// SPDX-FileCopyrightText: 2026 Ben Buhse // // SPDX-License-Identifier: GPL-3.0-or-later const XkbBindings = @This(); pub const Command = union(enum) { spawn: []const []const u8, focus_next_window, focus_prev_window, focus_next_output, focus_prev_output, send_to_next_output, send_to_prev_output, zoom, toggle_float, // Changes the ratio on the focused output only change_ratio: f32, // Changes the primary count on the focus output only increment_primary_count, decrement_primary_count, reload_config, toggle_fullscreen, close_window, // Tag management set_output_tags: u32, set_window_tags: u32, toggle_output_tags: u32, toggle_window_tags: u32, // spawn_tagmask: u32, // TODO // focus_previous_tags, // TODO // send_to_previous_tags, // TODO // Move floating window by pixels move_up: i32, move_down: i32, move_left: i32, move_right: i32, // Resize floating window by pixels resize_width: i32, resize_height: i32, // Swap window position in stack swap_next, swap_prev, }; const XkbBinding = struct { xkb_binding_v1: *river.XkbBindingV1, command: Command, context: *Context, link: wl.list.Link, const FocusDirection = enum { next, prev }; fn create(xkb_binding_v1: *river.XkbBindingV1, command: Command, context: *Context) !*XkbBinding { var xkb_binding = try utils.allocator.create(XkbBinding); errdefer xkb_binding.destroy(); xkb_binding.* = .{ .xkb_binding_v1 = xkb_binding_v1, .command = command, .context = context, .link = undefined, // Handled by the wl.list }; xkb_binding.xkb_binding_v1.setListener(*XkbBinding, xkbBindingListener, xkb_binding); return xkb_binding; } pub fn destroy(xkb_binding: *XkbBinding) void { xkb_binding.xkb_binding_v1.destroy(); utils.allocator.destroy(xkb_binding); } fn xkbBindingListener(river_xkb_binding_v1: *river.XkbBindingV1, event: river.XkbBindingV1.Event, xkb_binding: *XkbBinding) void { assert(xkb_binding.xkb_binding_v1 == river_xkb_binding_v1); switch (event) { .pressed => { xkb_binding.executeCommand(); }, .released => {}, else => |ev| { log.debug("unhandled event: {s}", .{@tagName(ev)}); }, } } fn executeCommand(xkb_binding: *XkbBinding) void { const context = xkb_binding.context; // TODO: Should I log.warn when commands return early? switch (xkb_binding.command) { .spawn => |cmd| { var child = std.process.Child.init(cmd, utils.allocator); _ = child.spawn() catch |err| { log.err("Failed to spawn \"{s}\": {}", .{ cmd[0], err }); }; }, .focus_next_window => focusWindow(context, .next), .focus_prev_window => focusWindow(context, .prev), .focus_next_output => focusOutput(context, .next), .focus_prev_output => focusOutput(context, .prev), .send_to_next_output => sendWindowToOutput(context, .next), .send_to_prev_output => sendWindowToOutput(context, .prev), .zoom => { const wm = context.wm; const seat = wm.seats.first() orelse return; const current_focus = if (seat.pending_manage.window) |pending_focus| blk: { switch (pending_focus) { .clear_focus => return, .window => |window| break :blk window, } } else seat.focused_window orelse return; // Noop if the focused window is floating if (current_focus.floating) return; // Get the first tiled window to try zoom with const output = current_focus.output orelse return; const first_tiled: *Window = blk: { var it = output.windows.iterator(.forward); while (it.next()) |window| { if (window != current_focus and !window.floating) { break :blk window; } } // No (or only one) tiled windows, nothing to do return; }; current_focus.link.swapWith(&first_tiled.link); // Don't warp pointer if the first was the one focused before if (output.windows.first() == current_focus) { seat.pending_manage.should_warp_pointer = true; } }, .toggle_float => { const seat = context.wm.seats.first() orelse return; const window = seat.focused_window orelse return; // Noop if the window is fullscreened if (window.fullscreen) return; window.pending_manage.floating = !window.floating; context.wm.river_window_manager_v1.manageDirty(); }, .change_ratio => |diff| { const seat = context.wm.seats.first() orelse return; const output = seat.focused_output orelse return; output.pending_manage.primary_ratio = output.primary_ratio + diff; context.wm.river_window_manager_v1.manageDirty(); }, .increment_primary_count => { const seat = context.wm.seats.first() orelse return; const output = seat.focused_output orelse return; output.pending_manage.primary_count = output.primary_count + 1; context.wm.river_window_manager_v1.manageDirty(); }, .decrement_primary_count => { const seat = context.wm.seats.first() orelse return; const output = seat.focused_output orelse return; output.pending_manage.primary_count = output.primary_count - 1; context.wm.river_window_manager_v1.manageDirty(); }, .reload_config => { // Try create new config const new_config = Config.create() catch { // We do this so that, if the Config fails to reload, the // user still has *some* config. log.err("Failed to reload Config. Not deleting old one", .{}); return; }; if (context.pending_manage.config) |old_pending| { // Need to prevent memory leaks in case multiple reloads are sent before a manage old_pending.destroy(); } // Send the config to the WM to handle during next manage context.pending_manage.config = new_config; context.wm.river_window_manager_v1.manageDirty(); }, .toggle_fullscreen => { const seat = context.wm.seats.first() orelse return; const window = seat.focused_window orelse return; window.pending_manage.fullscreen = !window.fullscreen; context.wm.river_window_manager_v1.manageDirty(); }, .close_window => { const seat = context.wm.seats.first() orelse return; if (seat.focused_window) |window| { window.river_window_v1.close(); } }, .set_output_tags => |tags| { // TODO: Support multiple seats const seat = context.wm.seats.first() orelse return; const output = seat.focused_output orelse return; output.pending_manage.tags = tags; context.wm.river_window_manager_v1.manageDirty(); }, .set_window_tags => |tags| { const seat = context.wm.seats.first() orelse return; // TODO: I don't think pending_focus should ever be set at this point? // const window = seat.pending_manage.pending_focus orelse seat.focused; const window = seat.focused_window orelse return; window.pending_manage.tags = tags; context.wm.river_window_manager_v1.manageDirty(); }, .toggle_output_tags => |tags| { // TODO: Support multiple seats const seat = context.wm.seats.first() orelse return; const output = seat.focused_output orelse return; const old_tags = output.pending_manage.tags orelse output.tags; const new_tags = old_tags ^ tags; if (new_tags != 0) { output.pending_manage.tags = new_tags; context.wm.river_window_manager_v1.manageDirty(); } }, .toggle_window_tags => |tags| { const seat = context.wm.seats.first() orelse return; // TODO: I don't think pending_focus should ever be set at this point? // const window = seat.pending_manage.pending_focus orelse seat.focused; const window = seat.focused_window orelse return; const old_tags = window.pending_manage.tags orelse window.tags; const new_tags = old_tags ^ tags; if (new_tags != 0) { window.pending_manage.tags = new_tags; context.wm.river_window_manager_v1.manageDirty(); } }, .move_up => |pixels| moveFloatingWindow(context, 0, -pixels), .move_down => |pixels| moveFloatingWindow(context, 0, pixels), .move_left => |pixels| moveFloatingWindow(context, -pixels, 0), .move_right => |pixels| moveFloatingWindow(context, pixels, 0), .resize_width => |delta| resizeFloatingWindow(context, delta, 0), .resize_height => |delta| resizeFloatingWindow(context, 0, delta), .swap_next => swapWindow(context, .next), .swap_prev => swapWindow(context, .prev), } } fn focusWindow(context: *Context, direction: FocusDirection) void { const seat = context.wm.seats.first() orelse return; const output = seat.focused_output orelse return; const pending_focus = if (seat.focused_window) |current| blk: { assert(current.output == output); break :blk switch (direction) { .next => output.nextWindow(current), .prev => output.prevWindow(current), }; } else switch (direction) { .next => output.windows.first(), .prev => output.windows.last(), }; if (pending_focus) |window| { seat.pending_manage.window = .{ .window = window }; seat.pending_manage.should_warp_pointer = true; } else { seat.pending_manage.window = .clear_focus; } } fn focusOutput(context: *Context, direction: FocusDirection) void { const wm = context.wm; const seat = wm.seats.first() orelse return; if (seat.focused_window) |window| { assert(window.output == seat.focused_output); } const pending_focus = if (seat.focused_output) |current| switch (direction) { .next => wm.nextOutput(current), .prev => wm.prevOutput(current), } else switch (direction) { .next => wm.outputs.first(), .prev => wm.outputs.last(), }; if (pending_focus) |output| { seat.pending_manage.output = .{ .output = output }; // We got the new output, but we need to switch window focus, too // First tell the old one if (seat.focused_window) |current_focus| { current_focus.pending_render.focused = false; } // Then set the new one if (output.windows.first()) |window| { seat.pending_manage.window = .{ .window = window }; // Pointer won't warp if window is empty seat.pending_manage.should_warp_pointer = true; } else { // Clear old focus seat.pending_manage.window = .clear_focus; } } else { seat.pending_manage.output = .clear_focus; } } // TODO - CONFIG: Allow configuring whether focus follows the window // TODO - CONFIG: Allow configuring whether window is prepended or appended // TODO - CONFIG: Allow taking new output's tags fn sendWindowToOutput(context: *Context, direction: FocusDirection) void { const wm = context.wm; const seat = wm.seats.first() orelse return; const window = seat.focused_window orelse return; assert(window.output == seat.focused_output); const pending_output = if (seat.focused_output) |current| switch (direction) { .next => wm.nextOutput(current), .prev => wm.prevOutput(current), } else switch (direction) { .next => wm.outputs.first(), .prev => wm.outputs.last(), }; if (pending_output) |output| { // We have to remove window from current output's windows list first window.link.remove(); output.windows.append(window); seat.pending_manage.output = .{ .output = output }; seat.pending_manage.should_warp_pointer = true; window.pending_manage.pending_output = .{ .output = output }; } } fn moveFloatingWindow(context: *Context, dx: i32, dy: i32) void { const seat = context.wm.seats.first() orelse return; const window = seat.focused_window orelse return; if (!window.floating) return; const output = window.output orelse return; const min_x = output.x; const max_x = output.x + output.width - @as(i32, window.float_width); const min_y = output.y; const max_y = output.y + output.height - @as(i32, window.float_height); window.float_x = std.math.clamp(window.float_x + dx, min_x, @max(min_x, max_x)); window.float_y = std.math.clamp(window.float_y + dy, min_y, @max(min_y, max_y)); window.pending_render.x = window.float_x; window.pending_render.y = window.float_y; context.wm.river_window_manager_v1.manageDirty(); } fn resizeFloatingWindow(context: *Context, dw: i32, dh: i32) void { const seat = context.wm.seats.first() orelse return; const window = seat.focused_window orelse return; if (!window.floating) return; const output = window.output orelse return; const new_width: i32 = @as(i32, window.float_width) + dw; const new_height: i32 = @as(i32, window.float_height) + dh; window.float_width = @intCast(@max(50, new_width)); window.float_height = @intCast(@max(50, new_height)); // Clamp position to keep window on screen after resize const max_x = output.x + output.width - @as(i32, window.float_width); const max_y = output.y + output.height - @as(i32, window.float_height); window.float_x = std.math.clamp(window.float_x, output.x, @max(output.x, max_x)); window.float_y = std.math.clamp(window.float_y, output.y, @max(output.y, max_y)); window.pending_render.x = window.float_x; window.pending_render.y = window.float_y; window.river_window_v1.proposeDimensions(window.float_width, window.float_height); context.wm.river_window_manager_v1.manageDirty(); } fn swapWindow(context: *Context, comptime direction: enum { next, prev }) void { const seat = context.wm.seats.first() orelse return; const window = seat.focused_window orelse return; const output = window.output orelse return; const target = switch (direction) { .next => output.nextWindow(window), .prev => output.prevWindow(window), } orelse return; if (target != window) { window.link.swapWith(&target.link); context.wm.river_window_manager_v1.manageDirty(); } } }; context: *Context, xkb_bindings_v1: *river.XkbBindingsV1, bindings: wl.list.Head(XkbBinding, .link), pub fn create(context: *Context, xkb_bindings_v1: *river.XkbBindingsV1) !*XkbBindings { const xkb_bindings = try utils.allocator.create(XkbBindings); errdefer xkb_bindings.destroy(); xkb_bindings.* = .{ .context = context, .xkb_bindings_v1 = xkb_bindings_v1, .bindings = undefined, // we will initialize this shortly }; xkb_bindings.bindings.init(); return xkb_bindings; } pub fn destroy(xkb_bindings: *XkbBindings) void { var it = xkb_bindings.bindings.safeIterator(.forward); while (it.next()) |binding| { binding.link.remove(); binding.xkb_binding_v1.destroy(); utils.allocator.destroy(binding); } utils.allocator.destroy(xkb_bindings); } pub fn addBinding(xkb_bindings: *XkbBindings, river_seat_v1: *river.SeatV1, keysym: xkbcommon.Keysym, modifiers: river.SeatV1.Modifiers, command: Command) void { const xkb_binding_v1 = xkb_bindings.xkb_bindings_v1.getXkbBinding(river_seat_v1, @intFromEnum(keysym), modifiers) catch |err| { log.err("Failed to get river xkb binding: {}", .{err}); return; }; const xkb_binding = XkbBinding.create(xkb_binding_v1, command, xkb_bindings.context) catch @panic("Out of memory"); xkb_bindings.bindings.append(xkb_binding); xkb_binding_v1.enable(); } const std = @import("std"); const assert = std.debug.assert; const wayland = @import("wayland"); const wl = wayland.client.wl; const river = wayland.client.river; const xkbcommon = @import("xkbcommon"); const utils = @import("utils.zig"); const Context = @import("Context.zig"); const Config = @import("Config.zig"); const Seat = @import("Seat.zig"); const Window = @import("Window.zig"); const log = std.log.scoped(.XkbBindings);