const std = @import("std"); const c = @import("c.zig"); const Cursor = @import("cursor.zig").Cursor; const InputManager = @import("input_manager.zig").InputManager; const Keyboard = @import("keyboard.zig").Keyboard; pub const Seat = struct { const Self = @This(); input_manager: *InputManager, wlr_seat: *c.wlr_seat, /// Multiple mice are handled by the same Cursor cursor: Cursor, /// Mulitple keyboards are handled separately keyboards: std.TailQueue(Keyboard), pub fn init(self: *Self, input_manager: *InputManager, name: []const u8) !void { self.input_manager = input_manager; // This will be automatically destroyed when the display is destroyed self.wlr_seat = c.wlr_seat_create(input_manager.server.wl_display, name.ptr) orelse return error.CantCreateWlrSeat; try self.cursor.init(self); errdefer self.cursor.destroy(); self.keyboards = std.TailQueue(Keyboard).init(); } pub fn destroy(self: Self) void { self.cursor.destroy(); } /// Handle any user-defined keybinding for the passed keysym and modifiers /// Returns true if the key was handled pub fn handleKeybinding(self: *Self, keysym: c.xkb_keysym_t, modifiers: u32) bool { for (self.input_manager.server.config.keybinds.items) |keybind| { if (modifiers == keybind.modifiers and keysym == keybind.keysym) { // Execute the bound command keybind.command(self, keybind.arg); return true; } } return false; } /// Add a newly created input device to the seat and update the reported /// capabilities. pub fn addDevice(self: *Self, device: *c.wlr_input_device) !void { switch (device.type) { .WLR_INPUT_DEVICE_KEYBOARD => self.addKeyboard(device) catch unreachable, .WLR_INPUT_DEVICE_POINTER => self.addPointer(device), else => {}, } // We need to let the wlr_seat know what our capabilities are, which is // communiciated to the client. We always have a cursor, even if // there are no pointer devices, so we always include that capability. var caps: u32 = @intCast(u32, c.WL_SEAT_CAPABILITY_POINTER); // if list not empty if (self.keyboards.len > 0) { caps |= @intCast(u32, c.WL_SEAT_CAPABILITY_KEYBOARD); } c.wlr_seat_set_capabilities(self.wlr_seat, caps); } fn addKeyboard(self: *Self, device: *c.wlr_input_device) !void { c.wlr_seat_set_keyboard(self.wlr_seat, device); const node = try self.keyboards.allocateNode(self.input_manager.server.allocator); try node.data.init(self, device); self.keyboards.append(node); } fn addPointer(self: Self, device: *c.struct_wlr_input_device) void { // We don't do anything special with pointers. All of our pointer handling // is proxied through wlr_cursor. On another compositor, you might take this // opportunity to do libinput configuration on the device to set // acceleration, etc. c.wlr_cursor_attach_input_device(self.cursor.wlr_cursor, device); } };