const std = @import("std"); const c = @import("c.zig"); const LayerSurface = @import("layer_surface.zig").LayerSurface; const Log = @import("log.zig").Log; const Output = @import("output.zig"); const Seat = @import("seat.zig"); const View = @import("view.zig").View; const ViewStack = @import("view_stack.zig").ViewStack; const CursorMode = enum { Passthrough, Move, Resize, }; pub const Cursor = struct { const Self = @This(); seat: *Seat, wlr_cursor: *c.wlr_cursor, wlr_xcursor_manager: *c.wlr_xcursor_manager, mode: CursorMode, grabbed_view: ?*View, grab_x: f64, grab_y: f64, grab_width: c_int, grab_height: c_int, resize_edges: u32, listen_axis: c.wl_listener, listen_button: c.wl_listener, listen_frame: c.wl_listener, listen_motion_absolute: c.wl_listener, listen_motion: c.wl_listener, listen_request_set_cursor: c.wl_listener, pub fn init(self: *Self, seat: *Seat) !void { self.seat = seat; // Creates a wlroots utility for tracking the cursor image shown on screen. // // TODO: free this, it allocates! self.wlr_cursor = c.wlr_cursor_create() orelse return error.CantCreateWlrCursor; // Creates an xcursor manager, another wlroots utility which loads up // Xcursor themes to source cursor images from and makes sure that cursor // images are available at all scale factors on the screen (necessary for // HiDPI support). We add a cursor theme at scale factor 1 to begin with. // // TODO: free this, it allocates! self.wlr_xcursor_manager = c.wlr_xcursor_manager_create(null, 24) orelse return error.CantCreateWlrXCursorManager; c.wlr_cursor_attach_output_layout(self.wlr_cursor, seat.input_manager.server.root.wlr_output_layout); _ = c.wlr_xcursor_manager_load(self.wlr_xcursor_manager, 1); self.mode = CursorMode.Passthrough; self.grabbed_view = null; self.grab_x = 0.0; self.grab_y = 0.0; self.grab_width = 0; self.grab_height = 0; self.resize_edges = 0; // wlr_cursor *only* displays an image on screen. It does not move around // when the pointer moves. However, we can attach input devices to it, and // it will generate aggregate events for all of them. In these events, we // can choose how we want to process them, forwarding them to clients and // moving the cursor around. See following post for more detail: // https://drewdevault.com/2018/07/17/Input-handling-in-wlroots.html self.listen_axis.notify = handleAxis; c.wl_signal_add(&self.wlr_cursor.events.axis, &self.listen_axis); self.listen_button.notify = handleButton; c.wl_signal_add(&self.wlr_cursor.events.button, &self.listen_button); self.listen_frame.notify = handleFrame; c.wl_signal_add(&self.wlr_cursor.events.frame, &self.listen_frame); self.listen_motion_absolute.notify = handleMotionAbsolute; c.wl_signal_add(&self.wlr_cursor.events.motion_absolute, &self.listen_motion_absolute); self.listen_motion.notify = handleMotion; c.wl_signal_add(&self.wlr_cursor.events.motion, &self.listen_motion); self.listen_request_set_cursor.notify = handleRequestSetCursor; c.wl_signal_add(&self.seat.wlr_seat.events.request_set_cursor, &self.listen_request_set_cursor); } pub fn deinit(self: *Self) void { c.wlr_xcursor_manager_destroy(self.wlr_xcursor_manager); c.wlr_cursor_destroy(self.wlr_cursor); } fn handleAxis(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void { // This event is forwarded by the cursor when a pointer emits an axis event, // for example when you move the scroll wheel. const cursor = @fieldParentPtr(Self, "listen_axis", listener.?); const event = @ptrCast( *c.wlr_event_pointer_axis, @alignCast(@alignOf(*c.wlr_event_pointer_axis), data), ); // Notify the client with pointer focus of the axis event. c.wlr_seat_pointer_notify_axis( cursor.seat.wlr_seat, event.time_msec, event.orientation, event.delta, event.delta_discrete, event.source, ); } fn handleButton(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void { // This event is forwarded by the cursor when a pointer emits a button // event. const self = @fieldParentPtr(Self, "listen_button", listener.?); const event = @ptrCast( *c.wlr_event_pointer_button, @alignCast(@alignOf(*c.wlr_event_pointer_button), data), ); var sx: f64 = undefined; var sy: f64 = undefined; if (self.surfaceAt(self.wlr_cursor.x, self.wlr_cursor.y, &sx, &sy)) |wlr_surface| { // If the found surface is a keyboard inteactive layer surface, // give it keyboard focus. if (c.wlr_surface_is_layer_surface(wlr_surface)) { const wlr_layer_surface = c.wlr_layer_surface_v1_from_wlr_surface(wlr_surface); if (wlr_layer_surface.*.current.keyboard_interactive) { const layer_surface = @ptrCast( *LayerSurface, @alignCast(@alignOf(*LayerSurface), wlr_layer_surface.*.data), ); self.seat.setFocusRaw(.{ .layer = layer_surface }); } } // If the found surface is an xdg toplevel surface, send keyboard // focus to the view. if (c.wlr_surface_is_xdg_surface(wlr_surface)) { const wlr_xdg_surface = c.wlr_xdg_surface_from_wlr_surface(wlr_surface); if (wlr_xdg_surface.*.role == .WLR_XDG_SURFACE_ROLE_TOPLEVEL) { const view = @ptrCast(*View, @alignCast(@alignOf(*View), wlr_xdg_surface.*.data)); self.seat.focus(view); } } _ = c.wlr_seat_pointer_notify_button( self.seat.wlr_seat, event.time_msec, event.button, event.state, ); } } fn handleFrame(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void { // This event is forwarded by the cursor when a pointer emits an frame // event. Frame events are sent after regular pointer events to group // multiple events together. For instance, two axis events may happen at the // same time, in which case a frame event won't be sent in between. const self = @fieldParentPtr(Self, "listen_frame", listener.?); // Notify the client with pointer focus of the frame event. c.wlr_seat_pointer_notify_frame(self.seat.wlr_seat); } fn handleMotionAbsolute(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void { // This event is forwarded by the cursor when a pointer emits an _absolute_ // motion event, from 0..1 on each axis. This happens, for example, when // wlroots is running under a Wayland window rather than KMS+DRM, and you // move the mouse over the window. You could enter the window from any edge, // so we have to warp the mouse there. There is also some hardware which // emits these events. const self = @fieldParentPtr(Self, "listen_motion_absolute", listener.?); const event = @ptrCast( *c.wlr_event_pointer_motion_absolute, @alignCast(@alignOf(*c.wlr_event_pointer_motion_absolute), data), ); c.wlr_cursor_warp_absolute(self.wlr_cursor, event.device, event.x, event.y); self.processMotion(event.time_msec); } fn handleMotion(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void { // This event is forwarded by the cursor when a pointer emits a _relative_ // pointer motion event (i.e. a delta) const self = @fieldParentPtr(Self, "listen_motion", listener.?); const event = @ptrCast( *c.wlr_event_pointer_motion, @alignCast(@alignOf(*c.wlr_event_pointer_motion), data), ); // The cursor doesn't move unless we tell it to. The cursor automatically // handles constraining the motion to the output layout, as well as any // special configuration applied for the specific input device which // generated the event. You can pass NULL for the device if you want to move // the cursor around without any input. c.wlr_cursor_move(self.wlr_cursor, event.device, event.delta_x, event.delta_y); self.processMotion(event.time_msec); } fn handleRequestSetCursor(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void { // This event is rasied by the seat when a client provides a cursor image const self = @fieldParentPtr(Self, "listen_request_set_cursor", listener.?); const event = @ptrCast( *c.wlr_seat_pointer_request_set_cursor_event, @alignCast(@alignOf(*c.wlr_seat_pointer_request_set_cursor_event), data), ); const focused_client = self.seat.wlr_seat.pointer_state.focused_client; // This can be sent by any client, so we check to make sure this one is // actually has pointer focus first. if (focused_client == event.seat_client) { // Once we've vetted the client, we can tell the cursor to use the // provided surface as the cursor image. It will set the hardware cursor // on the output that it's currently on and continue to do so as the // cursor moves between outputs. c.wlr_cursor_set_surface( self.wlr_cursor, event.surface, event.hotspot_x, event.hotspot_y, ); } } fn processMotion(self: Self, time: u32) void { var sx: f64 = undefined; var sy: f64 = undefined; if (self.surfaceAt(self.wlr_cursor.x, self.wlr_cursor.y, &sx, &sy)) |wlr_surface| { // "Enter" the surface if necessary. This lets the client know that the // cursor has entered one of its surfaces. // // Note that this gives the surface "pointer focus", which is distinct // from keyboard focus. You get pointer focus by moving the pointer over // a window. if (self.seat.input_manager.inputAllowed(wlr_surface)) { const wlr_seat = self.seat.wlr_seat; const focus_change = wlr_seat.pointer_state.focused_surface != wlr_surface; if (focus_change) { Log.Debug.log("Pointer notify enter at ({},{})", .{ sx, sy }); c.wlr_seat_pointer_notify_enter(wlr_seat, wlr_surface, sx, sy); } else { // The enter event contains coordinates, so we only need to notify // on motion if the focus did not change. c.wlr_seat_pointer_notify_motion(wlr_seat, time, sx, sy); } return; } } // There is either no surface under the cursor or input is disallowed // Reset the cursor image to the default c.wlr_xcursor_manager_set_cursor_image( self.wlr_xcursor_manager, "left_ptr", self.wlr_cursor, ); // Clear pointer focus so future button events and such are not sent to // the last client to have the cursor over it. c.wlr_seat_pointer_clear_focus(self.seat.wlr_seat); } /// Find the topmost surface under the output layout coordinates lx/ly /// returns the surface if found and sets the sx/sy parametes to the /// surface coordinates. fn surfaceAt(self: Self, lx: f64, ly: f64, sx: *f64, sy: *f64) ?*c.wlr_surface { // Find the output to check const root = self.seat.input_manager.server.root; const wlr_output = c.wlr_output_layout_output_at(root.wlr_output_layout, lx, ly) orelse return null; const output = @ptrCast( *Output, @alignCast(@alignOf(*Output), wlr_output.*.data orelse return null), ); // Get output-local coords from the layout coords var ox = lx; var oy = ly; c.wlr_output_layout_output_coords(root.wlr_output_layout, wlr_output, &ox, &oy); // Check layers and views from top to bottom const layer_idxs = [_]usize{ c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY, c.ZWLR_LAYER_SHELL_V1_LAYER_TOP, c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM, c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND, }; // Check overlay layer incl. popups if (layerSurfaceAt(output.*, output.layers[layer_idxs[0]], ox, oy, sx, sy, false)) |surface| { return surface; } // Check top-background popups only for (layer_idxs[1..4]) |layer_idx| { if (layerSurfaceAt(output.*, output.layers[layer_idx], ox, oy, sx, sy, true)) |surface| { return surface; } } // Check top layer if (layerSurfaceAt(output.*, output.layers[layer_idxs[1]], ox, oy, sx, sy, false)) |surface| { return surface; } // Check floating views then normal views if (viewSurfaceAt(output.*, ox, oy, sx, sy, true)) |surface| { return surface; } if (viewSurfaceAt(output.*, ox, oy, sx, sy, false)) |surface| { return surface; } // Check the bottom-background layers for (layer_idxs[2..4]) |layer_idx| { if (layerSurfaceAt(output.*, output.layers[layer_idx], ox, oy, sx, sy, false)) |surface| { return surface; } } return null; } /// Find the topmost surface on the given layer at ox,oy. Will only check /// popups if popups_only is true. fn layerSurfaceAt( output: Output, layer: std.TailQueue(LayerSurface), ox: f64, oy: f64, sx: *f64, sy: *f64, popups_only: bool, ) ?*c.wlr_surface { var it = layer.first; while (it) |node| : (it = node.next) { const layer_surface = &node.data; const surface = c.wlr_layer_surface_v1_surface_at( layer_surface.wlr_layer_surface, ox - @intToFloat(f64, layer_surface.box.x), oy - @intToFloat(f64, layer_surface.box.y), sx, sy, ); if (surface) |found| { if (!popups_only) { return found; } else if (c.wlr_surface_is_xdg_surface(found)) { const wlr_xdg_surface = c.wlr_xdg_surface_from_wlr_surface(found); if (wlr_xdg_surface.*.role == .WLR_XDG_SURFACE_ROLE_POPUP) { return found; } } } } return null; } /// Find the topmost visible view surface (incl. popups) at ox,oy. Will /// check only floating views if floating is true. fn viewSurfaceAt(output: Output, ox: f64, oy: f64, sx: *f64, sy: *f64, floating: bool) ?*c.wlr_surface { var it = ViewStack(View).iterator(output.views.first, output.current_focused_tags); while (it.next()) |node| { const view = &node.view; if (view.floating != floating) { continue; } const surface = switch (view.impl) { .xdg_toplevel => |xdg_toplevel| c.wlr_xdg_surface_surface_at( xdg_toplevel.wlr_xdg_surface, ox - @intToFloat(f64, view.current_box.x), oy - @intToFloat(f64, view.current_box.y), sx, sy, ), }; if (surface) |found| { return found; } } return null; } };