const c = @import("c.zig"); const std = @import("std"); const Cursor = @import("cursor.zig").Cursor; const InputManager = @import("input_manager.zig").InputManager; const Keyboard = @import("keyboard.zig").Keyboard; const LayerSurface = @import("layer_surface.zig").LayerSurface; const Output = @import("output.zig").Output; const View = @import("view.zig").View; const ViewStack = @import("view_stack.zig").ViewStack; 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), /// Currently focused output, may be the noop output if no focused_output: *Output, /// Currently focused view if any focused_view: ?*View, /// Stack of views in most recently focused order /// If there is a currently focused view, it is on top. focus_stack: ViewStack(*View), /// Currently focused layer, if any. While this is non-null, no views may /// recieve focus. focused_layer: ?*LayerSurface, 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(); self.focused_output = &self.input_manager.server.root.noop_output; self.focused_view = null; self.focus_stack.init(); self.focused_layer = null; } pub fn deinit(self: *Self) void { self.cursor.deinit(); while (self.keyboards.pop()) |node| { self.input_manager.server.allocator.destroy(node); } while (self.focus_stack.first) |node| { self.focus_stack.remove(node); self.input_manager.server.allocator.destroy(node); } } /// Set the current focus. If a visible view is passed it will be focused. /// If null is passed, the first visible view in the focus stack will be focused. pub fn focus(self: *Self, _view: ?*View) void { var view = _view; // While a layer surface is focused, views may not recieve focus if (self.focused_layer != null) { std.debug.assert(self.focused_view == null); return; } // If view is null or not currently visible if (if (view) |v| v.output != self.focused_output or v.current_tags & self.focused_output.current_focused_tags == 0 else true) { // Set view to the first currently visible view on in the focus stack if any var it = ViewStack(*View).iterator( self.focus_stack.first, self.focused_output.current_focused_tags, ); view = while (it.next()) |node| { if (node.view.output == self.focused_output) { break node.view; } } else null; } if (self.focused_view) |current_focus| { // Don't refocus the currently focused view if (if (view) |v| current_focus == v else false) { return; } // Deactivate the currently focused view current_focus.setActivated(false); } if (view) |view_to_focus| { // Find or allocate a new node in the focus stack for the target view var it = self.focus_stack.first; while (it) |node| : (it = node.next) { // If the view is found, move it to the top of the stack if (node.view == view_to_focus) { const new_focus_node = self.focus_stack.remove(node); self.focus_stack.push(node); break; } } else { // The view is not in the stack, so allocate a new node and prepend it const new_focus_node = self.input_manager.server.allocator.create( ViewStack(*View).Node, ) catch unreachable; new_focus_node.view = view_to_focus; self.focus_stack.push(new_focus_node); } // The target view is now at the top of the focus stack, so activate it view_to_focus.setActivated(true); self.sendKeyboardEnter(view_to_focus.wlr_xdg_surface.surface); } self.focused_view = view; } /// Set the focus to the passed layer surface, or clear the focused layer /// if the argument is null. pub fn focusLayer(self: *Self, layer_surface: ?*LayerSurface) void { if (layer_surface) |layer_to_focus| { // If the layer is already focused, don't re-focus it. if (self.focused_layer) |current_focus| { if (current_focus == layer_to_focus) { std.debug.assert(self.focused_view == null); return; } } // If a view is currently focused, unfocus it if (self.focused_view) |current_focus| { current_focus.setActivated(false); self.focused_view = null; } // Focus the layer surface self.sendKeyboardEnter(layer_to_focus.wlr_layer_surface.surface); self.focused_layer = layer_to_focus; std.debug.assert(self.focused_output == layer_to_focus.output); } else { // If there is a layer currently focused, unfocus it if (self.focused_layer != null) { std.debug.assert(self.focused_view == null); self.focused_layer = null; } // Then focus the view on the top of the focus stack if any self.focus(null); } } /// 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. fn sendKeyboardEnter(self: Self, wlr_surface: *c.wlr_surface) void { const keyboard: *c.wlr_keyboard = c.wlr_seat_get_keyboard(self.wlr_seat); c.wlr_seat_keyboard_notify_enter( self.wlr_seat, wlr_surface, &keyboard.keycodes, keyboard.num_keycodes, &keyboard.modifiers, ); } /// Handle the unmapping of a view, removing it from the focus stack and /// setting the focus if needed. pub fn handleViewUnmap(self: *Self, view: *View) void { // Remove the node from the focus stack and destroy it. var it = self.focus_stack.first; while (it) |node| : (it = node.next) { if (node.view == view) { self.focus_stack.remove(node); self.input_manager.server.allocator.destroy(node); break; } } // If the unmapped view is focused, choose a new focus if (self.focused_view) |current_focus| { if (current_focus == view) { self.focus(null); } } } /// 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); } };