[wip] layers: move keyboard-interactivity code to dedicated function

Also s/layers_above_shell/layers_above_views/ because it seems more
accurate.
This commit is contained in:
Johan Malm 2022-12-21 19:41:20 +00:00
parent e19505c39d
commit c3f9d1362a

View file

@ -20,6 +20,49 @@
#include "labwc.h"
#include "node.h"
static void
process_keyboard_interactivity(struct output *output)
{
/*
* For the top and overlay layers, exclusive keyboard focus is given to
* the top-most layer which has keyboard interactivity set to exclusive
* (as defined in wlr-layer-shell protocol).
*
* If this topmost layer contains multiple surfaces with keyboard
* interactivity set to exclusive, we give focus to the one that was
* created last. This approach allows clients such as bemenu to 'grab'
* the keyboard even if other keyboard-exclusive surfaces already exist
* in the same layer.
*/
uint32_t layers_above_views[] = {
ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY,
ZWLR_LAYER_SHELL_V1_LAYER_TOP,
};
size_t nlayers = sizeof(layers_above_views) / sizeof(layers_above_views[0]);
struct lab_layer_surface *layer, *topmost = NULL;
for (size_t i = 0; i < nlayers; ++i) {
wl_list_for_each_reverse(layer, &output->layers[layers_above_views[i]], link) {
struct wlr_layer_surface_v1 *layer_surface =
layer->scene_layer_surface->layer_surface;
if (layer_surface->current.keyboard_interactive) {
topmost = layer;
break;
}
}
if (topmost) {
break;
}
}
struct seat *seat = &output->server->seat;
if (topmost) {
seat_set_focus_layer(seat,
topmost->scene_layer_surface->layer_surface);
} else if (seat->focused_layer &&
!seat->focused_layer->current.keyboard_interactive) {
seat_set_focus_layer(seat, NULL);
}
}
void
layers_arrange(struct output *output)
{
@ -71,36 +114,7 @@ layers_arrange(struct output *output)
memcpy(&output->usable_area, &usable_area, sizeof(struct wlr_box));
/* Find topmost keyboard interactive layer, if such a layer exists */
uint32_t layers_above_shell[] = {
ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY,
ZWLR_LAYER_SHELL_V1_LAYER_TOP,
};
size_t nlayers = sizeof(layers_above_shell)
/ sizeof(layers_above_shell[0]);
struct lab_layer_surface *layer, *topmost = NULL;
for (size_t i = 0; i < nlayers; ++i) {
wl_list_for_each_reverse(layer,
&output->layers[layers_above_shell[i]], link) {
struct wlr_layer_surface_v1 *layer_surface =
layer->scene_layer_surface->layer_surface;
if (layer_surface->current.keyboard_interactive) {
topmost = layer;
break;
}
}
if (topmost) {
break;
}
}
struct seat *seat = &output->server->seat;
if (topmost) {
seat_set_focus_layer(seat,
topmost->scene_layer_surface->layer_surface);
} else if (seat->focused_layer &&
!seat->focused_layer->current.keyboard_interactive) {
seat_set_focus_layer(seat, NULL);
}
process_keyboard_interactivity(output);
/* Finally re-arrange all views based on usable_area */
if (old_usable_area.width != output->usable_area.width