Implement keyboard interactivity for layer shell
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837513d329
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5244618b01
2 changed files with 103 additions and 22 deletions
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@ -228,27 +228,58 @@ pub const Output = struct {
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// This box is modified as exclusive zones are applied
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var usable_box = full_box;
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const layers = [_]usize{
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const layer_idxs = [_]usize{
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c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY,
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c.ZWLR_LAYER_SHELL_V1_LAYER_TOP,
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c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM,
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c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND,
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};
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for (layers) |layer| {
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// Arrange all layer surfaces with exclusive zones, applying them to the
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// usable box along the way.
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for (layer_idxs) |layer| {
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self.arrangeLayer(self.layers[layer], full_box, &usable_box, true);
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}
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if (self.usable_box.width != usable_box.width or self.usable_box.height != usable_box.height) {
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// If the the usable_box has changed, we need to rearrange the output
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if (!std.meta.eql(self.usable_box, usable_box)) {
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self.usable_box = usable_box;
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self.root.arrange();
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}
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for (layers) |layer| {
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// Arrange the layers without exclusive zones
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for (layer_idxs) |layer| {
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self.arrangeLayer(self.layers[layer], full_box, &usable_box, false);
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}
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// TODO: handle seat focus
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// If there is any layer surface in the top or overlay layers which requests
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// keyboard interactivity, give it focus.
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const topmost_surface = outer: for (layer_idxs[0..2]) |layer| {
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// Iterate in reverse order since the last layer is rendered on top
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var it = self.layers[layer].last;
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while (it) |node| : (it = node.prev) {
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const layer_surface = &node.data;
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if (layer_surface.wlr_layer_surface.current.keyboard_interactive) {
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break :outer layer_surface;
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}
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}
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} else null;
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var it = self.root.server.input_manager.seats.first;
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while (it) |node| : (it = node.next) {
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const seat = &node.data;
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if (topmost_surface) |to_focus| {
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// If we found a surface that requires focus, grab the focus of all
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// seats.
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seat.focusLayer(to_focus);
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} else if (seat.focused_layer) |current_focus| {
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// If the seat is currently focusing a layer without keyboard
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// interactivity, clear the focused layer.
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if (!current_focus.wlr_layer_surface.current.keyboard_interactive) {
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seat.focusLayer(null);
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}
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}
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}
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}
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/// Arrange the layer surfaces of a given layer
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84
src/seat.zig
84
src/seat.zig
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@ -1,9 +1,10 @@
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const std = @import("std");
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const c = @import("c.zig");
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const std = @import("std");
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const Cursor = @import("cursor.zig").Cursor;
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const InputManager = @import("input_manager.zig").InputManager;
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const Keyboard = @import("keyboard.zig").Keyboard;
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const LayerSurface = @import("layer_surface.zig").LayerSurface;
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const Output = @import("output.zig").Output;
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const View = @import("view.zig").View;
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const ViewStack = @import("view_stack.zig").ViewStack;
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@ -30,6 +31,10 @@ pub const Seat = struct {
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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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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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@ -47,6 +52,8 @@ pub const Seat = struct {
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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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}
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pub fn deinit(self: *Self) void {
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@ -67,6 +74,12 @@ pub const Seat = struct {
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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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@ -94,12 +107,12 @@ pub const Seat = struct {
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current_focus.setActivated(false);
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}
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if (view) |to_focus| {
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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 == to_focus) {
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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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@ -109,29 +122,66 @@ pub const Seat = struct {
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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 = to_focus;
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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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// The target view is now at the top of the focus stack, so activate it
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to_focus.setActivated(true);
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// Tell the seat to have the keyboard enter this surface. wlroots will keep
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// track of this and automatically send key events to the appropriate
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// clients without additional work on your part.
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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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to_focus.wlr_xdg_surface.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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view_to_focus.setActivated(true);
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self.sendKeyboardEnter(view_to_focus.wlr_xdg_surface.surface);
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}
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self.focused_view = view;
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}
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/// Set the focus to the passed layer surface, or clear the focused layer
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/// if the argument is null.
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pub fn focusLayer(self: *Self, layer_surface: ?*LayerSurface) void {
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if (layer_surface) |layer_to_focus| {
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// If the layer is already focused, don't re-focus it.
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if (self.focused_layer) |current_focus| {
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if (current_focus == layer_to_focus) {
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std.debug.assert(self.focused_view == null);
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return;
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}
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}
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// If a view is currently focused, unfocus it
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if (self.focused_view) |current_focus| {
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current_focus.setActivated(false);
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self.focused_view = null;
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}
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// Focus the layer surface
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self.sendKeyboardEnter(layer_to_focus.wlr_layer_surface.surface);
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self.focused_layer = layer_to_focus;
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self.focused_output = layer_to_focus.output;
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} else {
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// If there is a layer currently focused, unfocus it
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if (self.focused_layer != null) {
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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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// Then focus the view on the top of the focus stack if any
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self.focus(null);
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}
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}
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/// Tell the seat to have the keyboard enter this surface. wlroots will keep
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/// track of this and automatically send key events to the appropriate
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/// clients.
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fn sendKeyboardEnter(self: Self, wlr_surface: *c.wlr_surface) void {
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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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/// 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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