Fix pointer warp for new and closed windows

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Ben Buhse 2026-01-25 13:16:49 -06:00
commit c953fe3d68
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4 changed files with 119 additions and 104 deletions

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@ -19,26 +19,29 @@ maximized: bool = false,
initialized: bool = false,
/// Used to manage updates to various aspect of Window's state
/// Gets reset at the end of every Window.manage() call.
///
/// It might be a good idea to have two separate versions of this so one
/// can be used in renders, but I think it's okay for now.
pending_state: PendingState = .{},
/// State consumed in manage() phase, reset at end of manage().
pending_manage: PendingManage = .{},
/// State consumed in render() phase, reset at end of render().
pending_render: PendingRender = .{},
link: wl.list.Link,
/// Used to manage updates to various aspect of Window's state
pub const PendingState = struct {
pub const PendingManage = struct {
width: ?u31 = null,
height: ?u31 = null,
x: ?i32 = null,
y: ?i32 = null,
fullscreen: ?bool = null,
maximized: ?bool = null,
};
pub const PendingRender = struct {
x: ?i32 = null,
y: ?i32 = null,
focused: ?bool = null,
};
pub fn init(window: *Window, context: *Context, river_window_v1: *river.WindowV1) void {
window.* = .{
.context = context,
@ -61,7 +64,18 @@ fn windowListener(river_window_v1: *river.WindowV1, event: river.WindowV1.Event,
var it = window.context.wm.seats.iterator(.forward);
while (it.next()) |seat| {
if (seat.focused == window) {
seat.focused = null;
// Find another window to focus and warp pointer there
if (window.context.wm.getPrevWindow(window)) |next_focus| {
if (next_focus != window) {
seat.pending_manage.pending_focus = .{ .window = next_focus };
seat.pending_manage.should_warp_pointer = true;
} else {
// Only window in list - clear focus
seat.pending_manage.pending_focus = .clear_focus;
}
} else {
seat.pending_manage.pending_focus = .clear_focus;
}
}
}
}
@ -97,25 +111,19 @@ pub fn manage(window: *Window) void {
}
// Any new state since the last manage event
defer window.pending_state = .{};
const pending_state = window.pending_state;
defer window.pending_manage = .{};
const pending_manage = window.pending_manage;
// Layout (pre-computed by WindowManager.calculatePrimaryStackLayout())
if (pending_state.width) |new_width| {
if (pending_state.height) |new_height| {
if (pending_manage.width) |new_width| {
if (pending_manage.height) |new_height| {
window.width = new_width;
window.height = new_height;
window.window_v1.proposeDimensions(new_width, new_height);
}
}
if (pending_state.x) |new_x| {
window.x = new_x;
}
if (pending_state.y) |new_y| {
window.y = new_y;
}
// Fullscreen and maximize operations
if (pending_state.fullscreen) |fullscreen| {
if (pending_manage.fullscreen) |fullscreen| {
window.fullscreen = fullscreen;
if (fullscreen) {
const output = window.context.wm.outputs.first() orelse @panic("failed to get output");
@ -126,7 +134,7 @@ pub fn manage(window: *Window) void {
window.window_v1.informNotFullscreen();
}
}
if (pending_state.maximized) |maximized| {
if (pending_manage.maximized) |maximized| {
window.maximized = maximized;
if (maximized) {
window.window_v1.informMaximized();
@ -137,34 +145,38 @@ pub fn manage(window: *Window) void {
}
pub fn render(window: *Window) void {
// Set the window position using the pre-computed layout
window.node_v1.setPosition(window.x, window.y);
defer window.pending_render = .{};
// TODO: We probably could just move these back to pending_manage and have PendingRiver.new_coords: bool
// This would also simplify the pointer warp behaviour in Seat.manage()
if (window.pending_render.x) |new_x| {
if (window.pending_render.y) |new_y| {
window.x = new_x;
window.y = new_y;
window.node_v1.setPosition(window.x, window.y);
} else {
log.err("Window.pending_render with only x set", .{});
}
} else if (window.pending_render.y) |_| {
log.err("Window.pending_render with only y set", .{});
}
// Set borders
if (!window.fullscreen) {
const border_width = window.context.config.border_width;
if (window.isFocused()) {
const border_color_focused = window.context.config.border_color_focused;
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);
} else {
const border_color_unfocused = window.context.config.border_color_unfocused;
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);
if (window.pending_render.focused) |focused| {
const border_width = window.context.config.border_width;
if (focused) {
const border_color_focused = window.context.config.border_color_focused;
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);
} else {
const border_color_unfocused = window.context.config.border_color_unfocused;
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);
}
}
}
}
// TODO: Should probably make this better. Shouldn't be too bad since we only have one seat
// but there's no reason to do it like this
fn isFocused(window: *Window) bool {
var it = window.context.wm.seats.iterator(.forward);
while (it.next()) |seat| {
if (seat.focused == window) {
return true;
}
}
return false;
}
const std = @import("std");
const assert = std.debug.assert;