it seems like `gpa` has become pretty much the universally agreed upon name for your... gpa, so we're renaming.
312 lines
11 KiB
Zig
312 lines
11 KiB
Zig
// SPDX-FileCopyrightText: 2025 Ben Buhse <me@benbuhse.email>
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//
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// SPDX-License-Identifier: GPL-3.0-only
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const Window = @This();
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context: *Context,
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river_window_v1: *river.WindowV1,
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river_node_v1: *river.NodeV1,
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// TODO: Could switch this to a Rect { x, y, width, height }
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width: u31 = 0,
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height: u31 = 0,
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x: i32 = 0,
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y: i32 = 0,
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fullscreen: bool = false,
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maximized: bool = false,
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tags: u32 = 0x0001,
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output: ?*Output,
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floating: bool = false,
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float_width: u31 = 0,
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float_height: u31 = 0,
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float_x: i32 = 0,
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float_y: i32 = 0,
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initialized: bool = false,
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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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/// Used to put Windows into a list in calculatePrimaryStackLayout()
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active_list_node: DoublyLinkedList.Node = .{},
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link: wl.list.Link,
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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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fullscreen: ?bool = null,
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maximized: ?bool = null,
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tags: ?u32 = null,
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pending_output: ?PendingOutput = null,
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floating: ?bool = null,
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pub const PendingOutput = union(enum) {
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output: *Output,
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clear_output,
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};
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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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show: ?bool = null,
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};
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pub fn create(context: *Context, river_window_v1: *river.WindowV1, output: ?*Output) !*Window {
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var window = try utils.gpa.create(Window);
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errdefer window.destroy();
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window.* = .{
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.context = context,
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.river_window_v1 = river_window_v1,
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.river_node_v1 = river_window_v1.getNode() catch @panic("Failed to get node"),
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.output = output,
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.tags = if (output) |o| o.tags else 0x0001,
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.link = undefined, // Handled by the wl.list
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};
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window.river_window_v1.setListener(*Window, windowListener, window);
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return window;
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}
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pub fn destroy(window: *Window) void {
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window.river_window_v1.destroy();
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window.river_node_v1.destroy();
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utils.gpa.destroy(window);
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}
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fn windowListener(river_window_v1: *river.WindowV1, event: river.WindowV1.Event, window: *Window) void {
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assert(window.river_window_v1 == river_window_v1);
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switch (event) {
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.closed => {
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// Clear any pointer operations referencing this window
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var seat_it = window.context.wm.seats.iterator(.forward);
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while (seat_it.next()) |seat| {
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switch (seat.pointer_op) {
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.move => |op| if (op.window == window) {
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seat.river_seat_v1.opEnd();
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seat.pointer_op = .none;
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},
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.resize => |op| if (op.window == window) {
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seat.river_seat_v1.opEnd();
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seat.pointer_op = .none;
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},
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.none => {},
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}
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if (seat.pending_manage.pointer_move_request == window)
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seat.pending_manage.pointer_move_request = null;
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if (seat.pending_manage.pointer_resize_request) |req| {
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if (req.window == window)
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seat.pending_manage.pointer_resize_request = null;
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}
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}
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// If there's no output, we don't really care about focus and can skip this event
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const output = if (window.output) |output| output else return;
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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 == window) {
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// Find another window to focus and warp pointer there
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if (output.prevWindow(window)) |next_focus| {
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if (next_focus != window) {
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seat.pending_manage.window = .{ .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.window = .clear_focus;
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}
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} else {
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seat.pending_manage.window = .clear_focus;
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}
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}
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}
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window.link.remove();
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window.destroy();
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},
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.dimensions => |ev| {
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// Protocol guarantees that width and height are strictly greater than zero
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assert(ev.width > 0 and ev.height > 0);
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window.pending_manage.width = @intCast(ev.width);
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window.pending_manage.height = @intCast(ev.height);
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},
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.dimensions_hint => {
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// TODO: Maybe could use this for floating windows
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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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},
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}
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}
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pub fn manage(window: *Window) void {
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const river_window_v1 = window.river_window_v1;
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if (!window.initialized) {
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// Only happens once per Window
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@branchHint(.unlikely);
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window.initialized = true;
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// TODO: We might want to think about paying attention to the decoration_hint event
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// If we do, this would need to move, I think?
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river_window_v1.useSsd();
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river_window_v1.setCapabilities(.{ .fullscreen = true, .maximize = true });
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river_window_v1.setTiled(.{ .top = true, .bottom = true, .left = true, .right = true });
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}
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// Updating state since the last manage event
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defer window.pending_manage = .{};
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const pending_manage = window.pending_manage;
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// Floating status
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if (pending_manage.floating) |floating| blk: {
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// This needs to be before proposing the new dimensions since we want to save the current ones!
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// Skip the rest of the block if floating matches what is already set
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if (floating == window.floating) break :blk;
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window.floating = floating;
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if (floating) {
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// Let the window know it isn't tiled
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river_window_v1.setTiled(.{});
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if (window.float_width == 0) {
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// Never floated before; use current dimensions but centered on output
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window.float_width = window.width;
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window.float_height = window.height;
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if (window.output) |output| {
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// Need to find center and then subtract half of the window's width/height
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window.float_x = output.x + @divTrunc(output.width, 2) - @divTrunc(window.width, 2);
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window.float_y = output.y + @divTrunc(output.height, 2) - @divTrunc(window.height, 2);
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}
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} else {
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// Window has floated before; re-use its old dimensions
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river_window_v1.proposeDimensions(window.float_width, window.float_height);
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}
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window.pending_render.x = window.float_x;
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window.pending_render.y = window.float_y;
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} else {
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river_window_v1.setTiled(.{ .top = true, .bottom = true, .left = true, .right = true });
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// Save floating dimensions in case the window gets floated again
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window.float_width = window.width;
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window.float_height = window.height;
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window.float_x = window.x;
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window.float_y = window.y;
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}
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}
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// Layout (pre-computed by WindowManager.calculatePrimaryStackLayout())
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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.river_window_v1.proposeDimensions(new_width, new_height);
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}
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}
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// Fullscreen and maximize operations
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if (pending_manage.fullscreen) |fullscreen| blk: {
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window.fullscreen = fullscreen;
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if (fullscreen) {
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// If the window isn't on an output, just skip fullscreening
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const output = window.output orelse break :blk;
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window.river_window_v1.fullscreen(output.river_output_v1);
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window.river_window_v1.informFullscreen();
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} else {
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window.river_window_v1.exitFullscreen();
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window.river_window_v1.informNotFullscreen();
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}
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}
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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.river_window_v1.informMaximized();
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} else {
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window.river_window_v1.informUnmaximized();
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}
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}
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// New tags
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if (pending_manage.tags) |tags| {
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window.tags = tags;
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}
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// New output
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if (pending_manage.pending_output) |pending_output| {
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switch (pending_output) {
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.output => |output| {
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window.output = output;
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},
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.clear_output => window.output = null,
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}
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}
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}
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pub fn render(window: *Window) void {
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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.river_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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if (window.pending_render.focused) |focused| {
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if (focused) {
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window.applyBorders(window.context.config.border_color_focused);
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} else {
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window.applyBorders(window.context.config.border_color_unfocused);
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}
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}
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}
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// Show or hide the Window
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if (window.pending_render.show) |show| {
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if (show) {
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window.river_window_v1.show();
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} else {
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window.river_window_v1.hide();
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}
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}
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}
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fn applyBorders(window: *Window, color: utils.RiverColor) void {
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const border_width = window.context.config.border_width;
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const all_sides = river.WindowV1.Edges{ .top = true, .bottom = true, .left = true, .right = true };
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window.river_window_v1.setBorders(all_sides, border_width, color.red, color.green, color.blue, color.alpha);
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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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const DoublyLinkedList = std.DoublyLinkedList;
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const wayland = @import("wayland");
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const wl = wayland.client.wl;
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const river = wayland.client.river;
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const utils = @import("utils.zig");
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const Context = @import("Context.zig");
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const Output = @import("Output.zig");
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const Seat = @import("Seat.zig");
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const log = std.log.scoped(.Window);
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