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focusing of surfaces or more streamlined
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parent
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commit
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8 changed files with 171 additions and 107 deletions
82
src/Seat.zig
82
src/Seat.zig
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@ -6,13 +6,23 @@ const wl = @import("wayland").server.wl;
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const xkb = @import("xkbcommon");
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const Utils = @import("Utils.zig");
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const Popup = @import("Popup.zig");
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const View = @import("View.zig");
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const LayerSurface = @import("LayerSurface.zig");
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const Output = @import("Output.zig");
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const server = &@import("main.zig").server;
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const FocusDataType = enum { view, popup, layer_surface };
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pub const FocusData = union(FocusDataType) {
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view: *View,
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popup: *Popup,
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layer_surface: *LayerSurface
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};
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wlr_seat: *wlr.Seat,
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focused_view: ?*View,
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focused_surface: ?FocusData,
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focused_output: ?*Output,
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keyboard_group: *wlr.KeyboardGroup,
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@ -40,7 +50,7 @@ pub fn init(self: *Seat) void {
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self.* = .{
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.wlr_seat = try wlr.Seat.create(server.wl_server, "default"),
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.focused_view = null,
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.focused_surface = null,
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.focused_output = null,
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.keyboard_group = try wlr.KeyboardGroup.create(),
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.keymap = keymap.ref(),
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@ -65,6 +75,74 @@ pub fn deinit(self: *Seat) void {
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self.wlr_seat.destroy();
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}
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pub fn focusSurface(self: *Seat, to_focus: ?FocusData) void {
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const surface: ?*wlr.Surface = blk: {
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if (to_focus != null) {
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break :blk switch (to_focus.?) {
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.view => to_focus.?.view.xdg_toplevel.base.surface,
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.layer_surface => to_focus.?.layer_surface.wlr_layer_surface.surface,
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.popup => to_focus.?.popup.xdg_popup.base.surface
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};
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} else {
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break :blk null;
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}
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};
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// Remove focus from the current surface unless
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// - current has exclusive keyboard interactivity
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// - the current view is fullscreen and
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// - to focus is a content level view
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// - to focus is a bottom or background level layer
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if (self.focused_surface) |current_focus| {
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const current_surface = switch(current_focus) {
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.view => current_focus.view.xdg_toplevel.base.surface,
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.layer_surface => current_focus.layer_surface.wlr_layer_surface.surface,
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.popup => current_focus.popup.xdg_popup.base.surface
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};
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if (current_surface == surface) return; // Same surface
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// Don't change focus under these circumstances
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if(current_focus == .layer_surface) {
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if(current_focus.layer_surface.wlr_layer_surface.current.keyboard_interactive == .exclusive) return;
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} else if(current_focus == .view and current_focus.view.fullscreen) { // Current focus is a fullscreened view
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switch (to_focus.?) {
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.layer_surface => |*layer_surface| {
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const layer = layer_surface.*.wlr_layer_surface.current.layer;
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if(layer == .background or layer == .bottom) return;
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},
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.view => |*view| {
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if(!view.*.fullscreen) return; // TODO: Is this the correct conditional
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},
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else => {}
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}
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}
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// Clear the focus if applicable
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switch (current_focus) {
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.layer_surface => {}, // IDK if we actually have to clear any focus here
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else => {
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if(wlr.XdgSurface.tryFromWlrSurface(current_surface)) |xdg_surface| {
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_ = xdg_surface.role_data.toplevel.?.setActivated(false);
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}
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}
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}
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}
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if(to_focus != null) {
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server.seat.wlr_seat.keyboardNotifyEnter(
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surface.?,
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&server.seat.wlr_seat.keyboard_state.keyboard.?.keycodes,
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null
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);
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if(to_focus.? != .layer_surface) {
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if(wlr.XdgSurface.tryFromWlrSurface(surface.?)) |xdg_surface| {
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_ = xdg_surface.role_data.toplevel.?.setActivated(true);
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}
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}
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self.focused_surface = to_focus;
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}
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}
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pub fn focusOutput(self: *Seat, output: *Output) void {
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if(server.seat.focused_output) |prev_output| {
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prev_output.focused = false;
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