Implement wlr-input-inhibitor
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parent
cd9d4ee395
commit
c959a426b7
5 changed files with 135 additions and 56 deletions
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@ -10,6 +10,7 @@ pub usingnamespace @cImport({
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@cInclude("wlr/types/wlr_cursor.h");
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@cInclude("wlr/types/wlr_data_device.h");
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@cInclude("wlr/types/wlr_input_device.h");
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@cInclude("wlr/types/wlr_input_inhibitor.h");
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@cInclude("wlr/types/wlr_keyboard.h");
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@cInclude("wlr/types/wlr_layer_shell_v1.h");
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@cInclude("wlr/types/wlr_matrix.h");
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@ -11,14 +11,25 @@ pub const InputManager = struct {
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server: *Server,
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wlr_input_inhibit_manager: *c.wlr_input_inhibit_manager,
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seats: std.TailQueue(Seat),
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default_seat: *Seat,
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exclusive_client: ?*c.wl_client,
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listen_inhibit_activate: c.wl_listener,
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listen_inhibit_deactivate: c.wl_listener,
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listen_new_input: c.wl_listener,
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pub fn init(self: *Self, server: *Server) !void {
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self.server = server;
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// This is automatically freed when the display is destroyed
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self.wlr_input_inhibit_manager =
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c.wlr_input_inhibit_manager_create(server.wl_display) orelse
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return error.CantCreateInputInhibitManager;
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self.seats = std.TailQueue(Seat).init();
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const seat_node = try server.allocator.create(std.TailQueue(Seat).Node);
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@ -26,8 +37,21 @@ pub const InputManager = struct {
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self.default_seat = &seat_node.data;
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self.seats.prepend(seat_node);
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// Set up handler for all new input devices made available. This
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// includes keyboards, pointers, touch, etc.
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self.exclusive_client = null;
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// Set up all listeners
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self.listen_inhibit_activate.notify = handleInhibitActivate;
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c.wl_signal_add(
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&self.wlr_input_inhibit_manager.events.activate,
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&self.listen_inhibit_activate,
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);
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self.listen_inhibit_deactivate.notify = handleInhibitDeactivate;
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c.wl_signal_add(
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&self.wlr_input_inhibit_manager.events.deactivate,
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&self.listen_inhibit_deactivate,
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);
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self.listen_new_input.notify = handleNewInput;
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c.wl_signal_add(&self.server.wlr_backend.events.new_input, &self.listen_new_input);
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}
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@ -48,6 +72,46 @@ pub const InputManager = struct {
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}
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}
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/// Returns true if input is currently allowed on the passed surface.
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pub fn inputAllowed(self: Self, wlr_surface: *c.wlr_surface) bool {
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return if (self.exclusive_client) |exclusive_client|
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exclusive_client == c.wl_resource_get_client(wlr_surface.resource)
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else
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true;
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}
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fn handleInhibitActivate(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
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const self = @fieldParentPtr(Self, "listen_inhibit_activate", listener.?);
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// Clear focus of all seats
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var seat_it = self.seats.first;
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while (seat_it) |seat_node| : (seat_it = seat_node.next) {
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seat_node.data.setFocusRaw(.{ .none = {} });
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}
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self.exclusive_client = self.wlr_input_inhibit_manager.active_client;
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}
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fn handleInhibitDeactivate(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
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const self = @fieldParentPtr(Self, "listen_inhibit_deactivate", listener.?);
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self.exclusive_client = null;
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// Calling arrangeLayers() like this ensures that any top or overlay,
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// keyboard-interactive surfaces will re-grab focus.
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var output_it = self.server.root.outputs.first;
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while (output_it) |output_node| : (output_it = output_node.next) {
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output_node.data.arrangeLayers();
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}
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// After ensuring that any possible layer surface focus grab has occured,
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// have each Seat handle focus.
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var seat_it = self.seats.first;
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while (seat_it) |seat_node| : (seat_it = seat_node.next) {
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seat_node.data.focus(null);
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}
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}
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/// This event is raised by the backend when a new input device becomes available.
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fn handleNewInput(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
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const input_manager = @fieldParentPtr(InputManager, "listen_new_input", listener.?);
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@ -277,12 +277,13 @@ pub const Output = struct {
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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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seat.setFocusRaw(.{ .layer = 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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seat.setFocusRaw(.{ .none = {} });
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seat.focus(null);
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}
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}
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}
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@ -242,7 +242,7 @@ fn renderSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void
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fn renderBorders(output: Output, view: *View, now: *c.struct_timespec) void {
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var border: c.wlr_box = undefined;
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const color = if (view.wlr_xdg_surface.unnamed_163.toplevel.*.current.activated)
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const color = if (view.wlr_xdg_surface.unnamed_164.toplevel.*.current.activated)
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[_]f32{ 0.57647059, 0.63137255, 0.63137255, 1.0 } // Solarized base1
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else
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[_]f32{ 0.34509804, 0.43137255, 0.45882353, 1.0 }; // Solarized base01
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95
src/seat.zig
95
src/seat.zig
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@ -9,6 +9,12 @@ 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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const FocusTarget = union(enum) {
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view: *View,
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layer: *LayerSurface,
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none: void,
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};
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pub const Seat = struct {
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const Self = @This();
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@ -98,15 +104,6 @@ pub const Seat = struct {
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} else null;
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}
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if (self.focused_view) |current_focus| {
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// Don't refocus the currently focused view
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if (if (view) |v| current_focus == v else false) {
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return;
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}
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// Deactivate the currently focused view
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current_focus.setActivated(false);
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}
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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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@ -126,52 +123,66 @@ pub const Seat = struct {
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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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view_to_focus.setActivated(true);
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self.sendKeyboardEnter(view_to_focus.wlr_xdg_surface.surface);
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// Focus the target view
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self.setFocusRaw(.{ .view = view_to_focus });
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} else {
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// Otherwise clear the focus
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self.setFocusRaw(.{ .none = {} });
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}
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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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/// Switch focus to the target, handling unfocus and input inhibition
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/// properly. This should only be called directly if dealing with layers.
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pub fn setFocusRaw(self: *Self, focus_target: FocusTarget) void {
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// If the target is already focused, do nothing
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if (switch (focus_target) {
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.view => |target_view| target_view == self.focused_view,
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.layer => |target_layer| target_layer == self.focused_layer,
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.none => false,
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}) {
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return;
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}
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}
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// Obtain the target wlr_surface
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const target_wlr_surface = switch (focus_target) {
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.view => |target_view| target_view.wlr_xdg_surface.surface,
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.layer => |target_layer| target_layer.wlr_layer_surface.surface,
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.none => null,
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};
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// If a view is currently focused, unfocus it
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// If input is not allowed on the target surface (e.g. due to an active
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// input inhibitor) do not set focus. If there is no target surface we
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// still clear the focus.
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if (if (target_wlr_surface) |wlr_surface|
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self.input_manager.inputAllowed(wlr_surface)
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else
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true) {
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// First clear the current focus
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if (self.focused_view) |current_focus| {
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std.debug.assert(self.focused_layer == null);
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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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std.debug.assert(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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} else if (self.focused_layer) |current_focus| {
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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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c.wlr_seat_keyboard_clear_focus(self.wlr_seat);
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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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// Set the new focus
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switch (focus_target) {
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.view => |target_view| {
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std.debug.assert(self.focused_output == target_view.output);
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target_view.setActivated(true);
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self.focused_view = target_view;
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},
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.layer => |target_layer| blk: {
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std.debug.assert(self.focused_output == target_layer.output);
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self.focused_layer = target_layer;
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},
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.none => {},
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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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// Tell wlroots to send the new keyboard focus if we have a target
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if (target_wlr_surface) |wlr_surface| {
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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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&keyboard.modifiers,
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);
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}
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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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