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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;
pub const Seat = struct {
const Self = @This();
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,
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;
}
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 (self.focused_view) |current_focus| {
// Don't refocus the currently focused view
if (if (view) |v| current_focus == v else false) {
return;
}
// Deactivate the currently focused view
current_focus.setActivated(false);
}
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);
}
// The target view is now at the top of the focus stack, so activate it
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;
std.debug.assert(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 {
// 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: u32 = @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);
}
};
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