const std = @import("std"); const c = @import("c.zig").c; // TODO: InputManager and multi-seat support pub const Seat = struct { server: *Server, wlr_seat: *c.wlr_seat, listen_new_input: c.wl_listener, // Multiple mice are handled by the same Cursor cursor: Cursor, // Mulitple keyboards are handled separately keyboards: std.ArrayList(Keyboard), pub fn init(server: *Server, allocator: *std.mem.Allocator) @This() { var seat = @This(){ .server = server, // This seems to be the default seat name used by compositors .wlr_seat = c.wlr_seat_create(server.*.wl_display, "seat0"), .cursor = undefined, .keyboards = std.ArrayList(Keyboard).init(allocator), .listen_new_input = c.wl_listener{ .link = undefined, .notify = handle_new_input, }, }; seat.cursor = cursor.Cursor.init(server); // Set up handler for all new input devices made available. This // includes keyboards, pointers, touch, etc. c.wl_signal_add(&server.*.backend.*.events.new_input, &seat.new_input); } fn add_keyboard(self: *@This(), device: *c.wlr_input_device) void { self.keyboards.append(Keyboard.init(self, device)); c.wlr_seat_set_keyboard(self, device); } fn add_pointer(self: *@This(), 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); } fn handle_new_input(listener: [*c]c.wl_listener, data: ?*c_void) callconv(.C) void { // This event is raised by the backend when a new input device becomes available. var seat = @fieldParentPtr(Seat, "listen_new_input", listener); var device = @ptrCast(*c.wlr_input_device, @alignCast(@alignOf(*c.wlr_input_device), data)); switch (device.*.type) { .WLR_INPUT_DEVICE_KEYBOARD => seat.add_keyboard(device), .WLR_INPUT_DEVICE_POINTER => seat.add_pointer(device), else => {}, } // We need to let the wlr_seat know what our capabilities are, which is // communiciated to the client. In TinyWL 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 (c.wl_list_empty(&server.*.keyboards) == 0) { caps |= @intCast(u32, c.WL_SEAT_CAPABILITY_KEYBOARD); } c.wlr_seat_set_capabilities(server.*.seat, caps); } };