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-rw-r--r--src/output.zig41
-rw-r--r--src/seat.zig84
2 files changed, 103 insertions, 22 deletions
diff --git a/src/output.zig b/src/output.zig
index 4baf8a8..c8c4e44 100644
--- a/src/output.zig
+++ b/src/output.zig
@@ -228,27 +228,58 @@ pub const Output = struct {
// This box is modified as exclusive zones are applied
var usable_box = full_box;
- const layers = [_]usize{
+ 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,
};
- for (layers) |layer| {
+ // Arrange all layer surfaces with exclusive zones, applying them to the
+ // usable box along the way.
+ for (layer_idxs) |layer| {
self.arrangeLayer(self.layers[layer], full_box, &usable_box, true);
}
- if (self.usable_box.width != usable_box.width or self.usable_box.height != usable_box.height) {
+ // If the the usable_box has changed, we need to rearrange the output
+ if (!std.meta.eql(self.usable_box, usable_box)) {
self.usable_box = usable_box;
self.root.arrange();
}
- for (layers) |layer| {
+ // Arrange the layers without exclusive zones
+ for (layer_idxs) |layer| {
self.arrangeLayer(self.layers[layer], full_box, &usable_box, false);
}
- // TODO: handle seat focus
+ // If there is any layer surface in the top or overlay layers which requests
+ // keyboard interactivity, give it focus.
+ const topmost_surface = outer: for (layer_idxs[0..2]) |layer| {
+ // Iterate in reverse order since the last layer is rendered on top
+ var it = self.layers[layer].last;
+ while (it) |node| : (it = node.prev) {
+ const layer_surface = &node.data;
+ if (layer_surface.wlr_layer_surface.current.keyboard_interactive) {
+ break :outer layer_surface;
+ }
+ }
+ } else null;
+
+ var it = self.root.server.input_manager.seats.first;
+ while (it) |node| : (it = node.next) {
+ const seat = &node.data;
+ if (topmost_surface) |to_focus| {
+ // If we found a surface that requires focus, grab the focus of all
+ // seats.
+ seat.focusLayer(to_focus);
+ } else if (seat.focused_layer) |current_focus| {
+ // If the seat is currently focusing a layer without keyboard
+ // interactivity, clear the focused layer.
+ if (!current_focus.wlr_layer_surface.current.keyboard_interactive) {
+ seat.focusLayer(null);
+ }
+ }
+ }
}
/// Arrange the layer surfaces of a given layer
diff --git a/src/seat.zig b/src/seat.zig
index 179b93f..7407474 100644
--- a/src/seat.zig
+++ b/src/seat.zig
@@ -1,9 +1,10 @@
-const std = @import("std");
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;
@@ -30,6 +31,10 @@ pub const Seat = struct {
/// 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;
@@ -47,6 +52,8 @@ pub const Seat = struct {
self.focused_view = null;
self.focus_stack.init();
+
+ self.focused_layer = null;
}
pub fn deinit(self: *Self) void {
@@ -67,6 +74,12 @@ pub const Seat = struct {
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
@@ -94,12 +107,12 @@ pub const Seat = struct {
current_focus.setActivated(false);
}
- if (view) |to_focus| {
+ 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 == to_focus) {
+ if (node.view == view_to_focus) {
const new_focus_node = self.focus_stack.remove(node);
self.focus_stack.push(node);
break;
@@ -109,29 +122,66 @@ pub const Seat = struct {
const new_focus_node = self.input_manager.server.allocator.create(
ViewStack(*View).Node,
) catch unreachable;
- new_focus_node.view = to_focus;
+ 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
- to_focus.setActivated(true);
-
- // 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 without additional work on your part.
- const keyboard: *c.wlr_keyboard = c.wlr_seat_get_keyboard(self.wlr_seat);
- c.wlr_seat_keyboard_notify_enter(
- self.wlr_seat,
- to_focus.wlr_xdg_surface.surface,
- &keyboard.keycodes,
- keyboard.num_keycodes,
- &keyboard.modifiers,
- );
+ 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;
+ 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 {