labwc/src/desktop.c

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C
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// SPDX-License-Identifier: GPL-2.0-only
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#include "config.h"
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#include <assert.h>
#include <wlr/types/wlr_cursor.h>
#include <wlr/types/wlr_layer_shell_v1.h>
#include <wlr/types/wlr_output_layout.h>
#include <wlr/types/wlr_scene.h>
#include <wlr/types/wlr_seat.h>
#include <wlr/types/wlr_subcompositor.h>
#include <wlr/types/wlr_xdg_shell.h>
#include "common/scene-helpers.h"
#include "dnd.h"
#include "labwc.h"
#include "layers.h"
#include "node.h"
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#include "output.h"
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#include "ssd.h"
#include "view.h"
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#include "workspaces.h"
#if HAVE_XWAYLAND
#include <wlr/xwayland.h>
#endif
void
desktop_arrange_all_views(struct server *server)
{
/*
* Adjust window positions/sizes. Skip views with no size since
* we can't do anything useful with them; they will presumably
* be initialized with valid positions/sizes later.
*
* We do not simply check view->mapped/been_mapped here because
* views can have maximized/fullscreen geometry applied while
* still unmapped. We do want to adjust the geometry of those
* views.
*/
struct view *view;
wl_list_for_each(view, &server->views, link) {
if (!wlr_box_empty(&view->pending)) {
view_adjust_for_layout_change(view);
}
}
}
static void
set_or_offer_focus(struct view *view)
{
struct seat *seat = &view->server->seat;
switch (view_wants_focus(view)) {
case VIEW_WANTS_FOCUS_ALWAYS:
if (view->surface != seat->seat->keyboard_state.focused_surface) {
seat_focus_surface(seat, view->surface);
}
break;
case VIEW_WANTS_FOCUS_LIKELY:
case VIEW_WANTS_FOCUS_UNLIKELY:
view_offer_focus(view);
break;
case VIEW_WANTS_FOCUS_NEVER:
break;
}
}
void
desktop_focus_view(struct view *view, bool raise)
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{
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assert(view);
/*
* Guard against views with no mapped surfaces when handling
* 'request_activate' and 'request_minimize'.
*/
if (!view->surface) {
return;
}
if (view->server->input_mode == LAB_INPUT_STATE_WINDOW_SWITCHER) {
wlr_log(WLR_DEBUG, "not focusing window while window switching");
return;
}
if (view->minimized) {
/*
* Unminimizing will map the view which triggers a call to this
* function again (with raise=true).
*/
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view_minimize(view, false);
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return;
}
if (!view->mapped) {
return;
}
/*
* Switch workspace if necessary to make the view visible
* (unnecessary for "always on {top,bottom}" views).
*/
if (!view_is_always_on_top(view) && !view_is_always_on_bottom(view)) {
workspaces_switch_to(view->workspace, /*update_focus*/ false);
}
if (raise) {
view_move_to_front(view);
}
/*
* If any child/sibling of the view is a modal dialog, focus
* the dialog instead. It does not need to be raised separately
* since view_move_to_front() raises all sibling views together.
*/
struct view *dialog = view_get_modal_dialog(view);
set_or_offer_focus(dialog ? dialog : view);
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}
/* TODO: focus layer-shell surfaces also? */
void
desktop_focus_view_or_surface(struct seat *seat, struct view *view,
struct wlr_surface *surface, bool raise)
{
assert(view || surface);
if (view) {
desktop_focus_view(view, raise);
#if HAVE_XWAYLAND
} else {
struct wlr_xwayland_surface *xsurface =
wlr_xwayland_surface_try_from_wlr_surface(surface);
if (xsurface && wlr_xwayland_surface_override_redirect_wants_focus(xsurface)) {
seat_focus_surface(seat, surface);
}
#endif
}
}
struct view *
desktop_topmost_focusable_view(struct server *server)
{
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struct view *view;
struct wl_list *node_list;
struct wlr_scene_node *node;
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node_list = &server->workspaces.current->tree->children;
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wl_list_for_each_reverse(node, node_list, link) {
if (!node->data) {
/* We found some non-view, most likely the region overlay */
continue;
}
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view = node_view_from_node(node);
if (view->mapped && view_is_focusable(view)) {
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return view;
}
}
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return NULL;
}
void
desktop_focus_topmost_view(struct server *server)
{
struct view *view = desktop_topmost_focusable_view(server);
if (view) {
desktop_focus_view(view, /*raise*/ true);
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} else {
/*
* Defocus previous focused surface/view if no longer
* focusable (e.g. unmapped or on a different workspace).
*/
seat_focus_surface(&server->seat, NULL);
}
}
void
desktop_focus_output(struct output *output)
{
if (!output_is_usable(output) || output->server->input_mode
!= LAB_INPUT_STATE_PASSTHROUGH) {
return;
}
struct view *view;
struct wlr_scene_node *node;
struct wlr_output_layout *layout = output->server->output_layout;
struct wl_list *list_head =
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&output->server->workspaces.current->tree->children;
wl_list_for_each_reverse(node, list_head, link) {
if (!node->data) {
continue;
}
view = node_view_from_node(node);
if (!view_is_focusable(view)) {
continue;
}
if (wlr_output_layout_intersects(layout,
output->wlr_output, &view->current)) {
desktop_focus_view(view, /*raise*/ false);
wlr_cursor_warp(view->server->seat.cursor, NULL,
view->current.x + view->current.width / 2,
view->current.y + view->current.height / 2);
cursor_update_focus(view->server);
return;
}
}
/* No view found on desired output */
struct wlr_box layout_box;
wlr_output_layout_get_box(output->server->output_layout,
output->wlr_output, &layout_box);
wlr_cursor_warp(output->server->seat.cursor, NULL,
layout_box.x + output->usable_area.x + output->usable_area.width / 2,
layout_box.y + output->usable_area.y + output->usable_area.height / 2);
cursor_update_focus(output->server);
}
void
desktop_update_top_layer_visibility(struct server *server)
{
struct view *view;
struct output *output;
uint32_t top = ZWLR_LAYER_SHELL_V1_LAYER_TOP;
/* Enable all top layers */
wl_list_for_each(output, &server->outputs, link) {
if (!output_is_usable(output)) {
continue;
}
wlr_scene_node_set_enabled(&output->layer_tree[top]->node, true);
}
/*
* And disable them again when there is a fullscreen view without
* any views above it
*/
uint64_t outputs_covered = 0;
for_each_view(view, &server->views, LAB_VIEW_CRITERIA_CURRENT_WORKSPACE) {
if (view->minimized) {
continue;
}
if (!output_is_usable(view->output)) {
continue;
}
if (view->fullscreen && !(view->outputs & outputs_covered)) {
wlr_scene_node_set_enabled(
&view->output->layer_tree[top]->node, false);
}
outputs_covered |= view->outputs;
}
}
/* TODO: make this less big and scary */
struct cursor_context
get_cursor_context(struct server *server)
{
struct cursor_context ret = {.type = LAB_NODE_NONE};
struct wlr_cursor *cursor = server->seat.cursor;
/* Prevent drag icons to be on top of the hitbox detection */
if (server->seat.drag.active) {
dnd_icons_show(&server->seat, false);
}
struct wlr_scene_node *node =
wlr_scene_node_at(&server->scene->tree.node,
cursor->x, cursor->y, &ret.sx, &ret.sy);
if (server->seat.drag.active) {
dnd_icons_show(&server->seat, true);
}
ret.node = node;
if (!node) {
ret.type = LAB_NODE_ROOT;
return ret;
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}
#if HAVE_XWAYLAND
if (node->type == WLR_SCENE_NODE_BUFFER) {
struct wlr_surface *surface = lab_wlr_surface_from_node(node);
if (node->parent == server->unmanaged_tree) {
ret.type = LAB_NODE_UNMANAGED;
ret.surface = surface;
return ret;
}
}
#endif
while (node) {
struct node_descriptor *desc = node->data;
if (desc) {
switch (desc->type) {
case LAB_NODE_VIEW:
case LAB_NODE_XDG_POPUP:
ret.view = desc->view;
ret.surface = lab_wlr_surface_from_node(ret.node);
if (ret.surface) {
ret.type = LAB_NODE_CLIENT;
ssd: clean up scene management Our codebase for ssd scenes has grown with a lot of technical debts: - We needed to call `ssd_get_part()` everywhere to get the scene node of a ssd part. We then needed to cast it to `wlr_scene_rect` and `wlr_scene_buffer`. This bloated our codebase and even blocked duplicated button types in `<titlebar><layout>`. - `ssd_get_part_type()` was a dirty hack. It compared parent, grandparent and grandgrandparent of a node with each subtree in the ssd to get the part type of the node. To resolve this issues, this commit changes how ssd scenes are managed: - Access scene rects and scene buffers just as a member of `struct ssd`. - `ssd_part` is now a attachment to a scene node that can be accessed via node_descriptor->data, with a new node-descriptor type `LAB_NODE_DESC_SSD_PART`. `LAB_NODE_DESC_SSD_BUTTON` is unified into it. Now the scene graph under ssd->tree looks like below. The parentheses indicate the type of ssd_part attached to the node: ssd->tree (LAB_SSD_NONE) +--titlebar (LAB_SSD_PART_TITLEBAR) | +--inactive | | +--background bar | | +--left corner | | +--right corner | | +--title (LAB_SSD_PART_TITLE) | | +--iconify button (LAB_SSD_BUTTON_ICONIFY) | | | +--normal close icon image | | | +--hovered close icon image | | | +--... | | +--window icon (LAB_SSD_BUTTON_WINDOW_ICON) | | | +--window icon image | | +--... | +--active | +--... +--border | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--shadow | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--extents +--top +--... When hovering on SSD, `get_cursor_context()` traverses this scene node from the leaf. If it finds a `ssd_part` attached to the node, it returns `ssd_part_type` that represents the resizing direction, button types or `Title`/`Titlebar`.
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} else {
/* e.g. when cursor is on resize-indicator */
ret.type = LAB_NODE_NONE;
}
return ret;
case LAB_NODE_LAYER_SURFACE:
ret.type = LAB_NODE_LAYER_SURFACE;
ret.surface = lab_wlr_surface_from_node(ret.node);
return ret;
case LAB_NODE_LAYER_POPUP:
case LAB_NODE_SESSION_LOCK_SURFACE:
case LAB_NODE_IME_POPUP:
ret.type = LAB_NODE_CLIENT;
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ret.surface = lab_wlr_surface_from_node(ret.node);
return ret;
case LAB_NODE_MENUITEM:
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/* Always return the top scene node for menu items */
ret.node = node;
ret.type = LAB_NODE_MENUITEM;
return ret;
case LAB_NODE_BUTTON_FIRST...LAB_NODE_BUTTON_LAST:
case LAB_NODE_SSD_ROOT:
case LAB_NODE_TITLE:
case LAB_NODE_TITLEBAR:
ret.node = node;
ret.view = desc->view;
/*
* A node_descriptor attached to a ssd part
* must have an associated view.
*/
assert(ret.view);
/*
* When cursor is on the ssd border or extents,
* desc->type is usually LAB_NODE_SSD_ROOT.
* But desc->type can also be LAB_NODE_TITLEBAR
* when cursor is on the curved border at the
* titlebar.
*
* ssd_get_resizing_type() overwrites both of
* them with LAB_NODE_{BORDER,CORNER}_* node
* types, which are mapped to mouse contexts
* like Left and TLCorner.
*/
ret.type = ssd_get_resizing_type(ret.view->ssd, cursor);
if (ret.type == LAB_NODE_NONE) {
/*
* If cursor is not on border/extents,
* just use desc->type which should be
* mapped to mouse contexts like Title,
* Titlebar and Iconify.
*/
ret.type = desc->type;
}
return ret;
default:
/* Other node types are not attached a scene node */
wlr_log(WLR_ERROR, "unexpected node type: %d", desc->type);
break;
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}
}
/* node->parent is always a *wlr_scene_tree */
node = node->parent ? &node->parent->node : NULL;
}
/*
* TODO: add node descriptors for the OSDs and reinstate
* wlr_log(WLR_DEBUG, "Unknown node detected");
*/
return ret;
}