlr_layer_surface = wlr_layer_surface;
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wlr_layer_surface.data = self;
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self.mapped = false;
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17
src/root.zig
17
src/root.zig
@ -75,23 +75,6 @@ pub const Root = struct {
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}
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}
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/// Finds the topmost view under the output layout coordinates lx, ly
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/// returns the view if found, and a pointer to the wlr_surface as well as the surface coordinates
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pub fn viewAt(self: Self, lx: f64, ly: f64, surface: *?*c.wlr_surface, sx: *f64, sy: *f64) ?*View {
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// Iterate over all views of all outputs
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var output_it = self.outputs.first;
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while (output_it) |node| : (output_it = node.next) {
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const output = &node.data;
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var view_it = ViewStack(View).iterator(output.views.first, 0xFFFFFFFF);
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while (view_it.next()) |view_node| {
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if (view_node.view.isAt(lx, ly, surface, sx, sy)) {
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return &view_node.view;
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}
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}
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}
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return null;
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}
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/// Clear the current focus.
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pub fn clearFocus(self: *Self) void {
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if (self.focused_view) |view| {
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27
src/view.zig
27
src/view.zig
@ -47,6 +47,7 @@ pub const View = struct {
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pub fn init(self: *Self, output: *Output, wlr_xdg_surface: *c.wlr_xdg_surface, tags: u32) void {
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self.output = output;
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self.wlr_xdg_surface = wlr_xdg_surface;
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wlr_xdg_surface.data = self;
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// Inform the xdg toplevel that it is tiled.
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// For example this prevents firefox from drawing shadows around itself
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@ -266,30 +267,4 @@ pub const View = struct {
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}
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// TODO: check for unexpected change in size and react as needed
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}
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fn isAt(self: Self, 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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const view_sx = lx - @intToFloat(f64, self.current_box.x);
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const view_sy = ly - @intToFloat(f64, self.current_box.y);
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// This variable seems to have been unsued in TinyWL
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// struct wlr_surface_box *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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const _surface = c.wlr_xdg_surface_surface_at(self.wlr_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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};
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