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+// This file is part of river, a dynamic tiling wayland compositor.
+//
+// Copyright 2020 Isaac Freund
+//
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program. If not, see <https://www.gnu.org/licenses/>.
+
+const Self = @This();
+
+const std = @import("std");
+
+const c = @import("c.zig");
+
+const Cursor = @import("Cursor.zig");
+const InputManager = @import("InputManager.zig");
+const Keyboard = @import("Keyboard.zig");
+const LayerSurface = @import("LayerSurface.zig");
+const Output = @import("Output.zig");
+const View = @import("View.zig");
+const ViewStack = @import("view_stack.zig").ViewStack;
+
+const FocusTarget = union(enum) {
+ view: *View,
+ layer: *LayerSurface,
+ none: void,
+};
+
+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,
+
+listen_request_set_selection: c.wl_listener,
+
+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;
+
+ self.listen_request_set_selection.notify = handleRequestSetSelection;
+ c.wl_signal_add(&self.wlr_seat.events.request_set_selection, &self.listen_request_set_selection);
+}
+
+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 (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);
+ }
+
+ // Focus the target view
+ self.setFocusRaw(.{ .view = view_to_focus });
+ } else {
+ // Otherwise clear the focus
+ self.setFocusRaw(.{ .none = {} });
+ }
+}
+
+/// Switch focus to the target, handling unfocus and input inhibition
+/// properly. This should only be called directly if dealing with layers.
+pub fn setFocusRaw(self: *Self, focus_target: FocusTarget) void {
+ // If the target is already focused, do nothing
+ if (switch (focus_target) {
+ .view => |target_view| target_view == self.focused_view,
+ .layer => |target_layer| target_layer == self.focused_layer,
+ .none => false,
+ }) {
+ return;
+ }
+
+ // Obtain the target wlr_surface
+ const target_wlr_surface = switch (focus_target) {
+ .view => |target_view| target_view.wlr_surface.?,
+ .layer => |target_layer| target_layer.wlr_layer_surface.surface.?,
+ .none => null,
+ };
+
+ // If input is not allowed on the target surface (e.g. due to an active
+ // input inhibitor) do not set focus. If there is no target surface we
+ // still clear the focus.
+ if (if (target_wlr_surface) |wlr_surface|
+ self.input_manager.inputAllowed(wlr_surface)
+ else
+ true) {
+ // First clear the current focus
+ if (self.focused_view) |current_focus| {
+ std.debug.assert(self.focused_layer == null);
+ current_focus.setFocused(false);
+ self.focused_view = null;
+ }
+ if (self.focused_layer) |current_focus| {
+ std.debug.assert(self.focused_view == null);
+ self.focused_layer = null;
+ }
+ c.wlr_seat_keyboard_clear_focus(self.wlr_seat);
+
+ // Set the new focus
+ switch (focus_target) {
+ .view => |target_view| {
+ std.debug.assert(self.focused_output == target_view.output);
+ target_view.setFocused(true);
+ self.focused_view = target_view;
+ },
+ .layer => |target_layer| blk: {
+ std.debug.assert(self.focused_output == target_layer.output);
+ self.focused_layer = target_layer;
+ },
+ .none => {},
+ }
+
+ // Tell wlroots to send the new keyboard focus if we have a target
+ if (target_wlr_surface) |wlr_surface| {
+ 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 = @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);
+}
+
+fn handleRequestSetSelection(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
+ const self = @fieldParentPtr(Self, "listen_request_set_selection", listener.?);
+ const event = @ptrCast(
+ *c.wlr_seat_request_set_selection_event,
+ @alignCast(@alignOf(*c.wlr_seat_request_set_selection_event), data),
+ );
+ c.wlr_seat_set_selection(self.wlr_seat, event.source, event.serial);
+}