const std = @import("std"); const c = @import("c.zig").c; const Cursor = @import("cursor.zig").Cursor; const Keyboard = @import("keyboard.zig").Keyboard; const Server = @import("server.zig").Server; // 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.TailQueue(Keyboard), pub fn create(server: *Server) !@This() { var seat = @This(){ .server = server, .wlr_seat = undefined, .listen_new_input = c.wl_listener{ .link = undefined, .notify = handle_new_input, }, .cursor = undefined, .keyboards = std.TailQueue(Keyboard).init(), }; // This seems to be the default seat name used by compositors seat.wlr_seat = c.wlr_seat_create(server.*.wl_display, "seat0") orelse return error.CantCreateWlrSeat; return seat; } pub fn init(self: *@This()) !void { self.cursor = try Cursor.create(self); self.cursor.init(); // Set up handler for all new input devices made available. This // includes keyboards, pointers, touch, etc. c.wl_signal_add(&self.server.wlr_backend.events.new_input, &self.listen_new_input); } fn add_keyboard(self: *@This(), device: *c.wlr_input_device) !void { c.wlr_seat_set_keyboard(self.wlr_seat, device); var node = try self.keyboards.allocateNode(self.server.allocator); try node.data.init(self, device); self.keyboards.append(node); } 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.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) catch unreachable, .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 (seat.keyboards.len > 0) { caps |= @intCast(u32, c.WL_SEAT_CAPABILITY_KEYBOARD); } c.wlr_seat_set_capabilities(seat.wlr_seat, caps); } };