Fix pointer warp for new and closed windows
This commit is contained in:
parent
bfa41f36b0
commit
c953fe3d68
4 changed files with 119 additions and 104 deletions
40
src/Seat.zig
40
src/Seat.zig
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@ -10,14 +10,12 @@ seat_v1: *river.SeatV1,
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focused: ?*Window,
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/// Used to manage updates to various aspect of Seat's state
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/// Gets reset at the end of every Seat.manage() call.
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pending_state: PendingState = .{},
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/// State consumed in manage phase, reset at end of manage().
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pending_manage: PendingManage = .{},
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link: wl.list.Link,
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/// Used to manage updates to various aspect of Seat's state
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pub const PendingState = struct {
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pub const PendingManage = struct {
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pending_focus: ?PendingFocus = null,
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should_warp_pointer: bool = false,
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@ -51,12 +49,12 @@ fn seatListener(river_seat_v1: *river.SeatV1, event: river.SeatV1.Event, seat: *
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.pointer_enter => |ev| {
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const window_v1 = ev.window orelse return;
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const window: *Window = @ptrCast(@alignCast(window_v1.getUserData()));
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seat.pending_state.pending_focus = .{ .window = window };
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seat.pending_manage.pending_focus = .{ .window = window };
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},
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.window_interaction => |ev| {
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const window_v1 = ev.window orelse return;
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const window: *Window = @ptrCast(@alignCast(window_v1.getUserData()));
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seat.pending_state.pending_focus = .{ .window = window };
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seat.pending_manage.pending_focus = .{ .window = window };
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},
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else => |ev| {
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log.debug("unhandled event: {s}", .{@tagName(ev)});
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@ -65,32 +63,42 @@ fn seatListener(river_seat_v1: *river.SeatV1, event: river.SeatV1.Event, seat: *
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}
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pub fn manage(seat: *Seat) void {
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defer seat.pending_state = .{};
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defer seat.pending_manage = .{};
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log.debug("Managing Seat, pending state={any}", .{seat.pending_state});
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if (seat.pending_state.pending_focus) |pending_focus| {
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if (seat.pending_manage.pending_focus) |pending_focus| {
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switch (pending_focus) {
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.window => |window| {
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if (seat.focused) |focused| {
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// Tell the previously focused Window that it's no longer focused
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if (focused != window) {
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focused.pending_render.focused = false;
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}
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}
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seat.focused = window;
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seat.seat_v1.focusWindow(window.window_v1);
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window.pending_render.focused = true;
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},
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.clear_focus => {
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if (seat.focused) |focused| {
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// Tell the previously focused Window that it's no longer focused
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focused.pending_render.focused = false;
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}
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seat.focused = null;
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seat.seat_v1.clearFocus();
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},
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}
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}
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if (seat.pending_state.should_warp_pointer) blk: {
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if (seat.pending_manage.should_warp_pointer) {
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const window = seat.focused orelse {
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log.err("Trying to warp pointer without focused window.", .{});
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break :blk;
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return;
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};
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// TODO - CONFIG: Allow disabling this behaviour
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// Warp pointer to center of newly-focused windows
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const pointer_x: i32 = @divTrunc(window.x + window.width, 2);
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const pointer_y: i32 = @divTrunc(window.y + window.height, 2);
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// Warp pointer to center of focused window;
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// because the x and y coords are set later, we need to check them here.
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const pointer_x: i32 = (window.pending_render.x orelse window.x) + @divTrunc(window.width, 2);
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const pointer_y: i32 = (window.pending_render.y orelse window.y) + @divTrunc(window.height, 2);
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seat.seat_v1.pointerWarp(pointer_x, pointer_y);
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log.debug("warped pointer to {}, {}", .{ pointer_x, pointer_y });
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}
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100
src/Window.zig
100
src/Window.zig
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@ -19,26 +19,29 @@ maximized: bool = false,
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initialized: bool = false,
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/// Used to manage updates to various aspect of Window's state
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/// Gets reset at the end of every Window.manage() call.
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///
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/// It might be a good idea to have two separate versions of this so one
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/// can be used in renders, but I think it's okay for now.
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pending_state: PendingState = .{},
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/// State consumed in manage() phase, reset at end of manage().
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pending_manage: PendingManage = .{},
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/// State consumed in render() phase, reset at end of render().
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pending_render: PendingRender = .{},
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link: wl.list.Link,
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/// Used to manage updates to various aspect of Window's state
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pub const PendingState = struct {
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pub const PendingManage = struct {
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width: ?u31 = null,
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height: ?u31 = null,
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x: ?i32 = null,
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y: ?i32 = null,
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fullscreen: ?bool = null,
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maximized: ?bool = null,
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};
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pub const PendingRender = struct {
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x: ?i32 = null,
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y: ?i32 = null,
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focused: ?bool = null,
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};
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pub fn init(window: *Window, context: *Context, river_window_v1: *river.WindowV1) void {
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window.* = .{
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.context = context,
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@ -61,7 +64,18 @@ fn windowListener(river_window_v1: *river.WindowV1, event: river.WindowV1.Event,
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var it = window.context.wm.seats.iterator(.forward);
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while (it.next()) |seat| {
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if (seat.focused == window) {
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seat.focused = null;
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// Find another window to focus and warp pointer there
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if (window.context.wm.getPrevWindow(window)) |next_focus| {
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if (next_focus != window) {
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seat.pending_manage.pending_focus = .{ .window = next_focus };
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seat.pending_manage.should_warp_pointer = true;
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} else {
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// Only window in list - clear focus
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seat.pending_manage.pending_focus = .clear_focus;
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}
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} else {
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seat.pending_manage.pending_focus = .clear_focus;
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}
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}
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}
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}
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@ -97,25 +111,19 @@ pub fn manage(window: *Window) void {
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}
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// Any new state since the last manage event
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defer window.pending_state = .{};
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const pending_state = window.pending_state;
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defer window.pending_manage = .{};
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const pending_manage = window.pending_manage;
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// Layout (pre-computed by WindowManager.calculatePrimaryStackLayout())
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if (pending_state.width) |new_width| {
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if (pending_state.height) |new_height| {
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if (pending_manage.width) |new_width| {
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if (pending_manage.height) |new_height| {
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window.width = new_width;
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window.height = new_height;
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window.window_v1.proposeDimensions(new_width, new_height);
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}
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}
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if (pending_state.x) |new_x| {
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window.x = new_x;
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}
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if (pending_state.y) |new_y| {
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window.y = new_y;
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}
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// Fullscreen and maximize operations
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if (pending_state.fullscreen) |fullscreen| {
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if (pending_manage.fullscreen) |fullscreen| {
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window.fullscreen = fullscreen;
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if (fullscreen) {
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const output = window.context.wm.outputs.first() orelse @panic("failed to get output");
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@ -126,7 +134,7 @@ pub fn manage(window: *Window) void {
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window.window_v1.informNotFullscreen();
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}
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}
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if (pending_state.maximized) |maximized| {
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if (pending_manage.maximized) |maximized| {
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window.maximized = maximized;
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if (maximized) {
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window.window_v1.informMaximized();
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@ -137,34 +145,38 @@ pub fn manage(window: *Window) void {
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}
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pub fn render(window: *Window) void {
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// Set the window position using the pre-computed layout
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window.node_v1.setPosition(window.x, window.y);
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defer window.pending_render = .{};
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// TODO: We probably could just move these back to pending_manage and have PendingRiver.new_coords: bool
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// This would also simplify the pointer warp behaviour in Seat.manage()
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if (window.pending_render.x) |new_x| {
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if (window.pending_render.y) |new_y| {
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window.x = new_x;
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window.y = new_y;
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window.node_v1.setPosition(window.x, window.y);
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} else {
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log.err("Window.pending_render with only x set", .{});
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}
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} else if (window.pending_render.y) |_| {
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log.err("Window.pending_render with only y set", .{});
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}
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// Set borders
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if (!window.fullscreen) {
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const border_width = window.context.config.border_width;
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if (window.isFocused()) {
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const border_color_focused = window.context.config.border_color_focused;
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window.window_v1.setBorders(.{ .top = true, .bottom = true, .left = true, .right = true }, border_width, border_color_focused.red, border_color_focused.green, border_color_focused.blue, border_color_focused.alpha);
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} else {
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const border_color_unfocused = window.context.config.border_color_unfocused;
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window.window_v1.setBorders(.{ .top = true, .bottom = true, .left = true, .right = true }, border_width, border_color_unfocused.red, border_color_unfocused.green, border_color_unfocused.blue, border_color_unfocused.alpha);
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if (window.pending_render.focused) |focused| {
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const border_width = window.context.config.border_width;
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if (focused) {
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const border_color_focused = window.context.config.border_color_focused;
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window.window_v1.setBorders(.{ .top = true, .bottom = true, .left = true, .right = true }, border_width, border_color_focused.red, border_color_focused.green, border_color_focused.blue, border_color_focused.alpha);
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} else {
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const border_color_unfocused = window.context.config.border_color_unfocused;
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window.window_v1.setBorders(.{ .top = true, .bottom = true, .left = true, .right = true }, border_width, border_color_unfocused.red, border_color_unfocused.green, border_color_unfocused.blue, border_color_unfocused.alpha);
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}
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}
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}
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}
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// TODO: Should probably make this better. Shouldn't be too bad since we only have one seat
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// but there's no reason to do it like this
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fn isFocused(window: *Window) bool {
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var it = window.context.wm.seats.iterator(.forward);
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while (it.next()) |seat| {
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if (seat.focused == window) {
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return true;
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}
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}
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return false;
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}
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const std = @import("std");
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const assert = std.debug.assert;
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@ -87,11 +87,11 @@ fn calculatePrimaryStackLayout(wm: *WindowManager) void {
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while (it.next()) |window| {
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if (count == 1) {
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// Single window: maximize
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window.pending_state.x = output_x;
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window.pending_state.y = output_y;
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window.pending_state.width = output_width;
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window.pending_state.height = output_height;
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window.pending_state.maximized = true;
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window.pending_render.x = output_x;
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window.pending_render.y = output_y;
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window.pending_manage.width = output_width;
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window.pending_manage.height = output_height;
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window.pending_manage.maximized = true;
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} else {
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// Multiple windows: primary/stack layout
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// TODO: Support multiple windows in primary stack
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@ -99,25 +99,25 @@ fn calculatePrimaryStackLayout(wm: *WindowManager) void {
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const stack_width: u31 = output_width - primary_width;
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const stack_count = count - 1;
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const stack_height: u31 = @divFloor(output_height, stack_count);
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window.pending_state.maximized = false;
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window.pending_manage.maximized = false;
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if (index == 0) {
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// Primary window (first window) - right side
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window.pending_state.x = output_x + @as(i32, stack_width);
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window.pending_state.y = output_y;
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window.pending_state.width = primary_width;
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window.pending_state.height = output_height;
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window.pending_render.x = output_x + @as(i32, stack_width);
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window.pending_render.y = output_y;
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window.pending_manage.width = primary_width;
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window.pending_manage.height = output_height;
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} else {
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// Stack window(s) - left side
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const stack_index = index - 1;
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window.pending_state.x = output_x;
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window.pending_state.y = output_y + @as(i32, stack_index) * @as(i32, stack_height);
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window.pending_state.width = stack_width;
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window.pending_render.x = output_x;
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window.pending_render.y = output_y + @as(i32, stack_index) * @as(i32, stack_height);
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window.pending_manage.width = stack_width;
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// Last stack window gets remaining height to avoid gaps from integer division
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if (index == count - 1) {
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window.pending_state.height = output_height - stack_index * stack_height;
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window.pending_manage.height = output_height - stack_index * stack_height;
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} else {
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window.pending_state.height = stack_height;
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window.pending_manage.height = stack_height;
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}
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}
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}
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@ -125,10 +125,10 @@ fn calculatePrimaryStackLayout(wm: *WindowManager) void {
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// Borders are automatically disabled when a window is fullscreened so we don't
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// have to worry about that.
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const border_width = wm.context.config.border_width;
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window.pending_state.height.? -= 2 * border_width;
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window.pending_state.width.? -= 2 * border_width;
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window.pending_state.x.? += border_width;
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window.pending_state.y.? += border_width;
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window.pending_manage.height.? -= 2 * border_width;
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window.pending_manage.width.? -= 2 * border_width;
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window.pending_render.x.? += border_width;
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window.pending_render.y.? += border_width;
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index += 1;
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}
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@ -143,6 +143,7 @@ fn windowManagerV1Listener(window_manager_v1: *river.WindowManagerV1, event: riv
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std.posix.exit(1);
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},
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.manage_start => {
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log.debug("manage start", .{});
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if (!context.initialized) {
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// This code (should) only be run once while initializing the WM, so let's
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// mark it as cold.
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@ -159,12 +160,6 @@ fn windowManagerV1Listener(window_manager_v1: *river.WindowManagerV1, event: riv
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context.xkb_bindings.addBinding(river_seat_v1, xkbcommon.Keysym.e, .{ .mod4 = true, .shift = true }, .exit);
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}
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{
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var it = wm.seats.iterator(.forward);
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while (it.next()) |seat| {
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seat.manage();
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}
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}
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{
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var it = wm.outputs.iterator(.forward);
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while (it.next()) |output| {
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@ -179,9 +174,17 @@ fn windowManagerV1Listener(window_manager_v1: *river.WindowManagerV1, event: riv
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window.manage();
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}
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}
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{
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var it = wm.seats.iterator(.forward);
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while (it.next()) |seat| {
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seat.manage();
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}
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}
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window_manager_v1.manageFinish();
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log.debug("manage end===================", .{});
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},
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.render_start => {
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log.debug("render start", .{});
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{
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var it = wm.seats.iterator(.forward);
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while (it.next()) |seat| {
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@ -201,6 +204,7 @@ fn windowManagerV1Listener(window_manager_v1: *river.WindowManagerV1, event: riv
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}
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}
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window_manager_v1.renderFinish();
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log.debug("render end==================", .{});
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},
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.output => |ev| {
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// TODO: Support multi-output
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@ -228,8 +232,8 @@ fn windowManagerV1Listener(window_manager_v1: *river.WindowManagerV1, event: riv
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// TODO - CONFIG: Allow appending window instead of prepending
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wm.windows.prepend(window);
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const seat = wm.seats.first() orelse @panic("Failed to get seat");
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seat.pending_state.pending_focus = .{ .window = window };
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seat.pending_state.should_warp_pointer = true;
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seat.pending_manage.pending_focus = .{ .window = window };
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seat.pending_manage.should_warp_pointer = true;
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wm.window_count += 1;
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},
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@ -49,7 +49,7 @@ const XkbBinding = struct {
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.spawn => |cmd| {
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var child = std.process.Child.init(cmd, std.heap.c_allocator);
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_ = child.spawn() catch |err| {
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log.err("Failed to spawn \"{s}\": {}", .{ cmd, err });
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log.err("Failed to spawn \"{s}\": {}", .{ cmd[0], err });
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};
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},
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.focus_next => {
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@ -61,10 +61,10 @@ const XkbBinding = struct {
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context.wm.windows.first();
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if (pending_focus) |window| {
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seat.pending_state.pending_focus = .{ .window = window };
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seat.pending_state.should_warp_pointer = true;
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seat.pending_manage.pending_focus = .{ .window = window };
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seat.pending_manage.should_warp_pointer = true;
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} else {
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seat.pending_state.pending_focus = .clear_focus;
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seat.pending_manage.pending_focus = .clear_focus;
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}
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// context.wm.window_manager_v1.manageDirty();
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},
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@ -77,32 +77,23 @@ const XkbBinding = struct {
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context.wm.windows.last();
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if (pending_focus) |window| {
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seat.pending_state.pending_focus = .{ .window = window };
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seat.pending_state.should_warp_pointer = true;
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seat.pending_manage.pending_focus = .{ .window = window };
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seat.pending_manage.should_warp_pointer = true;
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} else {
|
||||
seat.pending_state.pending_focus = .clear_focus;
|
||||
seat.pending_manage.pending_focus = .clear_focus;
|
||||
}
|
||||
// context.wm.window_manager_v1.manageDirty();
|
||||
},
|
||||
.fullscreen => {
|
||||
const seat = context.wm.seats.first() orelse return;
|
||||
const window = seat.focused orelse return;
|
||||
window.pending_state.fullscreen = !window.fullscreen;
|
||||
window.pending_manage.fullscreen = !window.fullscreen;
|
||||
// context.wm.window_manager_v1.manageDirty();
|
||||
},
|
||||
.close_window => {
|
||||
const seat = context.wm.seats.first() orelse return;
|
||||
if (seat.focused) |window| {
|
||||
window.window_v1.close();
|
||||
|
||||
// Move focus to previous window in stack (if one exists)
|
||||
if (context.wm.getPrevWindow(window)) |pending_focus| {
|
||||
seat.pending_state.pending_focus = .{ .window = pending_focus };
|
||||
seat.pending_state.should_warp_pointer = true;
|
||||
} else {
|
||||
seat.pending_state.pending_focus = .clear_focus;
|
||||
}
|
||||
// context.wm.window_manager_v1.manageDirty();
|
||||
}
|
||||
},
|
||||
.exit => {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue