262 lines
7.6 KiB
Rust
262 lines
7.6 KiB
Rust
use crate::{
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state::State, utils::prelude::SeatExt, wayland::handlers::screencopy::ScreencopySessions,
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};
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use smithay::{
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backend::{
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input::KeyState,
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renderer::{
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element::{surface::WaylandSurfaceRenderElement, AsRenderElements},
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ImportAll, Renderer,
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},
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},
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desktop::{space::SpaceElement, Window},
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input::{
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keyboard::{KeyboardTarget, KeysymHandle, ModifiersState},
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pointer::{AxisFrame, ButtonEvent, MotionEvent, PointerTarget},
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Seat,
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},
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output::Output,
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reexports::wayland_protocols::xdg::decoration::zv1::server::zxdg_toplevel_decoration_v1::Mode as DecorationMode,
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render_elements,
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utils::{IsAlive, Logical, Physical, Point, Rectangle, Scale, Serial, Size},
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wayland::shell::xdg::ToplevelSurface,
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};
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use std::{
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hash::Hash,
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sync::{Arc, Mutex},
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};
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#[derive(Debug, Clone)]
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pub struct CosmicWindow {
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pub(super) window: Window,
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pub(super) header: Arc<Mutex<Option<HeaderBar>>>,
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}
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impl PartialEq<Window> for CosmicWindow {
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fn eq(&self, other: &Window) -> bool {
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&self.window == other
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}
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}
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impl PartialEq<CosmicWindow> for Window {
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fn eq(&self, other: &CosmicWindow) -> bool {
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self == &other.window
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}
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}
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impl PartialEq for CosmicWindow {
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fn eq(&self, other: &Self) -> bool {
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self.window == other.window
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}
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}
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impl Eq for CosmicWindow {}
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impl Hash for CosmicWindow {
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fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
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self.window.hash(state)
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}
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}
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impl CosmicWindow {
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pub fn set_size(&self, size: Size<i32, Logical>) {
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let surface_size = (
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size.w,
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size.h
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- self
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.header
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.lock()
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.unwrap()
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.as_ref()
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.map(|h| h.height())
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.unwrap_or(0),
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)
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.into();
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self.window
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.toplevel()
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.with_pending_state(|state| state.size = Some(surface_size));
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}
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}
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impl From<Window> for CosmicWindow {
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fn from(window: Window) -> Self {
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let is_ssd = matches!(
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window.toplevel().current_state().decoration_mode,
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Some(DecorationMode::ServerSide)
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);
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CosmicWindow {
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window,
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header: Arc::new(Mutex::new(is_ssd.then_some(HeaderBar::default()))),
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}
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}
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}
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impl From<ToplevelSurface> for CosmicWindow {
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fn from(surf: ToplevelSurface) -> Self {
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let is_ssd = matches!(
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surf.current_state().decoration_mode,
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Some(DecorationMode::ServerSide)
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);
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CosmicWindow {
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window: Window::new(surf),
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header: Arc::new(Mutex::new(is_ssd.then_some(HeaderBar::default()))),
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}
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}
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}
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#[derive(Debug, Default, PartialEq)]
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pub(super) struct HeaderBar {
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pointer_loc: Option<Point<f64, Logical>>,
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close_button_hover: bool,
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maximize_button_hover: bool,
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}
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impl HeaderBar {
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pub fn height(&self) -> i32 {
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0
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}
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}
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impl IsAlive for CosmicWindow {
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fn alive(&self) -> bool {
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self.window.alive()
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}
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}
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impl SpaceElement for CosmicWindow {
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fn bbox(&self) -> Rectangle<i32, Logical> {
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SpaceElement::bbox(&self.window)
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}
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fn is_in_input_region(&self, point: &Point<f64, Logical>) -> bool {
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SpaceElement::is_in_input_region(&self.window, point)
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}
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fn set_activate(&self, activated: bool) {
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SpaceElement::set_activate(&self.window, activated)
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}
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fn output_enter(&self, output: &Output, overlap: Rectangle<i32, Logical>) {
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SpaceElement::output_enter(&self.window, output, overlap)
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}
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fn output_leave(&self, output: &Output) {
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SpaceElement::output_leave(&self.window, output)
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}
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fn geometry(&self) -> Rectangle<i32, Logical> {
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SpaceElement::geometry(&self.window)
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}
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fn z_index(&self) -> u8 {
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SpaceElement::z_index(&self.window)
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}
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fn refresh(&self) {
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SpaceElement::refresh(&self.window)
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}
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}
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impl KeyboardTarget<State> for CosmicWindow {
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fn enter(
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&self,
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seat: &Seat<State>,
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data: &mut State,
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keys: Vec<KeysymHandle<'_>>,
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serial: Serial,
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) {
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KeyboardTarget::enter(&self.window, seat, data, keys, serial)
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}
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fn leave(&self, seat: &Seat<State>, data: &mut State, serial: Serial) {
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KeyboardTarget::leave(&self.window, seat, data, serial)
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}
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fn key(
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&self,
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seat: &Seat<State>,
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data: &mut State,
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key: KeysymHandle<'_>,
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state: KeyState,
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serial: Serial,
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time: u32,
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) {
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KeyboardTarget::key(&self.window, seat, data, key, state, serial, time)
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}
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fn modifiers(
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&self,
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seat: &Seat<State>,
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data: &mut State,
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modifiers: ModifiersState,
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serial: Serial,
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) {
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KeyboardTarget::modifiers(&self.window, seat, data, modifiers, serial)
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}
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}
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impl PointerTarget<State> for CosmicWindow {
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fn enter(&self, seat: &Seat<State>, data: &mut State, event: &MotionEvent) {
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use cosmic_protocols::screencopy::v1::server::zcosmic_screencopy_session_v1::InputType;
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if let Some(sessions) = self.window.user_data().get::<ScreencopySessions>() {
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for session in &*sessions.0.borrow() {
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session.cursor_enter(seat, InputType::Pointer)
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}
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}
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PointerTarget::enter(&self.window, seat, data, event)
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}
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fn motion(&self, seat: &Seat<State>, data: &mut State, event: &MotionEvent) {
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use cosmic_protocols::screencopy::v1::server::zcosmic_screencopy_session_v1::InputType;
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if let Some(sessions) = self.window.user_data().get::<ScreencopySessions>() {
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for session in &*sessions.0.borrow() {
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let buffer_loc = (event.location.x, event.location.y); // we always screencast windows at 1x1 scale
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if let Some((geo, hotspot)) =
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seat.cursor_geometry(buffer_loc, data.common.clock.now())
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{
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session.cursor_info(seat, InputType::Pointer, geo, hotspot);
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}
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}
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}
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PointerTarget::motion(&self.window, seat, data, event)
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}
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fn button(&self, seat: &Seat<State>, data: &mut State, event: &ButtonEvent) {
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PointerTarget::button(&self.window, seat, data, event)
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}
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fn axis(&self, seat: &Seat<State>, data: &mut State, frame: AxisFrame) {
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PointerTarget::axis(&self.window, seat, data, frame)
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}
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fn leave(&self, seat: &Seat<State>, data: &mut State, serial: Serial, time: u32) {
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use cosmic_protocols::screencopy::v1::server::zcosmic_screencopy_session_v1::InputType;
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if let Some(sessions) = self.window.user_data().get::<ScreencopySessions>() {
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for session in &*sessions.0.borrow() {
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session.cursor_leave(seat, InputType::Pointer)
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}
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}
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PointerTarget::leave(&self.window, seat, data, serial, time)
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}
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}
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render_elements! {
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pub CosmicWindowRenderElement<R> where R: ImportAll;
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Window=WaylandSurfaceRenderElement<R>,
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}
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impl<R> AsRenderElements<R> for CosmicWindow
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where
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R: Renderer + ImportAll,
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<R as Renderer>::TextureId: 'static,
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{
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type RenderElement = CosmicWindowRenderElement<R>;
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fn render_elements<C: From<Self::RenderElement>>(
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&self,
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renderer: &mut R,
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location: Point<i32, Physical>,
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scale: Scale<f64>,
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) -> Vec<C> {
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AsRenderElements::<R>::render_elements::<CosmicWindowRenderElement<R>>(
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&self.window,
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renderer,
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location,
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scale,
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)
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.into_iter()
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.map(C::from)
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.collect()
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}
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}
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