const std = @import("std"); const c = @import("c.zig"); const Seat = @import("seat.zig").Seat; const Server = @import("server.zig").Server; pub const InputManager = struct { const Self = @This(); const default_seat_name = "default"; server: *Server, seats: std.TailQueue(Seat), default_seat: *Seat, listen_new_input: c.wl_listener, pub fn init(self: *Self, server: *Server) !void { self.server = server; self.seats = std.TailQueue(Seat).init(); const seat_node = try server.allocator.create(std.TailQueue(Seat).Node); try seat_node.data.init(self, default_seat_name); self.default_seat = &seat_node.data; self.seats.prepend(seat_node); // Set up handler for all new input devices made available. This // includes keyboards, pointers, touch, etc. self.listen_new_input.notify = handleNewInput; c.wl_signal_add(&self.server.wlr_backend.events.new_input, &self.listen_new_input); } pub fn deinit(self: *Self) void { while (self.seats.pop()) |seat_node| { seat_node.data.deinit(); self.server.allocator.destroy(seat_node); } } /// Must be called whenever a view is unmapped. pub fn handleViewUnmap(self: Self, view: *View) void { var it = self.seats.first; while (it) |node| : (it = node.next) { const seat = &node.data; seat.handleViewUnmap(view); } } /// This event is raised by the backend when a new input device becomes available. fn handleNewInput(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void { const input_manager = @fieldParentPtr(InputManager, "listen_new_input", listener.?); const device = @ptrCast(*c.wlr_input_device, @alignCast(@alignOf(*c.wlr_input_device), data)); // TODO: suport multiple seats if (input_manager.seats.first) |seat_node| { seat_node.data.addDevice(device) catch unreachable; } } };