const std = @import("std"); const c = @import("c.zig").c; pub const View = struct { server: *Server, xdg_surface: *c.wlr_xdg_surface, map: c.wl_listener, unmap: c.wl_listener, destroy: c.wl_listener, request_move: c.wl_listener, request_resize: c.wl_listener, mapped: bool, x: c_int, y: c_int, }; fn focus_view(view: *View, surface: *c.wlr_surface) void { const server = view.server; const seat = server.*.seat; const prev_surface = seat.*.keyboard_state.focused_surface; if (prev_surface == surface) { // Don't re-focus an already focused surface. return; } 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. // stop displaying a caret. var prev_xdg_surface = c.wlr_xdg_surface_from_wlr_surface(prev_surface); _ = c.wlr_xdg_toplevel_set_activated(prev_xdg_surface, false); } // Find the index const idx = for (server.*.views.span()) |*v, i| { if (v == view) { break i; } } else unreachable; // Move the view to the front server.*.views.append(server.*.views.orderedRemove(idx)) catch unreachable; var moved_view = &server.*.views.span()[server.*.views.span().len - 1]; // Activate the new surface _ = c.wlr_xdg_toplevel_set_activated(moved_view.*.xdg_surface, true); // Tell the seat to have the keyboard enter this surface. wlroots will keep // track of this and automatically send key events to the appropriate // clients without additional work on your part. var keyboard = c.wlr_seat_get_keyboard(seat); c.wlr_seat_keyboard_notify_enter(seat, moved_view.*.xdg_surface.*.surface, &keyboard.*.keycodes, keyboard.*.num_keycodes, &keyboard.*.modifiers); } fn view_at(view: *View, lx: f64, ly: f64, surface: *?*c.wlr_surface, sx: *f64, sy: *f64) bool { // XDG toplevels may have nested surfaces, such as popup windows for context // menus or tooltips. This function tests if any of those are underneath the // coordinates lx and ly (in output Layout Coordinates). If so, it sets the // surface pointer to that wlr_surface and the sx and sy coordinates to the // coordinates relative to that surface's top-left corner. var view_sx = lx - @intToFloat(f64, view.*.x); var view_sy = ly - @intToFloat(f64, view.*.y); // This variable seems to have been unsued in TinyWL // struct wlr_surface_state *state = &view->xdg_surface->surface->current; var _sx: f64 = undefined; var _sy: f64 = undefined; var _surface = c.wlr_xdg_surface_surface_at(view.*.xdg_surface, view_sx, view_sy, &_sx, &_sy); if (_surface) |surface_at| { sx.* = _sx; sy.* = _sy; surface.* = surface_at; return true; } return false; } fn desktop_view_at(server: *Server, lx: f64, ly: f64, surface: *?*c.wlr_surface, sx: *f64, sy: *f64) ?*View { // This iterates over all of our surfaces and attempts to find one under the // cursor. This relies on server.*.views being ordered from top-to-bottom. for (server.*.views.span()) |*view| { if (view_at(view, lx, ly, surface, sx, sy)) { return view; } } return null; }