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+const std = @import("std");
+const c = @import("c.zig").c;
+
+pub const Server = struct {
+ wl_display: *c.wl_display,
+ backend: *c.wlr_backend,
+ renderer: *c.wlr_renderer,
+ xdg_shell: *c.wlr_xdg_shell,
+ new_xdg_surface: c.wl_listener,
+ views: std.ArrayList(View),
+
+ output_layout: *c.wlr_output_layout,
+ outputs: std.ArrayList(Output),
+ new_output: c.wl_listener,
+
+ pub fn init(allocator: *std.mem.Allocator) !@This() {
+ var server: @This() = undefined;
+
+ // The Wayland display is managed by libwayland. It handles accepting
+ // clients from the Unix socket, manging Wayland globals, and so on.
+ server.wl_display = c.wl_display_create() orelse return error.CantCreateWlDisplay;
+
+ // The backend is a wlroots feature which abstracts the underlying input and
+ // output hardware. The autocreate option will choose the most suitable
+ // backend based on the current environment, such as opening an X11 window
+ // if an X11 server is running. The NULL argument here optionally allows you
+ // to pass in a custom renderer if wlr_renderer doesn't meet your needs. The
+ // backend uses the renderer, for example, to fall back to software cursors
+ // if the backend does not support hardware cursors (some older GPUs
+ // don't).
+ server.backend = c.zag_wlr_backend_autocreate(server.wl_display) orelse return error.CantCreateWlrBackend;
+
+ // If we don't provide a renderer, autocreate makes a GLES2 renderer for us.
+ // The renderer is responsible for defining the various pixel formats it
+ // supports for shared memory, this configures that for clients.
+ server.renderer = c.zag_wlr_backend_get_renderer(server.backend) orelse return error.CantGetWlrRenderer;
+ c.wlr_renderer_init_wl_display(server.renderer, server.wl_display) orelse return error.CantInitWlDisplay;
+
+ // This creates some hands-off wlroots interfaces. The compositor is
+ // necessary for clients to allocate surfaces and the data device manager
+ // handles the clipboard. Each of these wlroots interfaces has room for you
+ // to dig your fingers in and play with their behavior if you want.
+ _ = c.wlr_compositor_create(server.wl_display, server.renderer) orelse return error.CantCreateWlrCompositor;
+ _ = c.wlr_data_device_manager_create(server.wl_display) orelse return error.CantCreateWlrDataDeviceManager;
+ }
+
+ pub fn handle_keybinding(self: *@This(), sym: c.xkb_keysym_t) bool {
+ // Here we handle compositor keybindings. This is when the compositor is
+ // processing keys, rather than passing them on to the client for its own
+ // processing.
+ //
+ // This function assumes the proper modifier is held down.
+ switch (sym) {
+ c.XKB_KEY_Escape => c.wl_display_terminate(server.*.wl_display),
+ c.XKB_KEY_F1 => {
+ // Cycle to the next view
+ //if (c.wl_list_length(&server.*.views) > 1) {
+ // const current_view = @fieldParentPtr(View, "link", server.*.views.next);
+ // const next_view = @fieldParentPtr(View, "link", current_view.*.link.next);
+ // focus_view(next_view, next_view.*.xdg_surface.*.surface);
+ // // Move the previous view to the end of the list
+ // c.wl_list_remove(&current_view.*.link);
+ // c.wl_list_insert(server.*.views.prev, &current_view.*.link);
+ //}
+ },
+ else => return false,
+ }
+ return true;
+ }
+
+};