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	src/menu: Attach view to menu and use it when executing actions
This fixes #380
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					 5 changed files with 63 additions and 30 deletions
				
			
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			@ -4,7 +4,12 @@
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#include <wayland-server.h>
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/* forward declare arguments */
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struct view;
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struct server;
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struct wl_list;
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struct lab_data_buffer;
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struct wlr_scene_tree;
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struct wlr_scene_node;
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enum menu_align {
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			@ -49,6 +54,9 @@ struct menu {
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		struct menuitem *item;
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	} selection;
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	struct wlr_scene_tree *scene_tree;
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	/* Used to match a window-menu to the view that triggered it. */
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	struct view *triggered_by_view;  /* may be NULL */
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};
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void menu_init_rootmenu(struct server *server);
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			@ -92,8 +100,15 @@ void menu_process_cursor_motion(struct wlr_scene_node *node);
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 */
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bool menu_call_actions(struct wlr_scene_node *node);
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/* menu_close - close menu */
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void menu_close(struct menu *menu);
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/**
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 *  menu_close_root- close root menu
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 *
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 * This function will close server->menu_current and set it to NULL.
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 * Asserts that server->input_mode is set to LAB_INPUT_STATE_MENU.
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 *
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 * Additionally, server->input_mode wil be set to LAB_INPUT_STATE_PASSTHROUGH.
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 */
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void menu_close_root(struct server *server);
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/* menu_reconfigure - reload theme and content */
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void menu_reconfigure(struct server *server);
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			@ -121,6 +121,8 @@ show_menu(struct server *server, struct view *view, const char *menu_name)
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		x = server->seat.cursor->x;
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		y = server->seat.cursor->y;
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	}
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	/* Replaced by next show_menu() or cleaned on view_destroy() */
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	menu->triggered_by_view = view;
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	menu_open(menu, x, y);
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}
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										19
									
								
								src/cursor.c
									
										
									
									
									
								
							
							
						
						
									
										19
									
								
								src/cursor.c
									
										
									
									
									
								
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			@ -718,13 +718,8 @@ cursor_button(struct wl_listener *listener, void *data)
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		seat->pressed.surface = NULL;
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		if (server->input_mode == LAB_INPUT_STATE_MENU) {
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			if (close_menu) {
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				if (server->menu_current) {
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					menu_close(server->menu_current);
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					server->menu_current = NULL;
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				}
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				server->input_mode = LAB_INPUT_STATE_PASSTHROUGH;
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				cursor_rebase(&server->seat,
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					event->time_msec, false);
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				menu_close_root(server);
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				cursor_rebase(&server->seat, event->time_msec, false);
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				close_menu = false;
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			}
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			return;
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			@ -755,17 +750,11 @@ cursor_button(struct wl_listener *listener, void *data)
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	}
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	if (server->input_mode == LAB_INPUT_STATE_MENU) {
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		/* We are closing the menu on RELEASE to not leak a stray release */
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		if (view_area != LAB_SSD_MENU) {
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			/*
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			 * We close the menu on release so we don't leak a stray
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			 * release
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			 */
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			close_menu = true;
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		} else if (menu_call_actions(node)) {
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			/*
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			 * Action was successfull, may fail if item just opens a
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			 * submenu
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			 */
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			/* Action was successfull, may fail if item just opens a submenu */
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			close_menu = true;
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		}
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		return;
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			@ -548,6 +548,21 @@ close_all_submenus(struct menu *menu)
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	menu->selection.menu = NULL;
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}
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static void
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menu_close(struct menu *menu)
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{
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	if (!menu) {
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		wlr_log(WLR_ERROR, "Trying to close non exiting menu");
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		return;
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	}
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	wlr_scene_node_set_enabled(&menu->scene_tree->node, false);
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	menu_set_selection(menu, NULL);
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	if (menu->selection.menu) {
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		menu_close(menu->selection.menu);
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		menu->selection.menu = NULL;
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	}
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}
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void
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menu_open(struct menu *menu, int x, int y)
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{
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			@ -582,7 +597,9 @@ menu_process_cursor_motion(struct wlr_scene_node *node)
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	}
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	if (item->submenu) {
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		/* And open the new one */
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		/* Sync the triggering view */
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		item->submenu->triggered_by_view = item->parent->triggered_by_view;
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		/* And open the new submenu tree */
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		wlr_scene_node_set_enabled(
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			&item->submenu->scene_tree->node, true);
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	}
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			@ -600,26 +617,29 @@ menu_call_actions(struct wlr_scene_node *node)
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		return false;
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	}
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	actions_run(NULL, item->parent->server, &item->actions, 0);
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	actions_run(item->parent->triggered_by_view,
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		item->parent->server, &item->actions, 0);
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	/**
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	 * We close the menu here to provide a faster feedback to the user.
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	 * We do that without resetting the input state so src/cursor.c
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	 * can do its own clean up on the following RELEASE event.
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	 */
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	menu_close(item->parent->server->menu_current);
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	item->parent->server->menu_current = NULL;
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	return true;
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}
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void
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menu_close(struct menu *menu)
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menu_close_root(struct server *server)
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{
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	if (!menu) {
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		wlr_log(WLR_ERROR, "Trying to close non exiting menu");
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		return;
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	}
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	/* TODO: Maybe reset input state here instead of in cursor.c ? */
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	wlr_scene_node_set_enabled(&menu->scene_tree->node, false);
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	menu_set_selection(menu, NULL);
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	if (menu->selection.menu) {
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		menu_close(menu->selection.menu);
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		menu->selection.menu = NULL;
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	assert(server->input_mode == LAB_INPUT_STATE_MENU);
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	if (server->menu_current) {
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		menu_close(server->menu_current);
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		server->menu_current = NULL;
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	}
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	server->input_mode = LAB_INPUT_STATE_PASSTHROUGH;
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}
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void
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			@ -5,6 +5,7 @@
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#include <xcb/xcb_icccm.h>
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#include "labwc.h"
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#include "ssd.h"
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#include "menu/menu.h"
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#define MAX(a, b) (((a) > (b)) ? (a) : (b))
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			@ -756,6 +757,12 @@ view_destroy(struct view *view)
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		wlr_scene_node_set_enabled(&output->layer_tree[top]->node, true);
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	}
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	/* If we spawned a window menu, close it */
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	if (server->menu_current
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			&& server->menu_current->triggered_by_view == view) {
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		menu_close_root(server);
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	}
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	/* Remove view from server->views */
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	wl_list_remove(&view->link);
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	free(view);
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