d9ca9db5a4
This allows for significantly more flexibility and should make implementing the bind command possible.
313 lines
11 KiB
Zig
313 lines
11 KiB
Zig
// This file is part of river, a dynamic tiling wayland compositor.
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//
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// Copyright 2020 Isaac Freund
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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const Self = @This();
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const std = @import("std");
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const c = @import("c.zig");
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const command = @import("command.zig");
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const Cursor = @import("Cursor.zig");
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const InputManager = @import("InputManager.zig");
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const Keyboard = @import("Keyboard.zig");
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const LayerSurface = @import("LayerSurface.zig");
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const Mode = @import("Mode.zig");
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const Output = @import("Output.zig");
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const View = @import("View.zig");
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const ViewStack = @import("view_stack.zig").ViewStack;
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const FocusTarget = union(enum) {
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view: *View,
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layer: *LayerSurface,
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none: void,
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};
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input_manager: *InputManager,
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wlr_seat: *c.wlr_seat,
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/// Multiple mice are handled by the same Cursor
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cursor: Cursor,
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/// Mulitple keyboards are handled separately
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keyboards: std.TailQueue(Keyboard),
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/// Current keybind mode
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mode: *Mode,
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/// Currently focused output, may be the noop output if no
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focused_output: *Output,
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/// Currently focused view if any
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focused_view: ?*View,
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/// Stack of views in most recently focused order
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/// If there is a currently focused view, it is on top.
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focus_stack: ViewStack(*View),
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/// Currently focused layer, if any. While this is non-null, no views may
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/// recieve focus.
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focused_layer: ?*LayerSurface,
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listen_request_set_selection: c.wl_listener,
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pub fn init(self: *Self, input_manager: *InputManager, name: []const u8) !void {
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self.input_manager = input_manager;
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// This will be automatically destroyed when the display is destroyed
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self.wlr_seat = c.wlr_seat_create(input_manager.server.wl_display, name.ptr) orelse
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return error.CantCreateWlrSeat;
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try self.cursor.init(self);
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errdefer self.cursor.destroy();
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self.keyboards = std.TailQueue(Keyboard).init();
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self.mode = input_manager.server.config.getMode("normal");
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self.focused_output = &self.input_manager.server.root.noop_output;
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self.focused_view = null;
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self.focus_stack.init();
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self.focused_layer = null;
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self.listen_request_set_selection.notify = handleRequestSetSelection;
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c.wl_signal_add(&self.wlr_seat.events.request_set_selection, &self.listen_request_set_selection);
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}
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pub fn deinit(self: *Self) void {
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self.cursor.deinit();
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while (self.keyboards.pop()) |node| {
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self.input_manager.server.allocator.destroy(node);
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}
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while (self.focus_stack.first) |node| {
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self.focus_stack.remove(node);
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self.input_manager.server.allocator.destroy(node);
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}
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}
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/// Set the current focus. If a visible view is passed it will be focused.
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/// If null is passed, the first visible view in the focus stack will be focused.
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pub fn focus(self: *Self, _view: ?*View) void {
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var view = _view;
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// While a layer surface is focused, views may not recieve focus
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if (self.focused_layer != null) {
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std.debug.assert(self.focused_view == null);
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return;
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}
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// If view is null or not currently visible
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if (if (view) |v|
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v.output != self.focused_output or
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v.current_tags & self.focused_output.current_focused_tags == 0
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else
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true) {
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// Set view to the first currently visible view on in the focus stack if any
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var it = ViewStack(*View).iterator(
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self.focus_stack.first,
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self.focused_output.current_focused_tags,
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);
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view = while (it.next()) |node| {
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if (node.view.output == self.focused_output) {
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break node.view;
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}
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} else null;
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}
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if (view) |view_to_focus| {
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// Find or allocate a new node in the focus stack for the target view
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var it = self.focus_stack.first;
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while (it) |node| : (it = node.next) {
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// If the view is found, move it to the top of the stack
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if (node.view == view_to_focus) {
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const new_focus_node = self.focus_stack.remove(node);
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self.focus_stack.push(node);
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break;
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}
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} else {
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// The view is not in the stack, so allocate a new node and prepend it
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const new_focus_node = self.input_manager.server.allocator.create(
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ViewStack(*View).Node,
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) catch unreachable;
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new_focus_node.view = view_to_focus;
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self.focus_stack.push(new_focus_node);
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}
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// Focus the target view
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self.setFocusRaw(.{ .view = view_to_focus });
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} else {
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// Otherwise clear the focus
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self.setFocusRaw(.{ .none = {} });
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}
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}
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/// Switch focus to the target, handling unfocus and input inhibition
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/// properly. This should only be called directly if dealing with layers.
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pub fn setFocusRaw(self: *Self, focus_target: FocusTarget) void {
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// If the target is already focused, do nothing
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if (switch (focus_target) {
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.view => |target_view| target_view == self.focused_view,
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.layer => |target_layer| target_layer == self.focused_layer,
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.none => false,
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}) {
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return;
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}
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// Obtain the target wlr_surface
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const target_wlr_surface = switch (focus_target) {
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.view => |target_view| target_view.wlr_surface.?,
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.layer => |target_layer| target_layer.wlr_layer_surface.surface.?,
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.none => null,
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};
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// If input is not allowed on the target surface (e.g. due to an active
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// input inhibitor) do not set focus. If there is no target surface we
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// still clear the focus.
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if (if (target_wlr_surface) |wlr_surface|
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self.input_manager.inputAllowed(wlr_surface)
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else
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true) {
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// First clear the current focus
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if (self.focused_view) |current_focus| {
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std.debug.assert(self.focused_layer == null);
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current_focus.setFocused(false);
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self.focused_view = null;
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}
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if (self.focused_layer) |current_focus| {
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std.debug.assert(self.focused_view == null);
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self.focused_layer = null;
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}
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c.wlr_seat_keyboard_clear_focus(self.wlr_seat);
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// Set the new focus
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switch (focus_target) {
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.view => |target_view| {
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std.debug.assert(self.focused_output == target_view.output);
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target_view.setFocused(true);
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self.focused_view = target_view;
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},
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.layer => |target_layer| blk: {
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std.debug.assert(self.focused_output == target_layer.output);
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self.focused_layer = target_layer;
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},
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.none => {},
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}
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// Tell wlroots to send the new keyboard focus if we have a target
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if (target_wlr_surface) |wlr_surface| {
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const keyboard: *c.wlr_keyboard = c.wlr_seat_get_keyboard(self.wlr_seat);
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c.wlr_seat_keyboard_notify_enter(
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self.wlr_seat,
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wlr_surface,
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&keyboard.keycodes,
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keyboard.num_keycodes,
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&keyboard.modifiers,
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);
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}
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}
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}
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/// Handle the unmapping of a view, removing it from the focus stack and
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/// setting the focus if needed.
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pub fn handleViewUnmap(self: *Self, view: *View) void {
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// Remove the node from the focus stack and destroy it.
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var it = self.focus_stack.first;
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while (it) |node| : (it = node.next) {
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if (node.view == view) {
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self.focus_stack.remove(node);
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self.input_manager.server.allocator.destroy(node);
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break;
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}
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}
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// If the unmapped view is focused, choose a new focus
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if (self.focused_view) |current_focus| {
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if (current_focus == view) {
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self.focus(null);
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}
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}
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}
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/// Handle any user-defined keybinding for the passed keysym and modifiers
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/// Returns true if the key was handled
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pub fn handleKeybinding(self: *Self, keysym: c.xkb_keysym_t, modifiers: u32) bool {
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for (self.mode.keybinds.items) |keybind| {
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if (modifiers == keybind.modifiers and keysym == keybind.keysym) {
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// Execute the bound command
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const allocator = self.input_manager.server.allocator;
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var failure_message: []const u8 = undefined;
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command.run(allocator, self, keybind.command_args, &failure_message) catch |err| {
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// TODO: log the error
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if (err == command.Error.CommandFailed)
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allocator.free(failure_message);
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};
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return true;
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}
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}
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return false;
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}
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/// Add a newly created input device to the seat and update the reported
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/// capabilities.
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pub fn addDevice(self: *Self, device: *c.wlr_input_device) !void {
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switch (device.type) {
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.WLR_INPUT_DEVICE_KEYBOARD => self.addKeyboard(device) catch unreachable,
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.WLR_INPUT_DEVICE_POINTER => self.addPointer(device),
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else => {},
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}
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// We need to let the wlr_seat know what our capabilities are, which is
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// communiciated to the client. We always have a cursor, even if
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// there are no pointer devices, so we always include that capability.
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var caps = @intCast(u32, c.WL_SEAT_CAPABILITY_POINTER);
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// if list not empty
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if (self.keyboards.len > 0) {
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caps |= @intCast(u32, c.WL_SEAT_CAPABILITY_KEYBOARD);
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}
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c.wlr_seat_set_capabilities(self.wlr_seat, caps);
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}
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fn addKeyboard(self: *Self, device: *c.wlr_input_device) !void {
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c.wlr_seat_set_keyboard(self.wlr_seat, device);
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const node = try self.keyboards.allocateNode(self.input_manager.server.allocator);
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try node.data.init(self, device);
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self.keyboards.append(node);
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}
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fn addPointer(self: Self, device: *c.struct_wlr_input_device) void {
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// We don't do anything special with pointers. All of our pointer handling
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// is proxied through wlr_cursor. On another compositor, you might take this
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// opportunity to do libinput configuration on the device to set
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// acceleration, etc.
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c.wlr_cursor_attach_input_device(self.cursor.wlr_cursor, device);
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}
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fn handleRequestSetSelection(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
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const self = @fieldParentPtr(Self, "listen_request_set_selection", listener.?);
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const event = @ptrCast(
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*c.wlr_seat_request_set_selection_event,
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@alignCast(@alignOf(*c.wlr_seat_request_set_selection_event), data),
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);
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c.wlr_seat_set_selection(self.wlr_seat, event.source, event.serial);
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}
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