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[wip] layers: move keyboard-interactivity code to dedicated function
Also s/layers_above_shell/layers_above_views/ because it seems more accurate.
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1 changed files with 44 additions and 30 deletions
74
src/layers.c
74
src/layers.c
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@ -20,6 +20,49 @@
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#include "labwc.h"
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#include "labwc.h"
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#include "node.h"
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#include "node.h"
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static void
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process_keyboard_interactivity(struct output *output)
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{
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/*
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* For the top and overlay layers, exclusive keyboard focus is given to
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* the top-most layer which has keyboard interactivity set to exclusive
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* (as defined in wlr-layer-shell protocol).
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*
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* If this topmost layer contains multiple surfaces with keyboard
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* interactivity set to exclusive, we give focus to the one that was
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* created last. This approach allows clients such as bemenu to 'grab'
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* the keyboard even if other keyboard-exclusive surfaces already exist
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* in the same layer.
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*/
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uint32_t layers_above_views[] = {
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ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY,
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ZWLR_LAYER_SHELL_V1_LAYER_TOP,
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};
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size_t nlayers = sizeof(layers_above_views) / sizeof(layers_above_views[0]);
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struct lab_layer_surface *layer, *topmost = NULL;
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for (size_t i = 0; i < nlayers; ++i) {
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wl_list_for_each_reverse(layer, &output->layers[layers_above_views[i]], link) {
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struct wlr_layer_surface_v1 *layer_surface =
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layer->scene_layer_surface->layer_surface;
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if (layer_surface->current.keyboard_interactive) {
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topmost = layer;
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break;
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}
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}
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if (topmost) {
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break;
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}
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}
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struct seat *seat = &output->server->seat;
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if (topmost) {
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seat_set_focus_layer(seat,
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topmost->scene_layer_surface->layer_surface);
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} else if (seat->focused_layer &&
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!seat->focused_layer->current.keyboard_interactive) {
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seat_set_focus_layer(seat, NULL);
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}
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}
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void
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void
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layers_arrange(struct output *output)
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layers_arrange(struct output *output)
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{
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{
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@ -71,36 +114,7 @@ layers_arrange(struct output *output)
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memcpy(&output->usable_area, &usable_area, sizeof(struct wlr_box));
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memcpy(&output->usable_area, &usable_area, sizeof(struct wlr_box));
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/* Find topmost keyboard interactive layer, if such a layer exists */
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process_keyboard_interactivity(output);
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uint32_t layers_above_shell[] = {
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ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY,
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ZWLR_LAYER_SHELL_V1_LAYER_TOP,
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};
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size_t nlayers = sizeof(layers_above_shell)
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/ sizeof(layers_above_shell[0]);
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struct lab_layer_surface *layer, *topmost = NULL;
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for (size_t i = 0; i < nlayers; ++i) {
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wl_list_for_each_reverse(layer,
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&output->layers[layers_above_shell[i]], link) {
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struct wlr_layer_surface_v1 *layer_surface =
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layer->scene_layer_surface->layer_surface;
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if (layer_surface->current.keyboard_interactive) {
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topmost = layer;
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break;
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}
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}
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if (topmost) {
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break;
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}
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}
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struct seat *seat = &output->server->seat;
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if (topmost) {
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seat_set_focus_layer(seat,
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topmost->scene_layer_surface->layer_surface);
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} else if (seat->focused_layer &&
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!seat->focused_layer->current.keyboard_interactive) {
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seat_set_focus_layer(seat, NULL);
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}
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/* Finally re-arrange all views based on usable_area */
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/* Finally re-arrange all views based on usable_area */
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if (old_usable_area.width != output->usable_area.width
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if (old_usable_area.width != output->usable_area.width
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