Add multi-output support

Primary ratio is per-output.

If an output is disconnected/disabled, its windows get sent to the
previous output in the output list. If all outputs are disconnected,
windows are added to an orphan list in the WM. Once an output is
re-added, the orphans are all given to that output.

When a window is sent to a new output, it keeps the same tags as it
had before. I may add an option to take the new output's tags.

- Rename focus_next/focus_prev to focus_next_window/focus_prev_window
- Add focus_next_output/focus_prev_output
- Add send_to_next_output/send_to_prev_output commands to move windows
    between outputs

Split Seat.PendingManage.PendingFocus into separate pending output
and pending window structs

Fix window outputs when closing outputs
This commit is contained in:
Ben Buhse 2026-02-03 17:17:29 -06:00
commit 0f85278aea
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8 changed files with 478 additions and 269 deletions

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@ -8,7 +8,8 @@ context: *Context,
river_seat_v1: *river.SeatV1,
focused: ?*Window,
focused_window: ?*Window,
focused_output: ?*Output,
/// State consumed in manage phase, reset at end of manage().
pending_manage: PendingManage = .{},
@ -16,13 +17,19 @@ pending_manage: PendingManage = .{},
link: wl.list.Link,
pub const PendingManage = struct {
pending_focus: ?PendingFocus = null,
window: ?PendingWindow = null,
output: ?PendingOutput = null,
should_warp_pointer: bool = false,
pub const PendingFocus = union(enum) {
pub const PendingWindow = union(enum) {
window: *Window,
clear_focus,
};
pub const PendingOutput = union(enum) {
output: *Output,
clear_focus,
};
};
pub fn create(context: *Context, river_seat_v1: *river.SeatV1) !*Seat {
@ -32,7 +39,8 @@ pub fn create(context: *Context, river_seat_v1: *river.SeatV1) !*Seat {
seat.* = .{
.context = context,
.river_seat_v1 = river_seat_v1,
.focused = null,
.focused_window = null,
.focused_output = null,
.link = undefined, // Handled by the wl.list
};
@ -66,41 +74,51 @@ fn seatListener(river_seat_v1: *river.SeatV1, event: river.SeatV1.Event, seat: *
// river_window_v1 needs to be optional because ev.window is optional
fn setWindowFocus(seat: *Seat, river_window_v1: ?*river.WindowV1) void {
const wv1 = river_window_v1 orelse return;
const window: *Window = @ptrCast(@alignCast(wv1.getUserData()));
seat.pending_manage.pending_focus = .{ .window = window };
const window: *Window = @ptrCast(@alignCast(wv1.getUserData() orelse return));
seat.pending_manage.window = .{ .window = window };
}
pub fn manage(seat: *Seat) void {
defer seat.pending_manage = .{};
if (seat.pending_manage.pending_focus) |pending_focus| {
switch (pending_focus) {
if (seat.pending_manage.window) |pending_window| {
switch (pending_window) {
.window => |window| {
if (seat.focused) |focused| {
if (seat.focused_window) |focused| {
// Tell the previously focused Window that it's no longer focused
if (focused != window) {
focused.pending_render.focused = false;
}
}
seat.focused = window;
seat.focused_window = window;
seat.river_seat_v1.focusWindow(window.river_window_v1);
window.pending_render.focused = true;
},
.clear_focus => {
if (seat.focused) |focused| {
if (seat.focused_window) |focused| {
// Tell the previously focused Window that it's no longer focused
focused.pending_render.focused = false;
}
seat.focused = null;
seat.focused_window = null;
seat.river_seat_v1.clearFocus();
},
}
}
if (seat.pending_manage.output) |pending_output| {
switch (pending_output) {
.output => |output| {
seat.focused_output = output;
},
.clear_focus => {
seat.focused_output = null;
},
}
}
if (seat.pending_manage.should_warp_pointer) blk: {
if (seat.context.config.pointer_warp_on_focus_change) {
const window = seat.focused orelse {
log.err("Trying to warp-on-focus-change without a focused window.", .{});
const window = seat.focused_window orelse {
log.warn("Trying to warp-on-focus-change without a focused window.", .{});
break :blk;
};
// Warp pointer to center of focused window;
@ -126,6 +144,7 @@ const river = wayland.client.river;
const utils = @import("utils.zig");
const Context = @import("Context.zig");
const Output = @import("Output.zig");
const Window = @import("Window.zig");
const log = std.log.scoped(.Seat);