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weston/src/input.c

2235 lines
59 KiB

/*
* Copyright © 2013 Intel Corporation
*
* Permission to use, copy, modify, distribute, and sell this software and
* its documentation for any purpose is hereby granted without fee, provided
* that the above copyright notice appear in all copies and that both that
* copyright notice and this permission notice appear in supporting
* documentation, and that the name of the copyright holders not be used in
* advertising or publicity pertaining to distribution of the software
* without specific, written prior permission. The copyright holders make
* no representations about the suitability of this software for any
* purpose. It is provided "as is" without express or implied warranty.
*
* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS
* SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS, IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
* SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER
* RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF
* CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
* CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#include "config.h"
#include <stdlib.h>
#include <stdint.h>
#include <string.h>
#include <sys/mman.h>
#include <assert.h>
#include <unistd.h>
input: Add support for making libxkbcommon optional In embedded environments, devices that appear as evdev "keyboards" often have no resemblence to PC-style keyboards. It is not uncommon for such environments to have no concept of modifier keys and no need for XKB key mapping; in these cases libxkbcommon initialization becomes unnecessary startup overhead. On some SOC platforms, xkb keymap compilation can account for as much as 1/3 - 1/2 of the total compositor startup time. This patch introduces a 'use_xkbcommon' flag in the core compositor structure that indicates whether the compositor is running in "raw keyboard" mode. In raw keyboard mode, the compositor bypasses all libxkbcommon initialization and processing. 'key' events containing the integer keycode will continue to be delivered via the wl_keyboard interface, but no 'keymap' event will be sent to clients. No modifier handling or keysym mapping is performed in this mode. Note that upstream sample apps (e.g., weston-terminal or the desktop-shell client) will not recognize raw keycodes and will not react to keypresses when the compositor is operating in raw keyboard mode. This is expected behavior; key events are still being sent to the client, the client (and/or its toolkit) just isn't written to handle keypresses without doing xkb keysym mapping. Applications written specifically for such embedded environments would be handling keypresses via the raw keycode delivered as part of the 'key' event rather than using xkb keysym mapping. Whether to use xkbcommon is a global option that applies to all compositor keyboard devices on the system; it is an all-or-nothing flag. This patch simply adds conditional checks on whether xkbcommon is to be used or not. v3 don't send zero as the file descriptor - instead send the result of opening /dev/null v2 by Rob Bradford <rob@linux.intel.com>: the original version of the patch used a "raw_keycodes" flag instead of the "use_xkbcommon" used in this patch. v1: Reviewed-by: Singh, Satyeshwar <satyeshwar.singh@intel.com> v1: Reviewed-by: Bob Paauwe <bob.j.paauwe@intel.com>
12 years ago
#include <fcntl.h>
#include <limits.h>
#include "../shared/os-compatibility.h"
#include "compositor.h"
static void
empty_region(pixman_region32_t *region)
{
pixman_region32_fini(region);
pixman_region32_init(region);
}
static void unbind_resource(struct wl_resource *resource)
{
wl_list_remove(wl_resource_get_link(resource));
}
WL_EXPORT void
weston_seat_repick(struct weston_seat *seat)
{
const struct weston_pointer *pointer = seat->pointer;
if (pointer == NULL)
return;
pointer->grab->interface->focus(seat->pointer->grab);
}
static void
weston_compositor_idle_inhibit(struct weston_compositor *compositor)
{
weston_compositor_wake(compositor);
compositor->idle_inhibit++;
}
static void
weston_compositor_idle_release(struct weston_compositor *compositor)
{
compositor->idle_inhibit--;
weston_compositor_wake(compositor);
}
static void
pointer_focus_view_destroyed(struct wl_listener *listener, void *data)
{
struct weston_pointer *pointer =
container_of(listener, struct weston_pointer,
focus_view_listener);
weston_pointer_set_focus(pointer, NULL, 0, 0);
}
static void
pointer_focus_resource_destroyed(struct wl_listener *listener, void *data)
{
struct weston_pointer *pointer =
container_of(listener, struct weston_pointer,
focus_resource_listener);
weston_pointer_set_focus(pointer, NULL, 0, 0);
}
static void
keyboard_focus_resource_destroyed(struct wl_listener *listener, void *data)
{
struct weston_keyboard *keyboard =
container_of(listener, struct weston_keyboard,
focus_resource_listener);
weston_keyboard_set_focus(keyboard, NULL);
}
static void
touch_focus_view_destroyed(struct wl_listener *listener, void *data)
{
struct weston_touch *touch =
container_of(listener, struct weston_touch,
focus_view_listener);
weston_touch_set_focus(touch->seat, NULL);
}
static void
touch_focus_resource_destroyed(struct wl_listener *listener, void *data)
{
struct weston_touch *touch =
container_of(listener, struct weston_touch,
focus_resource_listener);
weston_touch_set_focus(touch->seat, NULL);
}
static void
move_resources(struct wl_list *destination, struct wl_list *source)
{
wl_list_insert_list(destination, source);
wl_list_init(source);
}
static void
move_resources_for_client(struct wl_list *destination,
struct wl_list *source,
struct wl_client *client)
{
struct wl_resource *resource, *tmp;
wl_resource_for_each_safe(resource, tmp, source) {
if (wl_resource_get_client(resource) == client) {
wl_list_remove(wl_resource_get_link(resource));
wl_list_insert(destination,
wl_resource_get_link(resource));
}
}
}
static void
default_grab_pointer_focus(struct weston_pointer_grab *grab)
{
struct weston_pointer *pointer = grab->pointer;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
wl_fixed_t sx, sy;
if (pointer->button_count > 0)
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view = weston_compositor_pick_view(pointer->seat->compositor,
pointer->x, pointer->y,
&sx, &sy);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (pointer->focus != view)
weston_pointer_set_focus(pointer, view, sx, sy);
}
static void
default_grab_pointer_motion(struct weston_pointer_grab *grab, uint32_t time,
wl_fixed_t x, wl_fixed_t y)
{
struct weston_pointer *pointer = grab->pointer;
wl_fixed_t sx, sy;
struct wl_list *resource_list;
struct wl_resource *resource;
weston_pointer_move(pointer, x, y);
if (pointer->focus)
weston_view_from_global_fixed(pointer->focus,
pointer->x, pointer->y, &sx, &sy);
resource_list = &pointer->focus_resource_list;
wl_resource_for_each(resource, resource_list) {
wl_pointer_send_motion(resource, time, sx, sy);
}
}
static void
default_grab_pointer_button(struct weston_pointer_grab *grab,
uint32_t time, uint32_t button, uint32_t state_w)
{
struct weston_pointer *pointer = grab->pointer;
struct weston_compositor *compositor = pointer->seat->compositor;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
struct wl_resource *resource;
uint32_t serial;
enum wl_pointer_button_state state = state_w;
struct wl_display *display = compositor->wl_display;
wl_fixed_t sx, sy;
struct wl_list *resource_list;
resource_list = &pointer->focus_resource_list;
if (!wl_list_empty(resource_list)) {
serial = wl_display_next_serial(display);
wl_resource_for_each(resource, resource_list)
wl_pointer_send_button(resource,
serial,
time,
button,
state_w);
}
if (pointer->button_count == 0 &&
state == WL_POINTER_BUTTON_STATE_RELEASED) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view = weston_compositor_pick_view(compositor,
pointer->x, pointer->y,
&sx, &sy);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_pointer_set_focus(pointer, view, sx, sy);
}
}
static void
default_grab_pointer_cancel(struct weston_pointer_grab *grab)
{
}
static const struct weston_pointer_grab_interface
default_pointer_grab_interface = {
default_grab_pointer_focus,
default_grab_pointer_motion,
default_grab_pointer_button,
default_grab_pointer_cancel,
};
static void
default_grab_touch_down(struct weston_touch_grab *grab, uint32_t time,
int touch_id, wl_fixed_t sx, wl_fixed_t sy)
{
struct weston_touch *touch = grab->touch;
struct wl_display *display = touch->seat->compositor->wl_display;
uint32_t serial;
struct wl_resource *resource;
struct wl_list *resource_list;
resource_list = &touch->focus_resource_list;
if (!wl_list_empty(resource_list) && touch->focus) {
serial = wl_display_next_serial(display);
wl_resource_for_each(resource, resource_list)
wl_touch_send_down(resource, serial, time,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
touch->focus->surface->resource,
touch_id, sx, sy);
}
}
static void
default_grab_touch_up(struct weston_touch_grab *grab,
uint32_t time, int touch_id)
{
struct weston_touch *touch = grab->touch;
struct wl_display *display = touch->seat->compositor->wl_display;
uint32_t serial;
struct wl_resource *resource;
struct wl_list *resource_list;
resource_list = &touch->focus_resource_list;
if (!wl_list_empty(resource_list)) {
serial = wl_display_next_serial(display);
wl_resource_for_each(resource, resource_list)
wl_touch_send_up(resource, serial, time, touch_id);
}
}
static void
default_grab_touch_motion(struct weston_touch_grab *grab, uint32_t time,
int touch_id, wl_fixed_t sx, wl_fixed_t sy)
{
struct weston_touch *touch = grab->touch;
struct wl_resource *resource;
struct wl_list *resource_list;
resource_list = &touch->focus_resource_list;
wl_resource_for_each(resource, resource_list) {
wl_touch_send_motion(resource, time,
touch_id, sx, sy);
}
}
static void
default_grab_touch_cancel(struct weston_touch_grab *grab)
{
}
static const struct weston_touch_grab_interface default_touch_grab_interface = {
default_grab_touch_down,
default_grab_touch_up,
default_grab_touch_motion,
default_grab_touch_cancel,
};
static void
default_grab_keyboard_key(struct weston_keyboard_grab *grab,
uint32_t time, uint32_t key, uint32_t state)
{
struct weston_keyboard *keyboard = grab->keyboard;
struct wl_resource *resource;
struct wl_display *display = keyboard->seat->compositor->wl_display;
uint32_t serial;
struct wl_list *resource_list;
resource_list = &keyboard->focus_resource_list;
if (!wl_list_empty(resource_list)) {
serial = wl_display_next_serial(display);
wl_resource_for_each(resource, resource_list)
wl_keyboard_send_key(resource,
serial,
time,
key,
state);
}
}
static void
send_modifiers_to_resource(struct weston_keyboard *keyboard,
struct wl_resource *resource,
uint32_t serial)
{
wl_keyboard_send_modifiers(resource,
serial,
keyboard->modifiers.mods_depressed,
keyboard->modifiers.mods_latched,
keyboard->modifiers.mods_locked,
keyboard->modifiers.group);
}
static void
send_modifiers_to_client_in_list(struct wl_client *client,
struct wl_list *list,
uint32_t serial,
struct weston_keyboard *keyboard)
{
struct wl_resource *resource;
wl_resource_for_each(resource, list) {
if (wl_resource_get_client(resource) == client)
send_modifiers_to_resource(keyboard,
resource,
serial);
}
}
static struct wl_resource *
find_resource_for_surface(struct wl_list *list, struct weston_surface *surface)
{
if (!surface)
return NULL;
if (!surface->resource)
return NULL;
return wl_resource_find_for_client(list, wl_resource_get_client(surface->resource));
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
static struct wl_resource *
find_resource_for_view(struct wl_list *list, struct weston_view *view)
{
if (!view)
return NULL;
return find_resource_for_surface(list, view->surface);
}
static void
default_grab_keyboard_modifiers(struct weston_keyboard_grab *grab,
uint32_t serial, uint32_t mods_depressed,
uint32_t mods_latched,
uint32_t mods_locked, uint32_t group)
{
struct weston_keyboard *keyboard = grab->keyboard;
struct weston_pointer *pointer = grab->keyboard->seat->pointer;
struct wl_resource *resource;
struct wl_list *resource_list;
resource_list = &keyboard->focus_resource_list;
wl_resource_for_each(resource, resource_list) {
wl_keyboard_send_modifiers(resource, serial, mods_depressed,
mods_latched, mods_locked, group);
}
if (pointer && pointer->focus && pointer->focus->surface->resource &&
pointer->focus->surface != keyboard->focus) {
struct wl_client *pointer_client =
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_resource_get_client(pointer->focus->surface->resource);
send_modifiers_to_client_in_list(pointer_client,
&keyboard->resource_list,
serial,
keyboard);
}
}
static void
default_grab_keyboard_cancel(struct weston_keyboard_grab *grab)
{
}
static const struct weston_keyboard_grab_interface
default_keyboard_grab_interface = {
default_grab_keyboard_key,
default_grab_keyboard_modifiers,
default_grab_keyboard_cancel,
};
static void
pointer_unmap_sprite(struct weston_pointer *pointer)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (weston_surface_is_mapped(pointer->sprite->surface))
weston_surface_unmap(pointer->sprite->surface);
wl_list_remove(&pointer->sprite_destroy_listener.link);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
pointer->sprite->surface->configure = NULL;
pointer->sprite->surface->configure_private = NULL;
weston_view_destroy(pointer->sprite);
pointer->sprite = NULL;
}
static void
pointer_handle_sprite_destroy(struct wl_listener *listener, void *data)
{
struct weston_pointer *pointer =
container_of(listener, struct weston_pointer,
sprite_destroy_listener);
pointer->sprite = NULL;
}
static void
weston_pointer_reset_state(struct weston_pointer *pointer)
{
pointer->button_count = 0;
}
static void
weston_pointer_handle_output_destroy(struct wl_listener *listener, void *data);
WL_EXPORT struct weston_pointer *
weston_pointer_create(struct weston_seat *seat)
{
struct weston_pointer *pointer;
pointer = zalloc(sizeof *pointer);
if (pointer == NULL)
return NULL;
wl_list_init(&pointer->resource_list);
wl_list_init(&pointer->focus_resource_list);
weston_pointer_set_default_grab(pointer,
seat->compositor->default_pointer_grab);
wl_list_init(&pointer->focus_resource_listener.link);
pointer->focus_resource_listener.notify = pointer_focus_resource_destroyed;
pointer->default_grab.pointer = pointer;
pointer->grab = &pointer->default_grab;
wl_signal_init(&pointer->motion_signal);
wl_signal_init(&pointer->focus_signal);
wl_list_init(&pointer->focus_view_listener.link);
pointer->sprite_destroy_listener.notify = pointer_handle_sprite_destroy;
/* FIXME: Pick better co-ords. */
pointer->x = wl_fixed_from_int(100);
pointer->y = wl_fixed_from_int(100);
pointer->output_destroy_listener.notify =
weston_pointer_handle_output_destroy;
wl_signal_add(&seat->compositor->output_destroyed_signal,
&pointer->output_destroy_listener);
return pointer;
}
WL_EXPORT void
weston_pointer_destroy(struct weston_pointer *pointer)
{
if (pointer->sprite)
pointer_unmap_sprite(pointer);
/* XXX: What about pointer->resource_list? */
wl_list_remove(&pointer->focus_resource_listener.link);
wl_list_remove(&pointer->focus_view_listener.link);
wl_list_remove(&pointer->output_destroy_listener.link);
free(pointer);
}
void
weston_pointer_set_default_grab(struct weston_pointer *pointer,
const struct weston_pointer_grab_interface *interface)
{
if (interface)
pointer->default_grab.interface = interface;
else
pointer->default_grab.interface =
&default_pointer_grab_interface;
}
WL_EXPORT struct weston_keyboard *
weston_keyboard_create(void)
{
struct weston_keyboard *keyboard;
keyboard = zalloc(sizeof *keyboard);
if (keyboard == NULL)
return NULL;
wl_list_init(&keyboard->resource_list);
wl_list_init(&keyboard->focus_resource_list);
wl_list_init(&keyboard->focus_resource_listener.link);
keyboard->focus_resource_listener.notify = keyboard_focus_resource_destroyed;
wl_array_init(&keyboard->keys);
keyboard->default_grab.interface = &default_keyboard_grab_interface;
keyboard->default_grab.keyboard = keyboard;
keyboard->grab = &keyboard->default_grab;
wl_signal_init(&keyboard->focus_signal);
return keyboard;
}
static void
weston_xkb_info_destroy(struct weston_xkb_info *xkb_info);
WL_EXPORT void
weston_keyboard_destroy(struct weston_keyboard *keyboard)
{
/* XXX: What about keyboard->resource_list? */
#ifdef ENABLE_XKBCOMMON
if (keyboard->seat->compositor->use_xkbcommon) {
if (keyboard->xkb_state.state != NULL)
xkb_state_unref(keyboard->xkb_state.state);
if (keyboard->xkb_info)
weston_xkb_info_destroy(keyboard->xkb_info);
if (keyboard->pending_keymap)
xkb_keymap_unref(keyboard->pending_keymap);
}
#endif
wl_array_release(&keyboard->keys);
wl_list_remove(&keyboard->focus_resource_listener.link);
free(keyboard);
}
static void
weston_touch_reset_state(struct weston_touch *touch)
{
touch->num_tp = 0;
}
WL_EXPORT struct weston_touch *
weston_touch_create(void)
{
struct weston_touch *touch;
touch = zalloc(sizeof *touch);
if (touch == NULL)
return NULL;
wl_list_init(&touch->resource_list);
wl_list_init(&touch->focus_resource_list);
wl_list_init(&touch->focus_view_listener.link);
touch->focus_view_listener.notify = touch_focus_view_destroyed;
wl_list_init(&touch->focus_resource_listener.link);
touch->focus_resource_listener.notify = touch_focus_resource_destroyed;
touch->default_grab.interface = &default_touch_grab_interface;
touch->default_grab.touch = touch;
touch->grab = &touch->default_grab;
wl_signal_init(&touch->focus_signal);
return touch;
}
WL_EXPORT void
weston_touch_destroy(struct weston_touch *touch)
{
/* XXX: What about touch->resource_list? */
wl_list_remove(&touch->focus_view_listener.link);
wl_list_remove(&touch->focus_resource_listener.link);
free(touch);
}
static void
seat_send_updated_caps(struct weston_seat *seat)
{
enum wl_seat_capability caps = 0;
struct wl_resource *resource;
if (seat->pointer_device_count > 0)
caps |= WL_SEAT_CAPABILITY_POINTER;
if (seat->keyboard_device_count > 0)
caps |= WL_SEAT_CAPABILITY_KEYBOARD;
if (seat->touch_device_count > 0)
caps |= WL_SEAT_CAPABILITY_TOUCH;
wl_resource_for_each(resource, &seat->base_resource_list) {
wl_seat_send_capabilities(resource, caps);
}
}
WL_EXPORT void
weston_pointer_set_focus(struct weston_pointer *pointer,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view,
wl_fixed_t sx, wl_fixed_t sy)
{
struct weston_keyboard *kbd = pointer->seat->keyboard;
struct wl_resource *resource;
struct wl_display *display = pointer->seat->compositor->wl_display;
uint32_t serial;
struct wl_list *focus_resource_list;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
int different_surface = 0;
if ((!pointer->focus && view) ||
(pointer->focus && !view) ||
(pointer->focus && pointer->focus->surface != view->surface))
different_surface = 1;
focus_resource_list = &pointer->focus_resource_list;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (!wl_list_empty(focus_resource_list) && different_surface) {
serial = wl_display_next_serial(display);
wl_resource_for_each(resource, focus_resource_list) {
wl_pointer_send_leave(resource, serial,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
pointer->focus->surface->resource);
}
move_resources(&pointer->resource_list, focus_resource_list);
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (find_resource_for_view(&pointer->resource_list, view) &&
different_surface) {
struct wl_client *surface_client =
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_resource_get_client(view->surface->resource);
serial = wl_display_next_serial(display);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (kbd && kbd->focus != view->surface)
send_modifiers_to_client_in_list(surface_client,
&kbd->resource_list,
serial,
kbd);
move_resources_for_client(focus_resource_list,
&pointer->resource_list,
surface_client);
wl_resource_for_each(resource, focus_resource_list) {
wl_pointer_send_enter(resource,
serial,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view->surface->resource,
sx, sy);
}
pointer->focus_serial = serial;
}
wl_list_remove(&pointer->focus_view_listener.link);
wl_list_init(&pointer->focus_view_listener.link);
wl_list_remove(&pointer->focus_resource_listener.link);
wl_list_init(&pointer->focus_resource_listener.link);
if (view)
wl_signal_add(&view->destroy_signal, &pointer->focus_view_listener);
if (view && view->surface->resource)
wl_resource_add_destroy_listener(view->surface->resource,
&pointer->focus_resource_listener);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
pointer->focus = view;
pointer->focus_view_listener.notify = pointer_focus_view_destroyed;
wl_signal_emit(&pointer->focus_signal, pointer);
}
static void
send_enter_to_resource_list(struct wl_list *list,
struct weston_keyboard *keyboard,
struct weston_surface *surface,
uint32_t serial)
{
struct wl_resource *resource;
wl_resource_for_each(resource, list) {
send_modifiers_to_resource(keyboard, resource, serial);
wl_keyboard_send_enter(resource, serial,
surface->resource,
&keyboard->keys);
}
}
WL_EXPORT void
weston_keyboard_set_focus(struct weston_keyboard *keyboard,
struct weston_surface *surface)
{
struct wl_resource *resource;
struct wl_display *display = keyboard->seat->compositor->wl_display;
uint32_t serial;
struct wl_list *focus_resource_list;
focus_resource_list = &keyboard->focus_resource_list;
if (!wl_list_empty(focus_resource_list) && keyboard->focus != surface) {
serial = wl_display_next_serial(display);
wl_resource_for_each(resource, focus_resource_list) {
wl_keyboard_send_leave(resource, serial,
keyboard->focus->resource);
}
move_resources(&keyboard->resource_list, focus_resource_list);
}
if (find_resource_for_surface(&keyboard->resource_list, surface) &&
keyboard->focus != surface) {
struct wl_client *surface_client =
wl_resource_get_client(surface->resource);
serial = wl_display_next_serial(display);
move_resources_for_client(focus_resource_list,
&keyboard->resource_list,
surface_client);
send_enter_to_resource_list(focus_resource_list,
keyboard,
surface,
serial);
keyboard->focus_serial = serial;
}
wl_list_remove(&keyboard->focus_resource_listener.link);
wl_list_init(&keyboard->focus_resource_listener.link);
if (surface && surface->resource)
wl_resource_add_destroy_listener(surface->resource,
&keyboard->focus_resource_listener);
keyboard->focus = surface;
wl_signal_emit(&keyboard->focus_signal, keyboard);
}
WL_EXPORT void
weston_keyboard_start_grab(struct weston_keyboard *keyboard,
struct weston_keyboard_grab *grab)
{
keyboard->grab = grab;
grab->keyboard = keyboard;
/* XXX focus? */
}
WL_EXPORT void
weston_keyboard_end_grab(struct weston_keyboard *keyboard)
{
keyboard->grab = &keyboard->default_grab;
}
static void
weston_keyboard_cancel_grab(struct weston_keyboard *keyboard)
{
keyboard->grab->interface->cancel(keyboard->grab);
}
WL_EXPORT void
weston_pointer_start_grab(struct weston_pointer *pointer,
struct weston_pointer_grab *grab)
{
pointer->grab = grab;
grab->pointer = pointer;
pointer->grab->interface->focus(pointer->grab);
}
WL_EXPORT void
weston_pointer_end_grab(struct weston_pointer *pointer)
{
pointer->grab = &pointer->default_grab;
pointer->grab->interface->focus(pointer->grab);
}
static void
weston_pointer_cancel_grab(struct weston_pointer *pointer)
{
pointer->grab->interface->cancel(pointer->grab);
}
WL_EXPORT void
weston_touch_start_grab(struct weston_touch *touch, struct weston_touch_grab *grab)
{
touch->grab = grab;
grab->touch = touch;
}
WL_EXPORT void
weston_touch_end_grab(struct weston_touch *touch)
{
touch->grab = &touch->default_grab;
}
static void
weston_touch_cancel_grab(struct weston_touch *touch)
{
touch->grab->interface->cancel(touch->grab);
}
static void
weston_pointer_clamp_for_output(struct weston_pointer *pointer,
struct weston_output *output,
wl_fixed_t *fx, wl_fixed_t *fy)
{
int x, y;
x = wl_fixed_to_int(*fx);
y = wl_fixed_to_int(*fy);
if (x < output->x)
*fx = wl_fixed_from_int(output->x);
else if (x >= output->x + output->width)
*fx = wl_fixed_from_int(output->x +
output->width - 1);
if (y < output->y)
*fy = wl_fixed_from_int(output->y);
else if (y >= output->y + output->height)
*fy = wl_fixed_from_int(output->y +
output->height - 1);
}
WL_EXPORT void
weston_pointer_clamp(struct weston_pointer *pointer, wl_fixed_t *fx, wl_fixed_t *fy)
{
struct weston_compositor *ec = pointer->seat->compositor;
struct weston_output *output, *prev = NULL;
int x, y, old_x, old_y, valid = 0;
x = wl_fixed_to_int(*fx);
y = wl_fixed_to_int(*fy);
old_x = wl_fixed_to_int(pointer->x);
old_y = wl_fixed_to_int(pointer->y);
wl_list_for_each(output, &ec->output_list, link) {
if (pointer->seat->output && pointer->seat->output != output)
continue;
if (pixman_region32_contains_point(&output->region,
x, y, NULL))
valid = 1;
if (pixman_region32_contains_point(&output->region,
old_x, old_y, NULL))
prev = output;
}
if (!prev)
prev = pointer->seat->output;
if (prev && !valid)
weston_pointer_clamp_for_output(pointer, prev, fx, fy);
}
/* Takes absolute values */
WL_EXPORT void
weston_pointer_move(struct weston_pointer *pointer, wl_fixed_t x, wl_fixed_t y)
{
int32_t ix, iy;
weston_pointer_clamp (pointer, &x, &y);
pointer->x = x;
pointer->y = y;
ix = wl_fixed_to_int(x);
iy = wl_fixed_to_int(y);
if (pointer->sprite) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_set_position(pointer->sprite,
ix - pointer->hotspot_x,
iy - pointer->hotspot_y);
weston_view_schedule_repaint(pointer->sprite);
}
pointer->grab->interface->focus(pointer->grab);
wl_signal_emit(&pointer->motion_signal, pointer);
}
/** Verify if the pointer is in a valid position and move it if it isn't.
*/
static void
weston_pointer_handle_output_destroy(struct wl_listener *listener, void *data)
{
struct weston_pointer *pointer;
struct weston_compositor *ec;
struct weston_output *output, *closest = NULL;
int x, y, distance, min = INT_MAX;
wl_fixed_t fx, fy;
pointer = container_of(listener, struct weston_pointer,
output_destroy_listener);
ec = pointer->seat->compositor;
x = wl_fixed_to_int(pointer->x);
y = wl_fixed_to_int(pointer->y);
wl_list_for_each(output, &ec->output_list, link) {
if (pixman_region32_contains_point(&output->region,
x, y, NULL))
return;
/* Aproximante the distance from the pointer to the center of
* the output. */
distance = abs(output->x + output->width / 2 - x) +
abs(output->y + output->height / 2 - y);
if (distance < min) {
min = distance;
closest = output;
}
}
/* Nothing to do if there's no output left. */
if (!closest)
return;
fx = pointer->x;
fy = pointer->y;
weston_pointer_clamp_for_output(pointer, closest, &fx, &fy);
weston_pointer_move(pointer, fx, fy);
}
WL_EXPORT void
notify_motion(struct weston_seat *seat,
uint32_t time, wl_fixed_t dx, wl_fixed_t dy)
{
struct weston_compositor *ec = seat->compositor;
struct weston_pointer *pointer = seat->pointer;
weston_compositor_wake(ec);
pointer->grab->interface->motion(pointer->grab, time, pointer->x + dx, pointer->y + dy);
}
static void
run_modifier_bindings(struct weston_seat *seat, uint32_t old, uint32_t new)
{
struct weston_compositor *compositor = seat->compositor;
struct weston_keyboard *keyboard = seat->keyboard;
uint32_t diff;
unsigned int i;
struct {
uint32_t xkb;
enum weston_keyboard_modifier weston;
} mods[] = {
{ keyboard->xkb_info->ctrl_mod, MODIFIER_CTRL },
{ keyboard->xkb_info->alt_mod, MODIFIER_ALT },
{ keyboard->xkb_info->super_mod, MODIFIER_SUPER },
{ keyboard->xkb_info->shift_mod, MODIFIER_SHIFT },
};
diff = new & ~old;
for (i = 0; i < ARRAY_LENGTH(mods); i++) {
if (diff & (1 << mods[i].xkb))
weston_compositor_run_modifier_binding(compositor,
seat,
mods[i].weston,
WL_KEYBOARD_KEY_STATE_PRESSED);
}
diff = old & ~new;
for (i = 0; i < ARRAY_LENGTH(mods); i++) {
if (diff & (1 << mods[i].xkb))
weston_compositor_run_modifier_binding(compositor,
seat,
mods[i].weston,
WL_KEYBOARD_KEY_STATE_RELEASED);
}
}
WL_EXPORT void
notify_motion_absolute(struct weston_seat *seat,
uint32_t time, wl_fixed_t x, wl_fixed_t y)
{
struct weston_compositor *ec = seat->compositor;
struct weston_pointer *pointer = seat->pointer;
weston_compositor_wake(ec);
pointer->grab->interface->motion(pointer->grab, time, x, y);
}
WL_EXPORT void
weston_surface_activate(struct weston_surface *surface,
struct weston_seat *seat)
{
struct weston_compositor *compositor = seat->compositor;
if (seat->keyboard) {
weston_keyboard_set_focus(seat->keyboard, surface);
wl_data_device_set_keyboard_focus(seat);
}
wl_signal_emit(&compositor->activate_signal, surface);
}
WL_EXPORT void
notify_button(struct weston_seat *seat, uint32_t time, int32_t button,
enum wl_pointer_button_state state)
{
struct weston_compositor *compositor = seat->compositor;
struct weston_pointer *pointer = seat->pointer;
struct weston_surface *focus =
(struct weston_surface *) pointer->focus;
uint32_t serial = wl_display_next_serial(compositor->wl_display);
if (state == WL_POINTER_BUTTON_STATE_PRESSED) {
if (compositor->ping_handler && focus)
compositor->ping_handler(focus, serial);
weston_compositor_idle_inhibit(compositor);
if (pointer->button_count == 0) {
pointer->grab_button = button;
pointer->grab_time = time;
pointer->grab_x = pointer->x;
pointer->grab_y = pointer->y;
}
pointer->button_count++;
} else {
weston_compositor_idle_release(compositor);
pointer->button_count--;
}
weston_compositor_run_button_binding(compositor, seat, time, button,
state);
pointer->grab->interface->button(pointer->grab, time, button, state);
if (pointer->button_count == 1)
pointer->grab_serial =
wl_display_get_serial(compositor->wl_display);
}
WL_EXPORT void
notify_axis(struct weston_seat *seat, uint32_t time, uint32_t axis,
wl_fixed_t value)
{
struct weston_compositor *compositor = seat->compositor;
struct weston_pointer *pointer = seat->pointer;
struct weston_surface *focus =
(struct weston_surface *) pointer->focus;
uint32_t serial = wl_display_next_serial(compositor->wl_display);
struct wl_resource *resource;
struct wl_list *resource_list;
if (compositor->ping_handler && focus)
compositor->ping_handler(focus, serial);
weston_compositor_wake(compositor);
if (!value)
return;
if (weston_compositor_run_axis_binding(compositor, seat,
time, axis, value))
return;
resource_list = &pointer->focus_resource_list;
wl_resource_for_each(resource, resource_list)
wl_pointer_send_axis(resource, time, axis,
value);
}
#ifdef ENABLE_XKBCOMMON
WL_EXPORT void
notify_modifiers(struct weston_seat *seat, uint32_t serial)
{
struct weston_keyboard *keyboard = seat->keyboard;
struct weston_keyboard_grab *grab = keyboard->grab;
uint32_t mods_depressed, mods_latched, mods_locked, group;
uint32_t mods_lookup;
enum weston_led leds = 0;
int changed = 0;
/* Serialize and update our internal state, checking to see if it's
* different to the previous state. */
mods_depressed = xkb_state_serialize_mods(keyboard->xkb_state.state,
XKB_STATE_DEPRESSED);
mods_latched = xkb_state_serialize_mods(keyboard->xkb_state.state,
XKB_STATE_LATCHED);
mods_locked = xkb_state_serialize_mods(keyboard->xkb_state.state,
XKB_STATE_LOCKED);
group = xkb_state_serialize_group(keyboard->xkb_state.state,
XKB_STATE_EFFECTIVE);
if (mods_depressed != seat->keyboard->modifiers.mods_depressed ||
mods_latched != seat->keyboard->modifiers.mods_latched ||
mods_locked != seat->keyboard->modifiers.mods_locked ||
group != seat->keyboard->modifiers.group)
changed = 1;
run_modifier_bindings(seat, seat->keyboard->modifiers.mods_depressed,
mods_depressed);
seat->keyboard->modifiers.mods_depressed = mods_depressed;
seat->keyboard->modifiers.mods_latched = mods_latched;
seat->keyboard->modifiers.mods_locked = mods_locked;
seat->keyboard->modifiers.group = group;
/* And update the modifier_state for bindings. */
mods_lookup = mods_depressed | mods_latched;
seat->modifier_state = 0;
if (mods_lookup & (1 << keyboard->xkb_info->ctrl_mod))
seat->modifier_state |= MODIFIER_CTRL;
if (mods_lookup & (1 << keyboard->xkb_info->alt_mod))
seat->modifier_state |= MODIFIER_ALT;
if (mods_lookup & (1 << keyboard->xkb_info->super_mod))
seat->modifier_state |= MODIFIER_SUPER;
if (mods_lookup & (1 << keyboard->xkb_info->shift_mod))
seat->modifier_state |= MODIFIER_SHIFT;
/* Finally, notify the compositor that LEDs have changed. */
if (xkb_state_led_index_is_active(keyboard->xkb_state.state,
keyboard->xkb_info->num_led))
leds |= LED_NUM_LOCK;
if (xkb_state_led_index_is_active(keyboard->xkb_state.state,
keyboard->xkb_info->caps_led))
leds |= LED_CAPS_LOCK;
if (xkb_state_led_index_is_active(keyboard->xkb_state.state,
keyboard->xkb_info->scroll_led))
leds |= LED_SCROLL_LOCK;
if (leds != keyboard->xkb_state.leds && seat->led_update)
seat->led_update(seat, leds);
keyboard->xkb_state.leds = leds;
if (changed) {
grab->interface->modifiers(grab,
serial,
keyboard->modifiers.mods_depressed,
keyboard->modifiers.mods_latched,
keyboard->modifiers.mods_locked,
keyboard->modifiers.group);
}
}
static void
update_modifier_state(struct weston_seat *seat, uint32_t serial, uint32_t key,
enum wl_keyboard_key_state state)
{
struct weston_keyboard *keyboard = seat->keyboard;
enum xkb_key_direction direction;
input: Add support for making libxkbcommon optional In embedded environments, devices that appear as evdev "keyboards" often have no resemblence to PC-style keyboards. It is not uncommon for such environments to have no concept of modifier keys and no need for XKB key mapping; in these cases libxkbcommon initialization becomes unnecessary startup overhead. On some SOC platforms, xkb keymap compilation can account for as much as 1/3 - 1/2 of the total compositor startup time. This patch introduces a 'use_xkbcommon' flag in the core compositor structure that indicates whether the compositor is running in "raw keyboard" mode. In raw keyboard mode, the compositor bypasses all libxkbcommon initialization and processing. 'key' events containing the integer keycode will continue to be delivered via the wl_keyboard interface, but no 'keymap' event will be sent to clients. No modifier handling or keysym mapping is performed in this mode. Note that upstream sample apps (e.g., weston-terminal or the desktop-shell client) will not recognize raw keycodes and will not react to keypresses when the compositor is operating in raw keyboard mode. This is expected behavior; key events are still being sent to the client, the client (and/or its toolkit) just isn't written to handle keypresses without doing xkb keysym mapping. Applications written specifically for such embedded environments would be handling keypresses via the raw keycode delivered as part of the 'key' event rather than using xkb keysym mapping. Whether to use xkbcommon is a global option that applies to all compositor keyboard devices on the system; it is an all-or-nothing flag. This patch simply adds conditional checks on whether xkbcommon is to be used or not. v3 don't send zero as the file descriptor - instead send the result of opening /dev/null v2 by Rob Bradford <rob@linux.intel.com>: the original version of the patch used a "raw_keycodes" flag instead of the "use_xkbcommon" used in this patch. v1: Reviewed-by: Singh, Satyeshwar <satyeshwar.singh@intel.com> v1: Reviewed-by: Bob Paauwe <bob.j.paauwe@intel.com>
12 years ago
/* Keyboard modifiers don't exist in raw keyboard mode */
if (!seat->compositor->use_xkbcommon)
return;
if (state == WL_KEYBOARD_KEY_STATE_PRESSED)
direction = XKB_KEY_DOWN;
else
direction = XKB_KEY_UP;
/* Offset the keycode by 8, as the evdev XKB rules reflect X's
* broken keycode system, which starts at 8. */
xkb_state_update_key(keyboard->xkb_state.state, key + 8, direction);
notify_modifiers(seat, serial);
}
static void
send_keymap(struct wl_resource *resource, struct weston_xkb_info *xkb_info)
{
wl_keyboard_send_keymap(resource,
WL_KEYBOARD_KEYMAP_FORMAT_XKB_V1,
xkb_info->keymap_fd,
xkb_info->keymap_size);
}
static void
send_modifiers(struct wl_resource *resource, uint32_t serial, struct weston_keyboard *keyboard)
{
wl_keyboard_send_modifiers(resource, serial,
keyboard->modifiers.mods_depressed,
keyboard->modifiers.mods_latched,
keyboard->modifiers.mods_locked,
keyboard->modifiers.group);
}
static struct weston_xkb_info *
weston_xkb_info_create(struct xkb_keymap *keymap);
static void
update_keymap(struct weston_seat *seat)
{
struct weston_keyboard *keyboard = seat->keyboard;
struct wl_resource *resource;
struct weston_xkb_info *xkb_info;
struct xkb_state *state;
xkb_mod_mask_t latched_mods;
xkb_mod_mask_t locked_mods;
xkb_info = weston_xkb_info_create(keyboard->pending_keymap);
xkb_keymap_unref(keyboard->pending_keymap);
keyboard->pending_keymap = NULL;
if (!xkb_info) {
weston_log("failed to create XKB info\n");
return;
}
state = xkb_state_new(xkb_info->keymap);
if (!state) {
weston_log("failed to initialise XKB state\n");
weston_xkb_info_destroy(xkb_info);
return;
}
latched_mods = xkb_state_serialize_mods(keyboard->xkb_state.state,
XKB_STATE_MODS_LATCHED);
locked_mods = xkb_state_serialize_mods(keyboard->xkb_state.state,
XKB_STATE_MODS_LOCKED);
xkb_state_update_mask(state,
0, /* depressed */
latched_mods,
locked_mods,
0, 0, 0);
weston_xkb_info_destroy(keyboard->xkb_info);
keyboard->xkb_info = xkb_info;
xkb_state_unref(keyboard->xkb_state.state);
keyboard->xkb_state.state = state;
wl_resource_for_each(resource, &seat->keyboard->resource_list)
send_keymap(resource, xkb_info);
wl_resource_for_each(resource, &seat->keyboard->focus_resource_list)
send_keymap(resource, xkb_info);
notify_modifiers(seat, wl_display_next_serial(seat->compositor->wl_display));
if (!latched_mods && !locked_mods)
return;
wl_resource_for_each(resource, &seat->keyboard->resource_list)
send_modifiers(resource, wl_display_get_serial(seat->compositor->wl_display), seat->keyboard);
wl_resource_for_each(resource, &seat->keyboard->focus_resource_list)
send_modifiers(resource, wl_display_get_serial(seat->compositor->wl_display), seat->keyboard);
}
#else
WL_EXPORT void
notify_modifiers(struct weston_seat *seat, uint32_t serial)
{
}
static void
update_modifier_state(struct weston_seat *seat, uint32_t serial, uint32_t key,
enum wl_keyboard_key_state state)
{
}
static void
update_keymap(struct weston_seat *seat)
{
}
#endif
WL_EXPORT void
notify_key(struct weston_seat *seat, uint32_t time, uint32_t key,
enum wl_keyboard_key_state state,
enum weston_key_state_update update_state)
{
struct weston_compositor *compositor = seat->compositor;
struct weston_keyboard *keyboard = seat->keyboard;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_surface *focus = keyboard->focus;
struct weston_keyboard_grab *grab = keyboard->grab;
uint32_t serial = wl_display_next_serial(compositor->wl_display);
uint32_t *k, *end;
if (state == WL_KEYBOARD_KEY_STATE_PRESSED) {
if (compositor->ping_handler && focus)
compositor->ping_handler(focus, serial);
weston_compositor_idle_inhibit(compositor);
keyboard->grab_key = key;
keyboard->grab_time = time;
} else {
weston_compositor_idle_release(compositor);
}
end = keyboard->keys.data + keyboard->keys.size;
for (k = keyboard->keys.data; k < end; k++) {
if (*k == key) {
/* Ignore server-generated repeats. */
if (state == WL_KEYBOARD_KEY_STATE_PRESSED)
return;
*k = *--end;
}
}
keyboard->keys.size = (void *) end - keyboard->keys.data;
if (state == WL_KEYBOARD_KEY_STATE_PRESSED) {
k = wl_array_add(&keyboard->keys, sizeof *k);
*k = key;
}
if (grab == &keyboard->default_grab ||
grab == &keyboard->input_method_grab) {
weston_compositor_run_key_binding(compositor, seat, time, key,
state);
grab = keyboard->grab;
}
grab->interface->key(grab, time, key, state);
if (keyboard->pending_keymap &&
keyboard->keys.size == 0)
update_keymap(seat);
if (update_state == STATE_UPDATE_AUTOMATIC) {
update_modifier_state(seat,
wl_display_get_serial(compositor->wl_display),
key,
state);
}
}
WL_EXPORT void
notify_pointer_focus(struct weston_seat *seat, struct weston_output *output,
wl_fixed_t x, wl_fixed_t y)
{
if (output) {
weston_pointer_move(seat->pointer, x, y);
} else {
/* FIXME: We should call weston_pointer_set_focus(seat,
* NULL) here, but somehow that breaks re-entry... */
}
}
static void
destroy_device_saved_kbd_focus(struct wl_listener *listener, void *data)
{
struct weston_seat *ws;
ws = container_of(listener, struct weston_seat,
saved_kbd_focus_listener);
ws->saved_kbd_focus = NULL;
}
WL_EXPORT void
notify_keyboard_focus_in(struct weston_seat *seat, struct wl_array *keys,
enum weston_key_state_update update_state)
{
struct weston_compositor *compositor = seat->compositor;
struct weston_keyboard *keyboard = seat->keyboard;
struct weston_surface *surface;
uint32_t *k, serial;
serial = wl_display_next_serial(compositor->wl_display);
wl_array_copy(&keyboard->keys, keys);
wl_array_for_each(k, &keyboard->keys) {
weston_compositor_idle_inhibit(compositor);
if (update_state == STATE_UPDATE_AUTOMATIC)
update_modifier_state(seat, serial, *k,
WL_KEYBOARD_KEY_STATE_PRESSED);
}
/* Run key bindings after we've updated the state. */
wl_array_for_each(k, &keyboard->keys) {
weston_compositor_run_key_binding(compositor, seat, 0, *k,
WL_KEYBOARD_KEY_STATE_PRESSED);
}
surface = seat->saved_kbd_focus;
if (surface) {
wl_list_remove(&seat->saved_kbd_focus_listener.link);
weston_keyboard_set_focus(keyboard, surface);
seat->saved_kbd_focus = NULL;
}
}
WL_EXPORT void
notify_keyboard_focus_out(struct weston_seat *seat)
{
struct weston_compositor *compositor = seat->compositor;
struct weston_keyboard *keyboard = seat->keyboard;
uint32_t *k, serial;
serial = wl_display_next_serial(compositor->wl_display);
wl_array_for_each(k, &keyboard->keys) {
weston_compositor_idle_release(compositor);
update_modifier_state(seat, serial, *k,
WL_KEYBOARD_KEY_STATE_RELEASED);
}
seat->modifier_state = 0;
if (keyboard->focus) {
seat->saved_kbd_focus = keyboard->focus;
seat->saved_kbd_focus_listener.notify =
destroy_device_saved_kbd_focus;
wl_signal_add(&keyboard->focus->destroy_signal,
&seat->saved_kbd_focus_listener);
}
weston_keyboard_set_focus(keyboard, NULL);
weston_keyboard_cancel_grab(keyboard);
if (seat->pointer)
weston_pointer_cancel_grab(seat->pointer);
}
WL_EXPORT void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_touch_set_focus(struct weston_seat *seat, struct weston_view *view)
{
struct wl_list *focus_resource_list;
focus_resource_list = &seat->touch->focus_resource_list;
if (view && seat->touch->focus &&
seat->touch->focus->surface == view->surface) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
seat->touch->focus = view;
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
}
wl_list_remove(&seat->touch->focus_resource_listener.link);
wl_list_init(&seat->touch->focus_resource_listener.link);
wl_list_remove(&seat->touch->focus_view_listener.link);
wl_list_init(&seat->touch->focus_view_listener.link);
if (!wl_list_empty(focus_resource_list)) {
move_resources(&seat->touch->resource_list,
focus_resource_list);
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (view) {
struct wl_client *surface_client =
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_resource_get_client(view->surface->resource);
move_resources_for_client(focus_resource_list,
&seat->touch->resource_list,
surface_client);
wl_resource_add_destroy_listener(view->surface->resource,
&seat->touch->focus_resource_listener);
wl_signal_add(&view->destroy_signal, &seat->touch->focus_view_listener);
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
seat->touch->focus = view;
}
/**
* notify_touch - emulates button touches and notifies surfaces accordingly.
*
* It assumes always the correct cycle sequence until it gets here: touch_down
* touch_update ... touch_update touch_end. The driver is responsible
* for sending along such order.
*
*/
WL_EXPORT void
notify_touch(struct weston_seat *seat, uint32_t time, int touch_id,
wl_fixed_t x, wl_fixed_t y, int touch_type)
{
struct weston_compositor *ec = seat->compositor;
struct weston_touch *touch = seat->touch;
struct weston_touch_grab *grab = touch->grab;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *ev;
wl_fixed_t sx, sy;
/* Update grab's global coordinates. */
if (touch_id == touch->grab_touch_id && touch_type != WL_TOUCH_UP) {
touch->grab_x = x;
touch->grab_y = y;
}
switch (touch_type) {
case WL_TOUCH_DOWN:
weston_compositor_idle_inhibit(ec);
touch->num_tp++;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
/* the first finger down picks the view, and all further go
* to that view for the remainder of the touch session i.e.
* until all touch points are up again. */
if (touch->num_tp == 1) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
ev = weston_compositor_pick_view(ec, x, y, &sx, &sy);
weston_touch_set_focus(seat, ev);
} else if (touch->focus) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
ev = touch->focus;
weston_view_from_global_fixed(ev, x, y, &sx, &sy);
} else {
/* Unexpected condition: We have non-initial touch but
* there is no focused surface.
*/
weston_log("touch event received with %d points down"
"but no surface focused\n", touch->num_tp);
return;
}
grab->interface->down(grab, time, touch_id, sx, sy);
if (touch->num_tp == 1) {
touch->grab_serial =
wl_display_get_serial(ec->wl_display);
touch->grab_touch_id = touch_id;
touch->grab_time = time;
touch->grab_x = x;
touch->grab_y = y;
}
break;
case WL_TOUCH_MOTION:
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
ev = touch->focus;
if (!ev)
break;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_from_global_fixed(ev, x, y, &sx, &sy);
grab->interface->motion(grab, time, touch_id, sx, sy);
break;
case WL_TOUCH_UP:
if (touch->num_tp == 0) {
/* This can happen if we start out with one or
* more fingers on the touch screen, in which
* case we didn't get the corresponding down
* event. */
weston_log("unmatched touch up event\n");
break;
}
weston_compositor_idle_release(ec);
touch->num_tp--;
grab->interface->up(grab, time, touch_id);
if (touch->num_tp == 0)
weston_touch_set_focus(seat, NULL);
break;
}
weston_compositor_run_touch_binding(ec, seat, time, touch_type);
}
static void
pointer_cursor_surface_configure(struct weston_surface *es,
int32_t dx, int32_t dy)
{
struct weston_pointer *pointer = es->configure_private;
int x, y;
if (es->width == 0)
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
assert(es == pointer->sprite->surface);
pointer->hotspot_x -= dx;
pointer->hotspot_y -= dy;
x = wl_fixed_to_int(pointer->x) - pointer->hotspot_x;
y = wl_fixed_to_int(pointer->y) - pointer->hotspot_y;
weston_view_set_position(pointer->sprite, x, y);
empty_region(&es->pending.input);
empty_region(&es->input);
if (!weston_surface_is_mapped(es)) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_insert(&es->compositor->cursor_layer.view_list,
&pointer->sprite->layer_link);
weston_view_update_transform(pointer->sprite);
}
}
static void
pointer_set_cursor(struct wl_client *client, struct wl_resource *resource,
uint32_t serial, struct wl_resource *surface_resource,
int32_t x, int32_t y)
{
struct weston_pointer *pointer = wl_resource_get_user_data(resource);
struct weston_surface *surface = NULL;
if (surface_resource)
surface = wl_resource_get_user_data(surface_resource);
if (pointer->focus == NULL)
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
/* pointer->focus->surface->resource can be NULL. Surfaces like the
black_surface used in shell.c for fullscreen don't have
a resource, but can still have focus */
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (pointer->focus->surface->resource == NULL)
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (wl_resource_get_client(pointer->focus->surface->resource) != client)
return;
if (pointer->focus_serial - serial > UINT32_MAX / 2)
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (surface && pointer->sprite && surface != pointer->sprite->surface) {
if (surface->configure) {
wl_resource_post_error(surface->resource,
WL_DISPLAY_ERROR_INVALID_OBJECT,
"surface->configure already "
"set");
return;
}
}
if (pointer->sprite)
pointer_unmap_sprite(pointer);
if (!surface)
return;
wl_signal_add(&surface->destroy_signal,
&pointer->sprite_destroy_listener);
surface->configure = pointer_cursor_surface_configure;
surface->configure_private = pointer;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
pointer->sprite = weston_view_create(surface);
pointer->hotspot_x = x;
pointer->hotspot_y = y;
if (surface->buffer_ref.buffer)
pointer_cursor_surface_configure(surface, 0, 0);
}
static void
pointer_release(struct wl_client *client, struct wl_resource *resource)
{
wl_resource_destroy(resource);
}
static const struct wl_pointer_interface pointer_interface = {
pointer_set_cursor,
pointer_release
};
static void
seat_get_pointer(struct wl_client *client, struct wl_resource *resource,
uint32_t id)
{
struct weston_seat *seat = wl_resource_get_user_data(resource);
struct wl_resource *cr;
if (!seat->pointer)
return;
cr = wl_resource_create(client, &wl_pointer_interface,
wl_resource_get_version(resource), id);
if (cr == NULL) {
wl_client_post_no_memory(client);
return;
}
/* May be moved to focused list later by either
* weston_pointer_set_focus or directly if this client is already
* focused */
wl_list_insert(&seat->pointer->resource_list, wl_resource_get_link(cr));
wl_resource_set_implementation(cr, &pointer_interface, seat->pointer,
unbind_resource);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (seat->pointer->focus && seat->pointer->focus->surface->resource &&
wl_resource_get_client(seat->pointer->focus->surface->resource) == client) {
wl_fixed_t sx, sy;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_from_global_fixed(seat->pointer->focus,
seat->pointer->x,
seat->pointer->y,
&sx, &sy);
wl_list_remove(wl_resource_get_link(cr));
wl_list_insert(&seat->pointer->focus_resource_list,
wl_resource_get_link(cr));
wl_pointer_send_enter(cr,
seat->pointer->focus_serial,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
seat->pointer->focus->surface->resource,
sx, sy);
}
}
static void
keyboard_release(struct wl_client *client, struct wl_resource *resource)
{
wl_resource_destroy(resource);
}
static const struct wl_keyboard_interface keyboard_interface = {
keyboard_release
};
static int
should_send_modifiers_to_client(struct weston_seat *seat,
struct wl_client *client)
{
if (seat->keyboard &&
seat->keyboard->focus &&
seat->keyboard->focus->resource &&
wl_resource_get_client(seat->keyboard->focus->resource) == client)
return 1;
if (seat->pointer &&
seat->pointer->focus &&
seat->pointer->focus->surface->resource &&
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_resource_get_client(seat->pointer->focus->surface->resource) == client)
return 1;
return 0;
}
static void
seat_get_keyboard(struct wl_client *client, struct wl_resource *resource,
uint32_t id)
{
struct weston_seat *seat = wl_resource_get_user_data(resource);
struct weston_keyboard *keyboard = seat->keyboard;
struct wl_resource *cr;
if (!seat->keyboard)
return;
cr = wl_resource_create(client, &wl_keyboard_interface,
wl_resource_get_version(resource), id);
if (cr == NULL) {
wl_client_post_no_memory(client);
return;
}
/* May be moved to focused list later by either
* weston_keyboard_set_focus or directly if this client is already
* focused */
wl_list_insert(&seat->keyboard->resource_list, wl_resource_get_link(cr));
wl_resource_set_implementation(cr, &keyboard_interface,
seat, unbind_resource);
input: Add support for making libxkbcommon optional In embedded environments, devices that appear as evdev "keyboards" often have no resemblence to PC-style keyboards. It is not uncommon for such environments to have no concept of modifier keys and no need for XKB key mapping; in these cases libxkbcommon initialization becomes unnecessary startup overhead. On some SOC platforms, xkb keymap compilation can account for as much as 1/3 - 1/2 of the total compositor startup time. This patch introduces a 'use_xkbcommon' flag in the core compositor structure that indicates whether the compositor is running in "raw keyboard" mode. In raw keyboard mode, the compositor bypasses all libxkbcommon initialization and processing. 'key' events containing the integer keycode will continue to be delivered via the wl_keyboard interface, but no 'keymap' event will be sent to clients. No modifier handling or keysym mapping is performed in this mode. Note that upstream sample apps (e.g., weston-terminal or the desktop-shell client) will not recognize raw keycodes and will not react to keypresses when the compositor is operating in raw keyboard mode. This is expected behavior; key events are still being sent to the client, the client (and/or its toolkit) just isn't written to handle keypresses without doing xkb keysym mapping. Applications written specifically for such embedded environments would be handling keypresses via the raw keycode delivered as part of the 'key' event rather than using xkb keysym mapping. Whether to use xkbcommon is a global option that applies to all compositor keyboard devices on the system; it is an all-or-nothing flag. This patch simply adds conditional checks on whether xkbcommon is to be used or not. v3 don't send zero as the file descriptor - instead send the result of opening /dev/null v2 by Rob Bradford <rob@linux.intel.com>: the original version of the patch used a "raw_keycodes" flag instead of the "use_xkbcommon" used in this patch. v1: Reviewed-by: Singh, Satyeshwar <satyeshwar.singh@intel.com> v1: Reviewed-by: Bob Paauwe <bob.j.paauwe@intel.com>
12 years ago
if (seat->compositor->use_xkbcommon) {
wl_keyboard_send_keymap(cr, WL_KEYBOARD_KEYMAP_FORMAT_XKB_V1,
keyboard->xkb_info->keymap_fd,
keyboard->xkb_info->keymap_size);
input: Add support for making libxkbcommon optional In embedded environments, devices that appear as evdev "keyboards" often have no resemblence to PC-style keyboards. It is not uncommon for such environments to have no concept of modifier keys and no need for XKB key mapping; in these cases libxkbcommon initialization becomes unnecessary startup overhead. On some SOC platforms, xkb keymap compilation can account for as much as 1/3 - 1/2 of the total compositor startup time. This patch introduces a 'use_xkbcommon' flag in the core compositor structure that indicates whether the compositor is running in "raw keyboard" mode. In raw keyboard mode, the compositor bypasses all libxkbcommon initialization and processing. 'key' events containing the integer keycode will continue to be delivered via the wl_keyboard interface, but no 'keymap' event will be sent to clients. No modifier handling or keysym mapping is performed in this mode. Note that upstream sample apps (e.g., weston-terminal or the desktop-shell client) will not recognize raw keycodes and will not react to keypresses when the compositor is operating in raw keyboard mode. This is expected behavior; key events are still being sent to the client, the client (and/or its toolkit) just isn't written to handle keypresses without doing xkb keysym mapping. Applications written specifically for such embedded environments would be handling keypresses via the raw keycode delivered as part of the 'key' event rather than using xkb keysym mapping. Whether to use xkbcommon is a global option that applies to all compositor keyboard devices on the system; it is an all-or-nothing flag. This patch simply adds conditional checks on whether xkbcommon is to be used or not. v3 don't send zero as the file descriptor - instead send the result of opening /dev/null v2 by Rob Bradford <rob@linux.intel.com>: the original version of the patch used a "raw_keycodes" flag instead of the "use_xkbcommon" used in this patch. v1: Reviewed-by: Singh, Satyeshwar <satyeshwar.singh@intel.com> v1: Reviewed-by: Bob Paauwe <bob.j.paauwe@intel.com>
12 years ago
} else {
int null_fd = open("/dev/null", O_RDONLY);
wl_keyboard_send_keymap(cr, WL_KEYBOARD_KEYMAP_FORMAT_NO_KEYMAP,
null_fd,
0);
close(null_fd);
}
if (should_send_modifiers_to_client(seat, client)) {
send_modifiers_to_resource(seat->keyboard,
cr,
seat->keyboard->focus_serial);
}
if (seat->keyboard->focus &&
wl_resource_get_client(seat->keyboard->focus->resource) == client) {
struct weston_surface *surface =
(struct weston_surface *) seat->keyboard->focus;
wl_list_remove(wl_resource_get_link(cr));
wl_list_insert(&seat->keyboard->focus_resource_list,
wl_resource_get_link(cr));
wl_keyboard_send_enter(cr,
seat->keyboard->focus_serial,
surface->resource,
&seat->keyboard->keys);
/* If this is the first keyboard resource for this
* client... */
if (seat->keyboard->focus_resource_list.prev ==
wl_resource_get_link(cr))
wl_data_device_set_keyboard_focus(seat);
}
}
static void
touch_release(struct wl_client *client, struct wl_resource *resource)
{
wl_resource_destroy(resource);
}
static const struct wl_touch_interface touch_interface = {
touch_release
};
static void
seat_get_touch(struct wl_client *client, struct wl_resource *resource,
uint32_t id)
{
struct weston_seat *seat = wl_resource_get_user_data(resource);
struct wl_resource *cr;
if (!seat->touch)
return;
cr = wl_resource_create(client, &wl_touch_interface,
wl_resource_get_version(resource), id);
if (cr == NULL) {
wl_client_post_no_memory(client);
return;
}
if (seat->touch->focus &&
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_resource_get_client(seat->touch->focus->surface->resource) == client) {
wl_list_insert(&seat->touch->resource_list,
wl_resource_get_link(cr));
} else {
wl_list_insert(&seat->touch->focus_resource_list,
wl_resource_get_link(cr));
}
wl_resource_set_implementation(cr, &touch_interface,
seat, unbind_resource);
}
static const struct wl_seat_interface seat_interface = {
seat_get_pointer,
seat_get_keyboard,
seat_get_touch,
};
static void
bind_seat(struct wl_client *client, void *data, uint32_t version, uint32_t id)
{
struct weston_seat *seat = data;
struct wl_resource *resource;
enum wl_seat_capability caps = 0;
resource = wl_resource_create(client,
&wl_seat_interface, MIN(version, 3), id);
wl_list_insert(&seat->base_resource_list, wl_resource_get_link(resource));
wl_resource_set_implementation(resource, &seat_interface, data,
unbind_resource);
if (seat->pointer)
caps |= WL_SEAT_CAPABILITY_POINTER;
if (seat->keyboard)
caps |= WL_SEAT_CAPABILITY_KEYBOARD;
if (seat->touch)
caps |= WL_SEAT_CAPABILITY_TOUCH;
wl_seat_send_capabilities(resource, caps);
if (version >= 2)
wl_seat_send_name(resource, seat->seat_name);
}
#ifdef ENABLE_XKBCOMMON
int
weston_compositor_xkb_init(struct weston_compositor *ec,
struct xkb_rule_names *names)
{
ec->use_xkbcommon = 1;
input: Add support for making libxkbcommon optional In embedded environments, devices that appear as evdev "keyboards" often have no resemblence to PC-style keyboards. It is not uncommon for such environments to have no concept of modifier keys and no need for XKB key mapping; in these cases libxkbcommon initialization becomes unnecessary startup overhead. On some SOC platforms, xkb keymap compilation can account for as much as 1/3 - 1/2 of the total compositor startup time. This patch introduces a 'use_xkbcommon' flag in the core compositor structure that indicates whether the compositor is running in "raw keyboard" mode. In raw keyboard mode, the compositor bypasses all libxkbcommon initialization and processing. 'key' events containing the integer keycode will continue to be delivered via the wl_keyboard interface, but no 'keymap' event will be sent to clients. No modifier handling or keysym mapping is performed in this mode. Note that upstream sample apps (e.g., weston-terminal or the desktop-shell client) will not recognize raw keycodes and will not react to keypresses when the compositor is operating in raw keyboard mode. This is expected behavior; key events are still being sent to the client, the client (and/or its toolkit) just isn't written to handle keypresses without doing xkb keysym mapping. Applications written specifically for such embedded environments would be handling keypresses via the raw keycode delivered as part of the 'key' event rather than using xkb keysym mapping. Whether to use xkbcommon is a global option that applies to all compositor keyboard devices on the system; it is an all-or-nothing flag. This patch simply adds conditional checks on whether xkbcommon is to be used or not. v3 don't send zero as the file descriptor - instead send the result of opening /dev/null v2 by Rob Bradford <rob@linux.intel.com>: the original version of the patch used a "raw_keycodes" flag instead of the "use_xkbcommon" used in this patch. v1: Reviewed-by: Singh, Satyeshwar <satyeshwar.singh@intel.com> v1: Reviewed-by: Bob Paauwe <bob.j.paauwe@intel.com>
12 years ago
if (ec->xkb_context == NULL) {
ec->xkb_context = xkb_context_new(0);
if (ec->xkb_context == NULL) {
weston_log("failed to create XKB context\n");
return -1;
}
}
if (names)
ec->xkb_names = *names;
if (!ec->xkb_names.rules)
ec->xkb_names.rules = strdup("evdev");
if (!ec->xkb_names.model)
ec->xkb_names.model = strdup("pc105");
if (!ec->xkb_names.layout)
ec->xkb_names.layout = strdup("us");
return 0;
}
static void
weston_xkb_info_destroy(struct weston_xkb_info *xkb_info)
{
if (--xkb_info->ref_count > 0)
return;
if (xkb_info->keymap)
xkb_map_unref(xkb_info->keymap);
if (xkb_info->keymap_area)
munmap(xkb_info->keymap_area, xkb_info->keymap_size);
if (xkb_info->keymap_fd >= 0)
close(xkb_info->keymap_fd);
free(xkb_info);
}
void
weston_compositor_xkb_destroy(struct weston_compositor *ec)
{
input: Add support for making libxkbcommon optional In embedded environments, devices that appear as evdev "keyboards" often have no resemblence to PC-style keyboards. It is not uncommon for such environments to have no concept of modifier keys and no need for XKB key mapping; in these cases libxkbcommon initialization becomes unnecessary startup overhead. On some SOC platforms, xkb keymap compilation can account for as much as 1/3 - 1/2 of the total compositor startup time. This patch introduces a 'use_xkbcommon' flag in the core compositor structure that indicates whether the compositor is running in "raw keyboard" mode. In raw keyboard mode, the compositor bypasses all libxkbcommon initialization and processing. 'key' events containing the integer keycode will continue to be delivered via the wl_keyboard interface, but no 'keymap' event will be sent to clients. No modifier handling or keysym mapping is performed in this mode. Note that upstream sample apps (e.g., weston-terminal or the desktop-shell client) will not recognize raw keycodes and will not react to keypresses when the compositor is operating in raw keyboard mode. This is expected behavior; key events are still being sent to the client, the client (and/or its toolkit) just isn't written to handle keypresses without doing xkb keysym mapping. Applications written specifically for such embedded environments would be handling keypresses via the raw keycode delivered as part of the 'key' event rather than using xkb keysym mapping. Whether to use xkbcommon is a global option that applies to all compositor keyboard devices on the system; it is an all-or-nothing flag. This patch simply adds conditional checks on whether xkbcommon is to be used or not. v3 don't send zero as the file descriptor - instead send the result of opening /dev/null v2 by Rob Bradford <rob@linux.intel.com>: the original version of the patch used a "raw_keycodes" flag instead of the "use_xkbcommon" used in this patch. v1: Reviewed-by: Singh, Satyeshwar <satyeshwar.singh@intel.com> v1: Reviewed-by: Bob Paauwe <bob.j.paauwe@intel.com>
12 years ago
/*
* If we're operating in raw keyboard mode, we never initialized
* libxkbcommon so there's no cleanup to do either.
*/
if (!ec->use_xkbcommon)
return;
free((char *) ec->xkb_names.rules);
free((char *) ec->xkb_names.model);
free((char *) ec->xkb_names.layout);
free((char *) ec->xkb_names.variant);
free((char *) ec->xkb_names.options);
if (ec->xkb_info)
weston_xkb_info_destroy(ec->xkb_info);
xkb_context_unref(ec->xkb_context);
}
static struct weston_xkb_info *
weston_xkb_info_create(struct xkb_keymap *keymap)
{
struct weston_xkb_info *xkb_info = zalloc(sizeof *xkb_info);
if (xkb_info == NULL)
return NULL;
xkb_info->keymap = xkb_map_ref(keymap);
xkb_info->ref_count = 1;
char *keymap_str;
xkb_info->shift_mod = xkb_map_mod_get_index(xkb_info->keymap,
XKB_MOD_NAME_SHIFT);
xkb_info->caps_mod = xkb_map_mod_get_index(xkb_info->keymap,
XKB_MOD_NAME_CAPS);
xkb_info->ctrl_mod = xkb_map_mod_get_index(xkb_info->keymap,
XKB_MOD_NAME_CTRL);
xkb_info->alt_mod = xkb_map_mod_get_index(xkb_info->keymap,
XKB_MOD_NAME_ALT);
xkb_info->mod2_mod = xkb_map_mod_get_index(xkb_info->keymap, "Mod2");
xkb_info->mod3_mod = xkb_map_mod_get_index(xkb_info->keymap, "Mod3");
xkb_info->super_mod = xkb_map_mod_get_index(xkb_info->keymap,
XKB_MOD_NAME_LOGO);
xkb_info->mod5_mod = xkb_map_mod_get_index(xkb_info->keymap, "Mod5");
xkb_info->num_led = xkb_map_led_get_index(xkb_info->keymap,
XKB_LED_NAME_NUM);
xkb_info->caps_led = xkb_map_led_get_index(xkb_info->keymap,
XKB_LED_NAME_CAPS);
xkb_info->scroll_led = xkb_map_led_get_index(xkb_info->keymap,
XKB_LED_NAME_SCROLL);
keymap_str = xkb_map_get_as_string(xkb_info->keymap);
if (keymap_str == NULL) {
weston_log("failed to get string version of keymap\n");
goto err_keymap;
}
xkb_info->keymap_size = strlen(keymap_str) + 1;
xkb_info->keymap_fd = os_create_anonymous_file(xkb_info->keymap_size);
if (xkb_info->keymap_fd < 0) {
weston_log("creating a keymap file for %lu bytes failed: %m\n",
(unsigned long) xkb_info->keymap_size);
goto err_keymap_str;
}
xkb_info->keymap_area = mmap(NULL, xkb_info->keymap_size,
PROT_READ | PROT_WRITE,
MAP_SHARED, xkb_info->keymap_fd, 0);
if (xkb_info->keymap_area == MAP_FAILED) {
weston_log("failed to mmap() %lu bytes\n",
(unsigned long) xkb_info->keymap_size);
goto err_dev_zero;
}
strcpy(xkb_info->keymap_area, keymap_str);
free(keymap_str);
return xkb_info;
err_dev_zero:
close(xkb_info->keymap_fd);
err_keymap_str:
free(keymap_str);
err_keymap:
xkb_map_unref(xkb_info->keymap);
free(xkb_info);
return NULL;
}
static int
weston_compositor_build_global_keymap(struct weston_compositor *ec)
{
struct xkb_keymap *keymap;
if (ec->xkb_info != NULL)
return 0;
keymap = xkb_map_new_from_names(ec->xkb_context,
&ec->xkb_names,
0);
if (keymap == NULL) {
weston_log("failed to compile global XKB keymap\n");
weston_log(" tried rules %s, model %s, layout %s, variant %s, "
"options %s\n",
ec->xkb_names.rules, ec->xkb_names.model,
ec->xkb_names.layout, ec->xkb_names.variant,
ec->xkb_names.options);
return -1;
}
ec->xkb_info = weston_xkb_info_create(keymap);
xkb_keymap_unref(keymap);
if (ec->xkb_info == NULL)
return -1;
return 0;
}
#else
int
weston_compositor_xkb_init(struct weston_compositor *ec,
struct xkb_rule_names *names)
{
return 0;
}
void
weston_compositor_xkb_destroy(struct weston_compositor *ec)
{
}
#endif
WL_EXPORT void
weston_seat_update_keymap(struct weston_seat *seat, struct xkb_keymap *keymap)
{
if (!seat->keyboard || !keymap)
return;
#ifdef ENABLE_XKBCOMMON
if (!seat->compositor->use_xkbcommon)
return;
xkb_keymap_unref(seat->keyboard->pending_keymap);
seat->keyboard->pending_keymap = xkb_keymap_ref(keymap);
if (seat->keyboard->keys.size == 0)
update_keymap(seat);
#endif
}
WL_EXPORT int
weston_seat_init_keyboard(struct weston_seat *seat, struct xkb_keymap *keymap)
{
struct weston_keyboard *keyboard;
if (seat->keyboard) {
seat->keyboard_device_count += 1;
if (seat->keyboard_device_count == 1)
seat_send_updated_caps(seat);
return 0;
}
keyboard = weston_keyboard_create();
if (keyboard == NULL) {
weston_log("failed to allocate weston keyboard struct\n");
return -1;
}
#ifdef ENABLE_XKBCOMMON
input: Add support for making libxkbcommon optional In embedded environments, devices that appear as evdev "keyboards" often have no resemblence to PC-style keyboards. It is not uncommon for such environments to have no concept of modifier keys and no need for XKB key mapping; in these cases libxkbcommon initialization becomes unnecessary startup overhead. On some SOC platforms, xkb keymap compilation can account for as much as 1/3 - 1/2 of the total compositor startup time. This patch introduces a 'use_xkbcommon' flag in the core compositor structure that indicates whether the compositor is running in "raw keyboard" mode. In raw keyboard mode, the compositor bypasses all libxkbcommon initialization and processing. 'key' events containing the integer keycode will continue to be delivered via the wl_keyboard interface, but no 'keymap' event will be sent to clients. No modifier handling or keysym mapping is performed in this mode. Note that upstream sample apps (e.g., weston-terminal or the desktop-shell client) will not recognize raw keycodes and will not react to keypresses when the compositor is operating in raw keyboard mode. This is expected behavior; key events are still being sent to the client, the client (and/or its toolkit) just isn't written to handle keypresses without doing xkb keysym mapping. Applications written specifically for such embedded environments would be handling keypresses via the raw keycode delivered as part of the 'key' event rather than using xkb keysym mapping. Whether to use xkbcommon is a global option that applies to all compositor keyboard devices on the system; it is an all-or-nothing flag. This patch simply adds conditional checks on whether xkbcommon is to be used or not. v3 don't send zero as the file descriptor - instead send the result of opening /dev/null v2 by Rob Bradford <rob@linux.intel.com>: the original version of the patch used a "raw_keycodes" flag instead of the "use_xkbcommon" used in this patch. v1: Reviewed-by: Singh, Satyeshwar <satyeshwar.singh@intel.com> v1: Reviewed-by: Bob Paauwe <bob.j.paauwe@intel.com>
12 years ago
if (seat->compositor->use_xkbcommon) {
if (keymap != NULL) {
keyboard->xkb_info = weston_xkb_info_create(keymap);
if (keyboard->xkb_info == NULL)
goto err;
input: Add support for making libxkbcommon optional In embedded environments, devices that appear as evdev "keyboards" often have no resemblence to PC-style keyboards. It is not uncommon for such environments to have no concept of modifier keys and no need for XKB key mapping; in these cases libxkbcommon initialization becomes unnecessary startup overhead. On some SOC platforms, xkb keymap compilation can account for as much as 1/3 - 1/2 of the total compositor startup time. This patch introduces a 'use_xkbcommon' flag in the core compositor structure that indicates whether the compositor is running in "raw keyboard" mode. In raw keyboard mode, the compositor bypasses all libxkbcommon initialization and processing. 'key' events containing the integer keycode will continue to be delivered via the wl_keyboard interface, but no 'keymap' event will be sent to clients. No modifier handling or keysym mapping is performed in this mode. Note that upstream sample apps (e.g., weston-terminal or the desktop-shell client) will not recognize raw keycodes and will not react to keypresses when the compositor is operating in raw keyboard mode. This is expected behavior; key events are still being sent to the client, the client (and/or its toolkit) just isn't written to handle keypresses without doing xkb keysym mapping. Applications written specifically for such embedded environments would be handling keypresses via the raw keycode delivered as part of the 'key' event rather than using xkb keysym mapping. Whether to use xkbcommon is a global option that applies to all compositor keyboard devices on the system; it is an all-or-nothing flag. This patch simply adds conditional checks on whether xkbcommon is to be used or not. v3 don't send zero as the file descriptor - instead send the result of opening /dev/null v2 by Rob Bradford <rob@linux.intel.com>: the original version of the patch used a "raw_keycodes" flag instead of the "use_xkbcommon" used in this patch. v1: Reviewed-by: Singh, Satyeshwar <satyeshwar.singh@intel.com> v1: Reviewed-by: Bob Paauwe <bob.j.paauwe@intel.com>
12 years ago
} else {
if (weston_compositor_build_global_keymap(seat->compositor) < 0)
goto err;
keyboard->xkb_info = seat->compositor->xkb_info;
keyboard->xkb_info->ref_count++;
input: Add support for making libxkbcommon optional In embedded environments, devices that appear as evdev "keyboards" often have no resemblence to PC-style keyboards. It is not uncommon for such environments to have no concept of modifier keys and no need for XKB key mapping; in these cases libxkbcommon initialization becomes unnecessary startup overhead. On some SOC platforms, xkb keymap compilation can account for as much as 1/3 - 1/2 of the total compositor startup time. This patch introduces a 'use_xkbcommon' flag in the core compositor structure that indicates whether the compositor is running in "raw keyboard" mode. In raw keyboard mode, the compositor bypasses all libxkbcommon initialization and processing. 'key' events containing the integer keycode will continue to be delivered via the wl_keyboard interface, but no 'keymap' event will be sent to clients. No modifier handling or keysym mapping is performed in this mode. Note that upstream sample apps (e.g., weston-terminal or the desktop-shell client) will not recognize raw keycodes and will not react to keypresses when the compositor is operating in raw keyboard mode. This is expected behavior; key events are still being sent to the client, the client (and/or its toolkit) just isn't written to handle keypresses without doing xkb keysym mapping. Applications written specifically for such embedded environments would be handling keypresses via the raw keycode delivered as part of the 'key' event rather than using xkb keysym mapping. Whether to use xkbcommon is a global option that applies to all compositor keyboard devices on the system; it is an all-or-nothing flag. This patch simply adds conditional checks on whether xkbcommon is to be used or not. v3 don't send zero as the file descriptor - instead send the result of opening /dev/null v2 by Rob Bradford <rob@linux.intel.com>: the original version of the patch used a "raw_keycodes" flag instead of the "use_xkbcommon" used in this patch. v1: Reviewed-by: Singh, Satyeshwar <satyeshwar.singh@intel.com> v1: Reviewed-by: Bob Paauwe <bob.j.paauwe@intel.com>
12 years ago
}
keyboard->xkb_state.state = xkb_state_new(keyboard->xkb_info->keymap);
if (keyboard->xkb_state.state == NULL) {
input: Add support for making libxkbcommon optional In embedded environments, devices that appear as evdev "keyboards" often have no resemblence to PC-style keyboards. It is not uncommon for such environments to have no concept of modifier keys and no need for XKB key mapping; in these cases libxkbcommon initialization becomes unnecessary startup overhead. On some SOC platforms, xkb keymap compilation can account for as much as 1/3 - 1/2 of the total compositor startup time. This patch introduces a 'use_xkbcommon' flag in the core compositor structure that indicates whether the compositor is running in "raw keyboard" mode. In raw keyboard mode, the compositor bypasses all libxkbcommon initialization and processing. 'key' events containing the integer keycode will continue to be delivered via the wl_keyboard interface, but no 'keymap' event will be sent to clients. No modifier handling or keysym mapping is performed in this mode. Note that upstream sample apps (e.g., weston-terminal or the desktop-shell client) will not recognize raw keycodes and will not react to keypresses when the compositor is operating in raw keyboard mode. This is expected behavior; key events are still being sent to the client, the client (and/or its toolkit) just isn't written to handle keypresses without doing xkb keysym mapping. Applications written specifically for such embedded environments would be handling keypresses via the raw keycode delivered as part of the 'key' event rather than using xkb keysym mapping. Whether to use xkbcommon is a global option that applies to all compositor keyboard devices on the system; it is an all-or-nothing flag. This patch simply adds conditional checks on whether xkbcommon is to be used or not. v3 don't send zero as the file descriptor - instead send the result of opening /dev/null v2 by Rob Bradford <rob@linux.intel.com>: the original version of the patch used a "raw_keycodes" flag instead of the "use_xkbcommon" used in this patch. v1: Reviewed-by: Singh, Satyeshwar <satyeshwar.singh@intel.com> v1: Reviewed-by: Bob Paauwe <bob.j.paauwe@intel.com>
12 years ago
weston_log("failed to initialise XKB state\n");
goto err;
input: Add support for making libxkbcommon optional In embedded environments, devices that appear as evdev "keyboards" often have no resemblence to PC-style keyboards. It is not uncommon for such environments to have no concept of modifier keys and no need for XKB key mapping; in these cases libxkbcommon initialization becomes unnecessary startup overhead. On some SOC platforms, xkb keymap compilation can account for as much as 1/3 - 1/2 of the total compositor startup time. This patch introduces a 'use_xkbcommon' flag in the core compositor structure that indicates whether the compositor is running in "raw keyboard" mode. In raw keyboard mode, the compositor bypasses all libxkbcommon initialization and processing. 'key' events containing the integer keycode will continue to be delivered via the wl_keyboard interface, but no 'keymap' event will be sent to clients. No modifier handling or keysym mapping is performed in this mode. Note that upstream sample apps (e.g., weston-terminal or the desktop-shell client) will not recognize raw keycodes and will not react to keypresses when the compositor is operating in raw keyboard mode. This is expected behavior; key events are still being sent to the client, the client (and/or its toolkit) just isn't written to handle keypresses without doing xkb keysym mapping. Applications written specifically for such embedded environments would be handling keypresses via the raw keycode delivered as part of the 'key' event rather than using xkb keysym mapping. Whether to use xkbcommon is a global option that applies to all compositor keyboard devices on the system; it is an all-or-nothing flag. This patch simply adds conditional checks on whether xkbcommon is to be used or not. v3 don't send zero as the file descriptor - instead send the result of opening /dev/null v2 by Rob Bradford <rob@linux.intel.com>: the original version of the patch used a "raw_keycodes" flag instead of the "use_xkbcommon" used in this patch. v1: Reviewed-by: Singh, Satyeshwar <satyeshwar.singh@intel.com> v1: Reviewed-by: Bob Paauwe <bob.j.paauwe@intel.com>
12 years ago
}
keyboard->xkb_state.leds = 0;
}
#endif
seat->keyboard = keyboard;
seat->keyboard_device_count = 1;
keyboard->seat = seat;
seat_send_updated_caps(seat);
return 0;
err:
if (keyboard->xkb_info)
weston_xkb_info_destroy(keyboard->xkb_info);
free(keyboard);
return -1;
}
static void
weston_keyboard_reset_state(struct weston_keyboard *keyboard)
{
struct weston_seat *seat = keyboard->seat;
struct xkb_state *state;
#ifdef ENABLE_XKBCOMMON
if (seat->compositor->use_xkbcommon) {
state = xkb_state_new(keyboard->xkb_info->keymap);
if (!state) {
weston_log("failed to reset XKB state\n");
return;
}
xkb_state_unref(keyboard->xkb_state.state);
keyboard->xkb_state.state = state;
keyboard->xkb_state.leds = 0;
}
#endif
seat->modifier_state = 0;
}
WL_EXPORT void
weston_seat_release_keyboard(struct weston_seat *seat)
{
seat->keyboard_device_count--;
if (seat->keyboard_device_count == 0) {
weston_keyboard_set_focus(seat->keyboard, NULL);
weston_keyboard_cancel_grab(seat->keyboard);
weston_keyboard_reset_state(seat->keyboard);
seat_send_updated_caps(seat);
}
}
WL_EXPORT void
weston_seat_init_pointer(struct weston_seat *seat)
{
struct weston_pointer *pointer;
if (seat->pointer) {
seat->pointer_device_count += 1;
if (seat->pointer_device_count == 1)
seat_send_updated_caps(seat);
return;
}
pointer = weston_pointer_create(seat);
if (pointer == NULL)
return;
seat->pointer = pointer;
seat->pointer_device_count = 1;
pointer->seat = seat;
seat_send_updated_caps(seat);
}
WL_EXPORT void
weston_seat_release_pointer(struct weston_seat *seat)
{
struct weston_pointer *pointer = seat->pointer;
seat->pointer_device_count--;
if (seat->pointer_device_count == 0) {
weston_pointer_set_focus(pointer, NULL,
wl_fixed_from_int(0),
wl_fixed_from_int(0));
weston_pointer_cancel_grab(pointer);
if (pointer->sprite)
pointer_unmap_sprite(pointer);
weston_pointer_reset_state(pointer);
seat_send_updated_caps(seat);
}
}
WL_EXPORT void
weston_seat_init_touch(struct weston_seat *seat)
{
struct weston_touch *touch;
if (seat->touch) {
seat->touch_device_count += 1;
if (seat->touch_device_count == 1)
seat_send_updated_caps(seat);
return;
}
touch = weston_touch_create();
if (touch == NULL)
return;
seat->touch = touch;
seat->touch_device_count = 1;
touch->seat = seat;
seat_send_updated_caps(seat);
}
WL_EXPORT void
weston_seat_release_touch(struct weston_seat *seat)
{
seat->touch_device_count--;
if (seat->touch_device_count == 0) {
weston_touch_set_focus(seat, NULL);
weston_touch_cancel_grab(seat->touch);
weston_touch_reset_state(seat->touch);
seat_send_updated_caps(seat);
}
}
WL_EXPORT void
weston_seat_init(struct weston_seat *seat, struct weston_compositor *ec,
const char *seat_name)
{
memset(seat, 0, sizeof *seat);
seat->selection_data_source = NULL;
wl_list_init(&seat->base_resource_list);
wl_signal_init(&seat->selection_signal);
wl_list_init(&seat->drag_resource_list);
wl_signal_init(&seat->destroy_signal);
seat->global = wl_global_create(ec->wl_display, &wl_seat_interface, 3,
seat, bind_seat);
seat->compositor = ec;
seat->modifier_state = 0;
seat->seat_name = strdup(seat_name);
wl_list_insert(ec->seat_list.prev, &seat->link);
clipboard_create(seat);
wl_signal_emit(&ec->seat_created_signal, seat);
}
WL_EXPORT void
weston_seat_release(struct weston_seat *seat)
{
wl_list_remove(&seat->link);
if (seat->saved_kbd_focus)
wl_list_remove(&seat->saved_kbd_focus_listener.link);
if (seat->pointer)
weston_pointer_destroy(seat->pointer);
if (seat->keyboard)
weston_keyboard_destroy(seat->keyboard);
if (seat->touch)
weston_touch_destroy(seat->touch);
free (seat->seat_name);
wl_global_destroy(seat->global);
wl_signal_emit(&seat->destroy_signal, seat);
}