winit/src/platform/linux/x11/mod.rs

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#![cfg(any(target_os = "linux", target_os = "dragonfly", target_os = "freebsd", target_os = "openbsd"))]
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pub use self::monitor::{MonitorId, get_available_monitors, get_primary_monitor};
pub use self::window::{Window2, XWindow};
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pub use self::xdisplay::{XConnection, XNotSupported, XError};
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pub mod ffi;
use platform::PlatformSpecificWindowBuilderAttributes;
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use {CreationError, Event, EventsLoopClosed, WindowEvent, DeviceEvent,
KeyboardInput, ControlFlow};
use events::ModifiersState;
use std::{mem, ptr, slice};
use std::sync::{Arc, Mutex, Weak};
use std::sync::atomic::{self, AtomicBool};
use std::collections::HashMap;
use std::ffi::CStr;
use std::os::raw::{c_char, c_int, c_long, c_uchar, c_uint, c_ulong};
use libc;
mod events;
mod monitor;
mod window;
mod xdisplay;
mod dnd;
mod util;
use self::dnd::{Dnd, DndState};
// API TRANSITION
//
// We don't use the gen_api_transistion!() macro but rather do the expansion manually:
//
// As this module is nested into platform/linux, its code is not _exactly_ the same as
// the one generated by the macro.
pub struct EventsLoop {
display: Arc<XConnection>,
wm_delete_window: ffi::Atom,
dnd: Dnd,
windows: Arc<Mutex<HashMap<WindowId, WindowData>>>,
devices: Mutex<HashMap<DeviceId, Device>>,
xi2ext: XExtension,
pending_wakeup: Arc<AtomicBool>,
root: ffi::Window,
// A dummy, `InputOnly` window that we can use to receive wakeup events and interrupt blocking
// `XNextEvent` calls.
wakeup_dummy_window: ffi::Window,
}
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#[derive(Clone)]
pub struct EventsLoopProxy {
pending_wakeup: Weak<AtomicBool>,
display: Weak<XConnection>,
wakeup_dummy_window: ffi::Window,
}
impl EventsLoop {
pub fn new(display: Arc<XConnection>) -> EventsLoop {
let wm_delete_window = unsafe { (display.xlib.XInternAtom)(display.display, b"WM_DELETE_WINDOW\0".as_ptr() as *const c_char, 0) };
display.check_errors().expect("Failed to call XInternAtom");
let dnd = Dnd::new(Arc::clone(&display))
.expect("Failed to call XInternAtoms when initializing drag and drop");
let xi2ext = unsafe {
let mut result = XExtension {
opcode: mem::uninitialized(),
first_event_id: mem::uninitialized(),
first_error_id: mem::uninitialized(),
};
let res = (display.xlib.XQueryExtension)(
display.display,
b"XInputExtension\0".as_ptr() as *const c_char,
&mut result.opcode as *mut c_int,
&mut result.first_event_id as *mut c_int,
&mut result.first_error_id as *mut c_int);
if res == ffi::False {
panic!("X server missing XInput extension");
}
result
};
unsafe {
let mut xinput_major_ver = ffi::XI_2_Major;
let mut xinput_minor_ver = ffi::XI_2_Minor;
if (display.xinput2.XIQueryVersion)(display.display, &mut xinput_major_ver, &mut xinput_minor_ver) != ffi::Success as libc::c_int {
panic!("X server has XInput extension {}.{} but does not support XInput2", xinput_major_ver, xinput_minor_ver);
}
}
let root = unsafe { (display.xlib.XDefaultRootWindow)(display.display) };
let wakeup_dummy_window = unsafe {
let (x, y, w, h) = (10, 10, 10, 10);
let (border_w, border_px, background_px) = (0, 0, 0);
(display.xlib.XCreateSimpleWindow)(display.display, root, x, y, w, h,
border_w, border_px, background_px)
};
let result = EventsLoop {
pending_wakeup: Arc::new(AtomicBool::new(false)),
display,
wm_delete_window,
dnd,
windows: Arc::new(Mutex::new(HashMap::new())),
devices: Mutex::new(HashMap::new()),
xi2ext,
root,
wakeup_dummy_window,
};
{
// Register for device hotplug events
let mask = ffi::XI_HierarchyChangedMask;
unsafe {
let mut event_mask = ffi::XIEventMask{
deviceid: ffi::XIAllDevices,
mask: &mask as *const _ as *mut c_uchar,
mask_len: mem::size_of_val(&mask) as c_int,
};
(result.display.xinput2.XISelectEvents)(result.display.display, root,
&mut event_mask as *mut ffi::XIEventMask, 1);
}
result.init_device(ffi::XIAllDevices);
}
result
}
/// Returns the `XConnection` of this events loop.
#[inline]
pub fn x_connection(&self) -> &Arc<XConnection> {
&self.display
}
pub fn create_proxy(&self) -> EventsLoopProxy {
EventsLoopProxy {
pending_wakeup: Arc::downgrade(&self.pending_wakeup),
display: Arc::downgrade(&self.display),
wakeup_dummy_window: self.wakeup_dummy_window,
}
}
pub fn poll_events<F>(&mut self, mut callback: F)
where F: FnMut(Event)
{
let mut xev = unsafe { mem::uninitialized() };
loop {
// Get next event
unsafe {
// Ensure XNextEvent won't block
let count = (self.display.xlib.XPending)(self.display.display);
if count == 0 {
break;
}
(self.display.xlib.XNextEvent)(self.display.display, &mut xev);
}
self.process_event(&mut xev, &mut callback);
}
}
pub fn run_forever<F>(&mut self, mut callback: F)
where F: FnMut(Event) -> ControlFlow
{
self.pending_wakeup.store(false, atomic::Ordering::Relaxed);
let mut xev = unsafe { mem::uninitialized() };
loop {
unsafe { (self.display.xlib.XNextEvent)(self.display.display, &mut xev) }; // Blocks as necessary
let mut control_flow = ControlFlow::Continue;
// Track whether or not `Break` was returned when processing the event.
{
let mut cb = |event| {
if let ControlFlow::Break = callback(event) {
control_flow = ControlFlow::Break;
}
};
self.process_event(&mut xev, &mut cb);
}
if let ControlFlow::Break = control_flow {
break;
}
}
}
fn process_event<F>(&mut self, xev: &mut ffi::XEvent, mut callback: F)
where F: FnMut(Event)
{
let xlib = &self.display.xlib;
// XFilterEvent tells us when an event has been discarded by the input method.
// Specifically, this involves all of the KeyPress events in compose/pre-edit sequences,
// along with an extra copy of the KeyRelease events. This also prevents backspace and
// arrow keys from being detected twice.
if ffi::True == unsafe { (self.display.xlib.XFilterEvent)(
xev,
{ let xev: &ffi::XAnyEvent = xev.as_ref(); xev.window }
) } {
return;
}
match xev.get_type() {
ffi::MappingNotify => {
unsafe { (xlib.XRefreshKeyboardMapping)(xev.as_mut()); }
self.display.check_errors().expect("Failed to call XRefreshKeyboardMapping");
}
ffi::ClientMessage => {
let client_msg: &ffi::XClientMessageEvent = xev.as_ref();
let window = client_msg.window;
let window_id = mkwid(window);
if client_msg.data.get_long(0) as ffi::Atom == self.wm_delete_window {
x11: Destroy dropped windows; handle WM_DELETE_WINDOW (#416) Fixes #79 #414 This changes the implementation of Drop for Window to send a WM_DELETE_WINDOW ClientMessage, offloading all the cleanup and window destruction to the event loop. Unsurprisingly, this entails that the event loop now handles WM_DELETE_WINDOW using the behavior that was previously contained in Window's Drop implementation, along with destroying the Window. Not only does this mean that dropped windows are closed, but also that clicking the × button on the window actually closes it now. The previous implemention of Drop was also broken, as the event loop would be (seemingly permenanently) frozen after its invocation. That was caused specifically by the mutex locking, and is no longer an issue now that the locking is done in the event loop. While I don't have full confidence that it makes sense for the Drop implementation to behave this way, this is nonetheless a significant improvement. The previous behavior led to inconsistent state, panics, and event loop breakage, along with not actually destroying the window. This additionally makes the assumption that users don't need Focused or CursorLeft events for the destroyed window, as Closed is adequate to indicate unfocus, and users may not expect to receive events for closed/dropped windows. In my testing, those specific events were sent immediately after the window was destroyed, though this sort of behavior could be WM-specific. I've opted to explicitly suppress those events in the case of the window no longer existing.
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callback(Event::WindowEvent { window_id, event: WindowEvent::Closed });
let mut windows = self.windows.lock().unwrap();
let window_data = windows.remove(&WindowId(window));
let _lock = GLOBAL_XOPENIM_LOCK.lock().unwrap();
unsafe {
if let Some(window_data) = window_data {
(self.display.xlib.XDestroyIC)(window_data.ic);
(self.display.xlib.XCloseIM)(window_data.im);
self.display.check_errors()
.expect("Failed to close XIM");
}
(self.display.xlib.XDestroyWindow)(self.display.display, window);
self.display.check_errors()
.expect("Failed to destroy window");
}
} else if client_msg.message_type == self.dnd.atoms.enter {
let source_window = client_msg.data.get_long(0) as c_ulong;
let flags = client_msg.data.get_long(1);
let version = flags >> 24;
self.dnd.version = Some(version);
let has_more_types = flags - (flags & (c_long::max_value() - 1)) == 1;
if !has_more_types {
let type_list = vec![
client_msg.data.get_long(2) as c_ulong,
client_msg.data.get_long(3) as c_ulong,
client_msg.data.get_long(4) as c_ulong
];
self.dnd.type_list = Some(type_list);
} else if let Ok(more_types) = unsafe { self.dnd.get_type_list(source_window) } {
self.dnd.type_list = Some(more_types);
}
} else if client_msg.message_type == self.dnd.atoms.position {
// This event occurs every time the mouse moves while a file's being dragged
// over our window. We emit HoveredFile in response; while the Mac OS X backend
// does that upon a drag entering, XDnD doesn't have access to the actual drop
// data until this event. For parity with other platforms, we only emit
// HoveredFile the first time, though if winit's API is later extended to
// supply position updates with HoveredFile or another event, implementing
// that here would be trivial.
let source_window = client_msg.data.get_long(0) as c_ulong;
// Equivalent to (x << shift) | y
// where shift = mem::size_of::<c_short>() * 8
// Note that coordinates are in "desktop space", not "window space"
// (in x11 parlance, they're root window coordinates)
//let packed_coordinates = client_msg.data.get_long(2);
//let shift = mem::size_of::<libc::c_short>() * 8;
//let x = packed_coordinates >> shift;
//let y = packed_coordinates & !(x << shift);
// By our own state flow, version should never be None at this point.
let version = self.dnd.version.unwrap_or(5);
// Action is specified in versions 2 and up, though we don't need it anyway.
//let action = client_msg.data.get_long(4);
let accepted = if let Some(ref type_list) = self.dnd.type_list {
type_list.contains(&self.dnd.atoms.uri_list)
} else {
false
};
if accepted {
self.dnd.source_window = Some(source_window);
unsafe {
if self.dnd.result.is_none() {
let time = if version >= 1 {
client_msg.data.get_long(3) as c_ulong
} else {
// In version 0, time isn't specified
ffi::CurrentTime
};
// This results in the SelectionNotify event below
self.dnd.convert_selection(window, time);
}
self.dnd.send_status(window, source_window, DndState::Accepted)
.expect("Failed to send XDnD status message.");
}
} else {
unsafe {
self.dnd.send_status(window, source_window, DndState::Rejected)
.expect("Failed to send XDnD status message.");
self.dnd.send_finished(window, source_window, DndState::Rejected)
.expect("Failed to send XDnD finished message.");
}
self.dnd.reset();
}
} else if client_msg.message_type == self.dnd.atoms.drop {
if let Some(source_window) = self.dnd.source_window {
if let Some(Ok(ref path_list)) = self.dnd.result {
for path in path_list {
callback(Event::WindowEvent {
window_id,
event: WindowEvent::DroppedFile(path.clone()),
});
}
}
unsafe {
self.dnd.send_finished(window, source_window, DndState::Accepted)
.expect("Failed to send XDnD finished message.");
}
}
self.dnd.reset();
} else if client_msg.message_type == self.dnd.atoms.leave {
self.dnd.reset();
callback(Event::WindowEvent {
window_id,
event: WindowEvent::HoveredFileCancelled,
});
} else if self.pending_wakeup.load(atomic::Ordering::Relaxed) {
self.pending_wakeup.store(false, atomic::Ordering::Relaxed);
callback(Event::Awakened);
}
}
ffi::SelectionNotify => {
let xsel: &ffi::XSelectionEvent = xev.as_ref();
let window = xsel.requestor;
let window_id = mkwid(window);
if xsel.property == self.dnd.atoms.selection {
let mut result = None;
// This is where we receive data from drag and drop
if let Ok(mut data) = unsafe { self.dnd.read_data(window) } {
let parse_result = self.dnd.parse_data(&mut data);
if let Ok(ref path_list) = parse_result {
for path in path_list {
callback(Event::WindowEvent {
window_id,
event: WindowEvent::HoveredFile(path.clone()),
});
}
}
result = Some(parse_result);
}
self.dnd.result = result;
}
}
ffi::ConfigureNotify => {
let xev: &ffi::XConfigureEvent = xev.as_ref();
let window = xev.window;
let window_id = mkwid(window);
let new_size = (xev.width, xev.height);
let new_position = (xev.x, xev.y);
// Gymnastics to ensure self.windows isn't locked when we invoke callback
let (resized, moved) = {
let mut windows = self.windows.lock().unwrap();
x11: Destroy dropped windows; handle WM_DELETE_WINDOW (#416) Fixes #79 #414 This changes the implementation of Drop for Window to send a WM_DELETE_WINDOW ClientMessage, offloading all the cleanup and window destruction to the event loop. Unsurprisingly, this entails that the event loop now handles WM_DELETE_WINDOW using the behavior that was previously contained in Window's Drop implementation, along with destroying the Window. Not only does this mean that dropped windows are closed, but also that clicking the × button on the window actually closes it now. The previous implemention of Drop was also broken, as the event loop would be (seemingly permenanently) frozen after its invocation. That was caused specifically by the mutex locking, and is no longer an issue now that the locking is done in the event loop. While I don't have full confidence that it makes sense for the Drop implementation to behave this way, this is nonetheless a significant improvement. The previous behavior led to inconsistent state, panics, and event loop breakage, along with not actually destroying the window. This additionally makes the assumption that users don't need Focused or CursorLeft events for the destroyed window, as Closed is adequate to indicate unfocus, and users may not expect to receive events for closed/dropped windows. In my testing, those specific events were sent immediately after the window was destroyed, though this sort of behavior could be WM-specific. I've opted to explicitly suppress those events in the case of the window no longer existing.
2018-03-23 05:31:31 -04:00
if let Some(window_data) = windows.get_mut(&WindowId(window)) {
if window_data.config.is_none() {
window_data.config = Some(WindowConfig::new(xev));
(true, true)
} else {
let window_state = window_data.config.as_mut().unwrap();
(if window_state.size != new_size {
window_state.size = new_size;
true
} else { false },
if window_state.position != new_position {
window_state.position = new_position;
true
} else { false })
}
} else {
x11: Destroy dropped windows; handle WM_DELETE_WINDOW (#416) Fixes #79 #414 This changes the implementation of Drop for Window to send a WM_DELETE_WINDOW ClientMessage, offloading all the cleanup and window destruction to the event loop. Unsurprisingly, this entails that the event loop now handles WM_DELETE_WINDOW using the behavior that was previously contained in Window's Drop implementation, along with destroying the Window. Not only does this mean that dropped windows are closed, but also that clicking the × button on the window actually closes it now. The previous implemention of Drop was also broken, as the event loop would be (seemingly permenanently) frozen after its invocation. That was caused specifically by the mutex locking, and is no longer an issue now that the locking is done in the event loop. While I don't have full confidence that it makes sense for the Drop implementation to behave this way, this is nonetheless a significant improvement. The previous behavior led to inconsistent state, panics, and event loop breakage, along with not actually destroying the window. This additionally makes the assumption that users don't need Focused or CursorLeft events for the destroyed window, as Closed is adequate to indicate unfocus, and users may not expect to receive events for closed/dropped windows. In my testing, those specific events were sent immediately after the window was destroyed, though this sort of behavior could be WM-specific. I've opted to explicitly suppress those events in the case of the window no longer existing.
2018-03-23 05:31:31 -04:00
return;
}
};
if resized {
callback(Event::WindowEvent {
window_id,
event: WindowEvent::Resized(xev.width as u32, xev.height as u32),
});
}
if moved {
callback(Event::WindowEvent {
window_id,
event: WindowEvent::Moved(xev.x as i32, xev.y as i32),
});
}
}
ffi::Expose => {
let xev: &ffi::XExposeEvent = xev.as_ref();
let window = xev.window;
let window_id = mkwid(window);
callback(Event::WindowEvent { window_id, event: WindowEvent::Refresh });
}
ffi::KeyPress | ffi::KeyRelease => {
use events::ElementState::{Pressed, Released};
// Note that in compose/pre-edit sequences, this will always be Released.
let state = if xev.get_type() == ffi::KeyPress {
Pressed
} else {
Released
};
let xkev: &mut ffi::XKeyEvent = xev.as_mut();
let window = xkev.window;
let window_id = mkwid(window);
let modifiers = ModifiersState {
alt: xkev.state & ffi::Mod1Mask != 0,
shift: xkev.state & ffi::ShiftMask != 0,
ctrl: xkev.state & ffi::ControlMask != 0,
logo: xkev.state & ffi::Mod4Mask != 0,
2017-07-15 23:25:19 +10:00
};
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let keysym = unsafe {
2017-09-21 16:09:07 +02:00
let mut keysym = 0;
(self.display.xlib.XLookupString)(
xkev,
ptr::null_mut(),
0,
&mut keysym,
ptr::null_mut(),
);
2017-09-21 16:09:07 +02:00
keysym
};
let virtual_keycode = events::keysym_to_element(keysym as c_uint);
// When a compose sequence or IME pre-edit is finished, it ends in a KeyPress with
// a keycode of 0.
if xkev.keycode != 0 {
callback(Event::WindowEvent { window_id, event: WindowEvent::KeyboardInput {
// Standard virtual core keyboard ID. XInput2 needs to be used to get a
// reliable value, though this should only be an issue under multiseat
// configurations.
device_id: mkdid(3),
input: KeyboardInput {
state,
scancode: xkev.keycode - 8,
virtual_keycode,
modifiers,
},
}});
}
if state == Pressed {
let written = {
let windows = self.windows.lock().unwrap();
x11: Destroy dropped windows; handle WM_DELETE_WINDOW (#416) Fixes #79 #414 This changes the implementation of Drop for Window to send a WM_DELETE_WINDOW ClientMessage, offloading all the cleanup and window destruction to the event loop. Unsurprisingly, this entails that the event loop now handles WM_DELETE_WINDOW using the behavior that was previously contained in Window's Drop implementation, along with destroying the Window. Not only does this mean that dropped windows are closed, but also that clicking the × button on the window actually closes it now. The previous implemention of Drop was also broken, as the event loop would be (seemingly permenanently) frozen after its invocation. That was caused specifically by the mutex locking, and is no longer an issue now that the locking is done in the event loop. While I don't have full confidence that it makes sense for the Drop implementation to behave this way, this is nonetheless a significant improvement. The previous behavior led to inconsistent state, panics, and event loop breakage, along with not actually destroying the window. This additionally makes the assumption that users don't need Focused or CursorLeft events for the destroyed window, as Closed is adequate to indicate unfocus, and users may not expect to receive events for closed/dropped windows. In my testing, those specific events were sent immediately after the window was destroyed, though this sort of behavior could be WM-specific. I've opted to explicitly suppress those events in the case of the window no longer existing.
2018-03-23 05:31:31 -04:00
let window_data = {
if let Some(window_data) = windows.get(&WindowId(window)) {
x11: Destroy dropped windows; handle WM_DELETE_WINDOW (#416) Fixes #79 #414 This changes the implementation of Drop for Window to send a WM_DELETE_WINDOW ClientMessage, offloading all the cleanup and window destruction to the event loop. Unsurprisingly, this entails that the event loop now handles WM_DELETE_WINDOW using the behavior that was previously contained in Window's Drop implementation, along with destroying the Window. Not only does this mean that dropped windows are closed, but also that clicking the × button on the window actually closes it now. The previous implemention of Drop was also broken, as the event loop would be (seemingly permenanently) frozen after its invocation. That was caused specifically by the mutex locking, and is no longer an issue now that the locking is done in the event loop. While I don't have full confidence that it makes sense for the Drop implementation to behave this way, this is nonetheless a significant improvement. The previous behavior led to inconsistent state, panics, and event loop breakage, along with not actually destroying the window. This additionally makes the assumption that users don't need Focused or CursorLeft events for the destroyed window, as Closed is adequate to indicate unfocus, and users may not expect to receive events for closed/dropped windows. In my testing, those specific events were sent immediately after the window was destroyed, though this sort of behavior could be WM-specific. I've opted to explicitly suppress those events in the case of the window no longer existing.
2018-03-23 05:31:31 -04:00
window_data
} else {
return;
}
};
unsafe {
util::lookup_utf8(&self.display, window_data.ic, xkev)
}
};
for chr in written.chars() {
let event = Event::WindowEvent {
window_id,
event: WindowEvent::ReceivedCharacter(chr),
};
callback(event);
}
}
}
ffi::GenericEvent => {
let guard = if let Some(e) = GenericEventCookie::from_event(&self.display, *xev) { e } else { return };
let xev = &guard.cookie;
if self.xi2ext.opcode != xev.extension {
return;
}
use events::WindowEvent::{Focused, CursorEntered, MouseInput, CursorLeft, CursorMoved, MouseWheel, AxisMotion};
use events::ElementState::{Pressed, Released};
use events::MouseButton::{Left, Right, Middle, Other};
use events::MouseScrollDelta::LineDelta;
use events::{Touch, TouchPhase};
match xev.evtype {
ffi::XI_ButtonPress | ffi::XI_ButtonRelease => {
let xev: &ffi::XIDeviceEvent = unsafe { &*(xev.data as *const _) };
let window_id = mkwid(xev.event);
let device_id = mkdid(xev.deviceid);
x11: Destroy dropped windows; handle WM_DELETE_WINDOW (#416) Fixes #79 #414 This changes the implementation of Drop for Window to send a WM_DELETE_WINDOW ClientMessage, offloading all the cleanup and window destruction to the event loop. Unsurprisingly, this entails that the event loop now handles WM_DELETE_WINDOW using the behavior that was previously contained in Window's Drop implementation, along with destroying the Window. Not only does this mean that dropped windows are closed, but also that clicking the × button on the window actually closes it now. The previous implemention of Drop was also broken, as the event loop would be (seemingly permenanently) frozen after its invocation. That was caused specifically by the mutex locking, and is no longer an issue now that the locking is done in the event loop. While I don't have full confidence that it makes sense for the Drop implementation to behave this way, this is nonetheless a significant improvement. The previous behavior led to inconsistent state, panics, and event loop breakage, along with not actually destroying the window. This additionally makes the assumption that users don't need Focused or CursorLeft events for the destroyed window, as Closed is adequate to indicate unfocus, and users may not expect to receive events for closed/dropped windows. In my testing, those specific events were sent immediately after the window was destroyed, though this sort of behavior could be WM-specific. I've opted to explicitly suppress those events in the case of the window no longer existing.
2018-03-23 05:31:31 -04:00
if (xev.flags & ffi::XIPointerEmulated) != 0 {
let windows = self.windows.lock().unwrap();
if let Some(window_data) = windows.get(&WindowId(xev.event)) {
if window_data.multitouch {
// Deliver multi-touch events instead of emulated mouse events.
return;
}
} else {
return;
}
}
let modifiers = ModifiersState::from(xev.mods);
let state = if xev.evtype == ffi::XI_ButtonPress {
Pressed
} else {
Released
};
match xev.detail as u32 {
ffi::Button1 => callback(Event::WindowEvent {
window_id,
event: MouseInput {
device_id,
state,
button: Left,
modifiers,
},
}),
ffi::Button2 => callback(Event::WindowEvent {
window_id,
event: MouseInput {
device_id,
state,
button: Middle,
modifiers,
},
}),
ffi::Button3 => callback(Event::WindowEvent {
window_id,
event: MouseInput {
device_id,
state,
button: Right,
modifiers,
},
}),
// Suppress emulated scroll wheel clicks, since we handle the real motion events for those.
// In practice, even clicky scroll wheels appear to be reported by evdev (and XInput2 in
// turn) as axis motion, so we don't otherwise special-case these button presses.
4 | 5 | 6 | 7 => if xev.flags & ffi::XIPointerEmulated == 0 {
callback(Event::WindowEvent {
window_id,
event: MouseWheel {
device_id,
delta: match xev.detail {
4 => LineDelta(0.0, 1.0),
5 => LineDelta(0.0, -1.0),
6 => LineDelta(-1.0, 0.0),
7 => LineDelta(1.0, 0.0),
_ => unreachable!(),
},
phase: TouchPhase::Moved,
modifiers,
},
});
},
x => callback(Event::WindowEvent {
window_id,
event: MouseInput {
device_id,
state,
button: Other(x as u8),
modifiers,
},
}),
}
}
ffi::XI_Motion => {
let xev: &ffi::XIDeviceEvent = unsafe { &*(xev.data as *const _) };
let device_id = mkdid(xev.deviceid);
let window_id = mkwid(xev.event);
let new_cursor_pos = (xev.event_x, xev.event_y);
let modifiers = ModifiersState::from(xev.mods);
// Gymnastics to ensure self.windows isn't locked when we invoke callback
if {
let mut windows = self.windows.lock().unwrap();
x11: Destroy dropped windows; handle WM_DELETE_WINDOW (#416) Fixes #79 #414 This changes the implementation of Drop for Window to send a WM_DELETE_WINDOW ClientMessage, offloading all the cleanup and window destruction to the event loop. Unsurprisingly, this entails that the event loop now handles WM_DELETE_WINDOW using the behavior that was previously contained in Window's Drop implementation, along with destroying the Window. Not only does this mean that dropped windows are closed, but also that clicking the × button on the window actually closes it now. The previous implemention of Drop was also broken, as the event loop would be (seemingly permenanently) frozen after its invocation. That was caused specifically by the mutex locking, and is no longer an issue now that the locking is done in the event loop. While I don't have full confidence that it makes sense for the Drop implementation to behave this way, this is nonetheless a significant improvement. The previous behavior led to inconsistent state, panics, and event loop breakage, along with not actually destroying the window. This additionally makes the assumption that users don't need Focused or CursorLeft events for the destroyed window, as Closed is adequate to indicate unfocus, and users may not expect to receive events for closed/dropped windows. In my testing, those specific events were sent immediately after the window was destroyed, though this sort of behavior could be WM-specific. I've opted to explicitly suppress those events in the case of the window no longer existing.
2018-03-23 05:31:31 -04:00
let window_data = {
if let Some(window_data) = windows.get_mut(&WindowId(xev.event)) {
window_data
} else {
return;
}
};
if Some(new_cursor_pos) != window_data.cursor_pos {
window_data.cursor_pos = Some(new_cursor_pos);
true
} else { false }
} {
callback(Event::WindowEvent {
window_id,
event: CursorMoved {
device_id,
position: new_cursor_pos,
modifiers,
},
});
}
// More gymnastics, for self.devices
let mut events = Vec::new();
{
let mask = unsafe { slice::from_raw_parts(xev.valuators.mask, xev.valuators.mask_len as usize) };
let mut devices = self.devices.lock().unwrap();
let physical_device = devices.get_mut(&DeviceId(xev.sourceid)).unwrap();
let mut value = xev.valuators.values;
for i in 0..xev.valuators.mask_len*8 {
if ffi::XIMaskIsSet(mask, i) {
let x = unsafe { *value };
if let Some(&mut (_, ref mut info)) = physical_device.scroll_axes.iter_mut().find(|&&mut (axis, _)| axis == i) {
let delta = (x - info.position) / info.increment;
info.position = x;
events.push(Event::WindowEvent {
window_id,
event: MouseWheel {
device_id,
delta: match info.orientation {
ScrollOrientation::Horizontal => LineDelta(delta as f32, 0.0),
// X11 vertical scroll coordinates are opposite to winit's
ScrollOrientation::Vertical => LineDelta(0.0, -delta as f32),
},
phase: TouchPhase::Moved,
modifiers,
},
});
} else {
events.push(Event::WindowEvent {
window_id,
event: AxisMotion {
device_id,
axis: i as u32,
value: unsafe { *value },
},
});
}
value = unsafe { value.offset(1) };
}
}
}
for event in events {
callback(event);
}
}
ffi::XI_Enter => {
let xev: &ffi::XIEnterEvent = unsafe { &*(xev.data as *const _) };
2017-07-09 17:47:52 +10:00
let window_id = mkwid(xev.event);
let device_id = mkdid(xev.deviceid);
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let mut devices = self.devices.lock().unwrap();
let physical_device = devices.get_mut(&DeviceId(xev.sourceid)).unwrap();
for info in DeviceInfo::get(&self.display, ffi::XIAllDevices).iter() {
if info.deviceid == xev.sourceid {
physical_device.reset_scroll_position(info);
}
}
callback(Event::WindowEvent {
window_id,
event: CursorEntered { device_id },
});
2017-07-09 17:47:52 +10:00
let new_cursor_pos = (xev.event_x, xev.event_y);
// The mods field on this event isn't actually useful, so we have to
// query the pointer device.
let modifiers = unsafe {
util::query_pointer(
&self.display,
xev.event,
xev.deviceid,
).expect("Failed to query pointer device")
}.get_modifier_state();
callback(Event::WindowEvent { window_id, event: CursorMoved {
device_id,
position: new_cursor_pos,
modifiers,
}})
}
ffi::XI_Leave => {
let xev: &ffi::XILeaveEvent = unsafe { &*(xev.data as *const _) };
x11: Destroy dropped windows; handle WM_DELETE_WINDOW (#416) Fixes #79 #414 This changes the implementation of Drop for Window to send a WM_DELETE_WINDOW ClientMessage, offloading all the cleanup and window destruction to the event loop. Unsurprisingly, this entails that the event loop now handles WM_DELETE_WINDOW using the behavior that was previously contained in Window's Drop implementation, along with destroying the Window. Not only does this mean that dropped windows are closed, but also that clicking the × button on the window actually closes it now. The previous implemention of Drop was also broken, as the event loop would be (seemingly permenanently) frozen after its invocation. That was caused specifically by the mutex locking, and is no longer an issue now that the locking is done in the event loop. While I don't have full confidence that it makes sense for the Drop implementation to behave this way, this is nonetheless a significant improvement. The previous behavior led to inconsistent state, panics, and event loop breakage, along with not actually destroying the window. This additionally makes the assumption that users don't need Focused or CursorLeft events for the destroyed window, as Closed is adequate to indicate unfocus, and users may not expect to receive events for closed/dropped windows. In my testing, those specific events were sent immediately after the window was destroyed, though this sort of behavior could be WM-specific. I've opted to explicitly suppress those events in the case of the window no longer existing.
2018-03-23 05:31:31 -04:00
// Leave, FocusIn, and FocusOut can be received by a window that's already
// been destroyed, which the user presumably doesn't want to deal with.
let window_closed = self.windows
.lock()
.unwrap()
.get(&WindowId(xev.event))
.is_none();
if !window_closed {
callback(Event::WindowEvent {
window_id: mkwid(xev.event),
event: CursorLeft { device_id: mkdid(xev.deviceid) },
});
}
}
ffi::XI_FocusIn => {
let xev: &ffi::XIFocusInEvent = unsafe { &*(xev.data as *const _) };
let window_id = mkwid(xev.event);
x11: Destroy dropped windows; handle WM_DELETE_WINDOW (#416) Fixes #79 #414 This changes the implementation of Drop for Window to send a WM_DELETE_WINDOW ClientMessage, offloading all the cleanup and window destruction to the event loop. Unsurprisingly, this entails that the event loop now handles WM_DELETE_WINDOW using the behavior that was previously contained in Window's Drop implementation, along with destroying the Window. Not only does this mean that dropped windows are closed, but also that clicking the × button on the window actually closes it now. The previous implemention of Drop was also broken, as the event loop would be (seemingly permenanently) frozen after its invocation. That was caused specifically by the mutex locking, and is no longer an issue now that the locking is done in the event loop. While I don't have full confidence that it makes sense for the Drop implementation to behave this way, this is nonetheless a significant improvement. The previous behavior led to inconsistent state, panics, and event loop breakage, along with not actually destroying the window. This additionally makes the assumption that users don't need Focused or CursorLeft events for the destroyed window, as Closed is adequate to indicate unfocus, and users may not expect to receive events for closed/dropped windows. In my testing, those specific events were sent immediately after the window was destroyed, though this sort of behavior could be WM-specific. I've opted to explicitly suppress those events in the case of the window no longer existing.
2018-03-23 05:31:31 -04:00
let mut windows = self.windows.lock().unwrap();
if let Some(window_data) = windows.get_mut(&WindowId(xev.event)) {
unsafe {
(self.display.xlib.XSetICFocus)(window_data.ic);
}
} else {
return;
}
x11: Destroy dropped windows; handle WM_DELETE_WINDOW (#416) Fixes #79 #414 This changes the implementation of Drop for Window to send a WM_DELETE_WINDOW ClientMessage, offloading all the cleanup and window destruction to the event loop. Unsurprisingly, this entails that the event loop now handles WM_DELETE_WINDOW using the behavior that was previously contained in Window's Drop implementation, along with destroying the Window. Not only does this mean that dropped windows are closed, but also that clicking the × button on the window actually closes it now. The previous implemention of Drop was also broken, as the event loop would be (seemingly permenanently) frozen after its invocation. That was caused specifically by the mutex locking, and is no longer an issue now that the locking is done in the event loop. While I don't have full confidence that it makes sense for the Drop implementation to behave this way, this is nonetheless a significant improvement. The previous behavior led to inconsistent state, panics, and event loop breakage, along with not actually destroying the window. This additionally makes the assumption that users don't need Focused or CursorLeft events for the destroyed window, as Closed is adequate to indicate unfocus, and users may not expect to receive events for closed/dropped windows. In my testing, those specific events were sent immediately after the window was destroyed, though this sort of behavior could be WM-specific. I've opted to explicitly suppress those events in the case of the window no longer existing.
2018-03-23 05:31:31 -04:00
callback(Event::WindowEvent { window_id, event: Focused(true) });
x11: Destroy dropped windows; handle WM_DELETE_WINDOW (#416) Fixes #79 #414 This changes the implementation of Drop for Window to send a WM_DELETE_WINDOW ClientMessage, offloading all the cleanup and window destruction to the event loop. Unsurprisingly, this entails that the event loop now handles WM_DELETE_WINDOW using the behavior that was previously contained in Window's Drop implementation, along with destroying the Window. Not only does this mean that dropped windows are closed, but also that clicking the × button on the window actually closes it now. The previous implemention of Drop was also broken, as the event loop would be (seemingly permenanently) frozen after its invocation. That was caused specifically by the mutex locking, and is no longer an issue now that the locking is done in the event loop. While I don't have full confidence that it makes sense for the Drop implementation to behave this way, this is nonetheless a significant improvement. The previous behavior led to inconsistent state, panics, and event loop breakage, along with not actually destroying the window. This additionally makes the assumption that users don't need Focused or CursorLeft events for the destroyed window, as Closed is adequate to indicate unfocus, and users may not expect to receive events for closed/dropped windows. In my testing, those specific events were sent immediately after the window was destroyed, though this sort of behavior could be WM-specific. I've opted to explicitly suppress those events in the case of the window no longer existing.
2018-03-23 05:31:31 -04:00
// The deviceid for this event is for a keyboard instead of a pointer,
// so we have to do a little extra work.
let device_info = DeviceInfo::get(&self.display, xev.deviceid);
x11: Destroy dropped windows; handle WM_DELETE_WINDOW (#416) Fixes #79 #414 This changes the implementation of Drop for Window to send a WM_DELETE_WINDOW ClientMessage, offloading all the cleanup and window destruction to the event loop. Unsurprisingly, this entails that the event loop now handles WM_DELETE_WINDOW using the behavior that was previously contained in Window's Drop implementation, along with destroying the Window. Not only does this mean that dropped windows are closed, but also that clicking the × button on the window actually closes it now. The previous implemention of Drop was also broken, as the event loop would be (seemingly permenanently) frozen after its invocation. That was caused specifically by the mutex locking, and is no longer an issue now that the locking is done in the event loop. While I don't have full confidence that it makes sense for the Drop implementation to behave this way, this is nonetheless a significant improvement. The previous behavior led to inconsistent state, panics, and event loop breakage, along with not actually destroying the window. This additionally makes the assumption that users don't need Focused or CursorLeft events for the destroyed window, as Closed is adequate to indicate unfocus, and users may not expect to receive events for closed/dropped windows. In my testing, those specific events were sent immediately after the window was destroyed, though this sort of behavior could be WM-specific. I've opted to explicitly suppress those events in the case of the window no longer existing.
2018-03-23 05:31:31 -04:00
// For master devices, the attachment field contains the ID of the
// paired master device; for the master keyboard, the attachment is
// the master pointer, and vice versa.
let pointer_id = unsafe { (*device_info.info) }.attachment;
callback(Event::WindowEvent {
window_id,
event: CursorMoved {
device_id: mkdid(pointer_id),
position: (xev.event_x, xev.event_y),
modifiers: ModifiersState::from(xev.mods),
}
});
}
ffi::XI_FocusOut => {
let xev: &ffi::XIFocusOutEvent = unsafe { &*(xev.data as *const _) };
x11: Destroy dropped windows; handle WM_DELETE_WINDOW (#416) Fixes #79 #414 This changes the implementation of Drop for Window to send a WM_DELETE_WINDOW ClientMessage, offloading all the cleanup and window destruction to the event loop. Unsurprisingly, this entails that the event loop now handles WM_DELETE_WINDOW using the behavior that was previously contained in Window's Drop implementation, along with destroying the Window. Not only does this mean that dropped windows are closed, but also that clicking the × button on the window actually closes it now. The previous implemention of Drop was also broken, as the event loop would be (seemingly permenanently) frozen after its invocation. That was caused specifically by the mutex locking, and is no longer an issue now that the locking is done in the event loop. While I don't have full confidence that it makes sense for the Drop implementation to behave this way, this is nonetheless a significant improvement. The previous behavior led to inconsistent state, panics, and event loop breakage, along with not actually destroying the window. This additionally makes the assumption that users don't need Focused or CursorLeft events for the destroyed window, as Closed is adequate to indicate unfocus, and users may not expect to receive events for closed/dropped windows. In my testing, those specific events were sent immediately after the window was destroyed, though this sort of behavior could be WM-specific. I've opted to explicitly suppress those events in the case of the window no longer existing.
2018-03-23 05:31:31 -04:00
let mut windows = self.windows.lock().unwrap();
if let Some(window_data) = windows.get_mut(&WindowId(xev.event)) {
unsafe {
(self.display.xlib.XUnsetICFocus)(window_data.ic);
}
} else {
return;
}
x11: Destroy dropped windows; handle WM_DELETE_WINDOW (#416) Fixes #79 #414 This changes the implementation of Drop for Window to send a WM_DELETE_WINDOW ClientMessage, offloading all the cleanup and window destruction to the event loop. Unsurprisingly, this entails that the event loop now handles WM_DELETE_WINDOW using the behavior that was previously contained in Window's Drop implementation, along with destroying the Window. Not only does this mean that dropped windows are closed, but also that clicking the × button on the window actually closes it now. The previous implemention of Drop was also broken, as the event loop would be (seemingly permenanently) frozen after its invocation. That was caused specifically by the mutex locking, and is no longer an issue now that the locking is done in the event loop. While I don't have full confidence that it makes sense for the Drop implementation to behave this way, this is nonetheless a significant improvement. The previous behavior led to inconsistent state, panics, and event loop breakage, along with not actually destroying the window. This additionally makes the assumption that users don't need Focused or CursorLeft events for the destroyed window, as Closed is adequate to indicate unfocus, and users may not expect to receive events for closed/dropped windows. In my testing, those specific events were sent immediately after the window was destroyed, though this sort of behavior could be WM-specific. I've opted to explicitly suppress those events in the case of the window no longer existing.
2018-03-23 05:31:31 -04:00
callback(Event::WindowEvent {
window_id: mkwid(xev.event),
event: Focused(false),
})
}
ffi::XI_TouchBegin | ffi::XI_TouchUpdate | ffi::XI_TouchEnd => {
let xev: &ffi::XIDeviceEvent = unsafe { &*(xev.data as *const _) };
let window_id = mkwid(xev.event);
let phase = match xev.evtype {
ffi::XI_TouchBegin => TouchPhase::Started,
ffi::XI_TouchUpdate => TouchPhase::Moved,
ffi::XI_TouchEnd => TouchPhase::Ended,
_ => unreachable!()
};
callback(Event::WindowEvent {
window_id,
event: WindowEvent::Touch(Touch {
device_id: mkdid(xev.deviceid),
phase,
location: (xev.event_x, xev.event_y),
id: xev.detail as u64,
},
)})
}
ffi::XI_RawButtonPress | ffi::XI_RawButtonRelease => {
let xev: &ffi::XIRawEvent = unsafe { &*(xev.data as *const _) };
if xev.flags & ffi::XIPointerEmulated == 0 {
callback(Event::DeviceEvent { device_id: mkdid(xev.deviceid), event: DeviceEvent::Button {
2017-07-01 02:20:13 -07:00
button: xev.detail as u32,
state: match xev.evtype {
ffi::XI_RawButtonPress => Pressed,
ffi::XI_RawButtonRelease => Released,
_ => unreachable!(),
},
}});
}
}
ffi::XI_RawMotion => {
let xev: &ffi::XIRawEvent = unsafe { &*(xev.data as *const _) };
let did = mkdid(xev.deviceid);
let mask = unsafe { slice::from_raw_parts(xev.valuators.mask, xev.valuators.mask_len as usize) };
let mut value = xev.raw_values;
let mut mouse_delta = (0.0, 0.0);
let mut scroll_delta = (0.0, 0.0);
for i in 0..xev.valuators.mask_len*8 {
if ffi::XIMaskIsSet(mask, i) {
let x = unsafe { *value };
// We assume that every XInput2 device with analog axes is a pointing device emitting
// relative coordinates.
match i {
0 => mouse_delta.0 = x,
1 => mouse_delta.1 = x,
2 => scroll_delta.0 = x as f32,
3 => scroll_delta.1 = x as f32,
_ => {},
}
callback(Event::DeviceEvent { device_id: did, event: DeviceEvent::Motion {
2017-07-01 02:20:13 -07:00
axis: i as u32,
value: x,
}});
value = unsafe { value.offset(1) };
}
}
if mouse_delta != (0.0, 0.0) {
callback(Event::DeviceEvent { device_id: did, event: DeviceEvent::MouseMotion {
delta: mouse_delta,
}});
}
if scroll_delta != (0.0, 0.0) {
callback(Event::DeviceEvent { device_id: did, event: DeviceEvent::MouseWheel {
delta: LineDelta(scroll_delta.0, scroll_delta.1),
}});
}
}
ffi::XI_RawKeyPress | ffi::XI_RawKeyRelease => {
// TODO: Use xkbcommon for keysym and text decoding
let xev: &ffi::XIRawEvent = unsafe { &*(xev.data as *const _) };
let xkeysym = unsafe { (self.display.xlib.XKeycodeToKeysym)(self.display.display, xev.detail as ffi::KeyCode, 0) };
callback(Event::DeviceEvent { device_id: mkdid(xev.deviceid), event: DeviceEvent::Key(KeyboardInput {
scancode: (xev.detail - 8) as u32,
virtual_keycode: events::keysym_to_element(xkeysym as libc::c_uint),
state: match xev.evtype {
ffi::XI_RawKeyPress => Pressed,
ffi::XI_RawKeyRelease => Released,
_ => unreachable!(),
},
modifiers: ModifiersState::default(),
})});
}
ffi::XI_HierarchyChanged => {
let xev: &ffi::XIHierarchyEvent = unsafe { &*(xev.data as *const _) };
for info in unsafe { slice::from_raw_parts(xev.info, xev.num_info as usize) } {
if 0 != info.flags & (ffi::XISlaveAdded | ffi::XIMasterAdded) {
self.init_device(info.deviceid);
callback(Event::DeviceEvent { device_id: mkdid(info.deviceid), event: DeviceEvent::Added });
} else if 0 != info.flags & (ffi::XISlaveRemoved | ffi::XIMasterRemoved) {
callback(Event::DeviceEvent { device_id: mkdid(info.deviceid), event: DeviceEvent::Removed });
let mut devices = self.devices.lock().unwrap();
devices.remove(&DeviceId(info.deviceid));
}
}
}
_ => {}
}
}
_ => {}
}
}
fn init_device(&self, device: c_int) {
let mut devices = self.devices.lock().unwrap();
for info in DeviceInfo::get(&self.display, device).iter() {
devices.insert(DeviceId(info.deviceid), Device::new(&self, info));
}
}
}
impl EventsLoopProxy {
pub fn wakeup(&self) -> Result<(), EventsLoopClosed> {
// Update the `EventsLoop`'s `pending_wakeup` flag.
let display = match (self.pending_wakeup.upgrade(), self.display.upgrade()) {
(Some(wakeup), Some(display)) => {
wakeup.store(true, atomic::Ordering::Relaxed);
display
},
_ => return Err(EventsLoopClosed),
};
// Push an event on the X event queue so that methods run_forever will advance.
//
// NOTE: This code (and the following `XSendEvent` code) is taken from the old
// `WindowProxy::wakeup` implementation. The code assumes that X11 is thread safe. Is this
// true?
let mut xev = ffi::XClientMessageEvent {
type_: ffi::ClientMessage,
window: self.wakeup_dummy_window,
format: 32,
message_type: 0,
serial: 0,
send_event: 0,
display: display.display,
data: unsafe { mem::zeroed() },
};
unsafe {
let propagate = false as i32;
let event_mask = 0;
let xevent = &mut xev as *mut ffi::XClientMessageEvent as *mut ffi::XEvent;
(display.xlib.XSendEvent)(display.display, self.wakeup_dummy_window, propagate, event_mask, xevent);
(display.xlib.XFlush)(display.display);
display.check_errors().expect("Failed to call XSendEvent after wakeup");
}
Ok(())
}
}
struct DeviceInfo<'a> {
display: &'a XConnection,
info: *const ffi::XIDeviceInfo,
count: usize,
}
impl<'a> DeviceInfo<'a> {
fn get(display: &'a XConnection, device: c_int) -> Self {
unsafe {
let mut count = mem::uninitialized();
let info = (display.xinput2.XIQueryDevice)(display.display, device, &mut count);
DeviceInfo {
display: display,
info: info,
count: count as usize,
}
}
}
}
impl<'a> Drop for DeviceInfo<'a> {
fn drop(&mut self) {
unsafe { (self.display.xinput2.XIFreeDeviceInfo)(self.info as *mut _) };
}
}
impl<'a> ::std::ops::Deref for DeviceInfo<'a> {
type Target = [ffi::XIDeviceInfo];
fn deref(&self) -> &Self::Target {
unsafe { slice::from_raw_parts(self.info, self.count) }
}
}
#[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct WindowId(ffi::Window);
#[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct DeviceId(c_int);
pub struct Window {
pub window: Arc<Window2>,
display: Weak<XConnection>,
windows: Weak<Mutex<HashMap<WindowId, WindowData>>>,
}
impl ::std::ops::Deref for Window {
type Target = Window2;
#[inline]
fn deref(&self) -> &Window2 {
&*self.window
}
}
// XOpenIM doesn't seem to be thread-safe
lazy_static! { // TODO: use a static mutex when that's possible, and put me back in my function
static ref GLOBAL_XOPENIM_LOCK: Mutex<()> = Mutex::new(());
}
impl Window {
pub fn new(x_events_loop: &EventsLoop,
window: &::WindowAttributes,
pl_attribs: &PlatformSpecificWindowBuilderAttributes)
-> Result<Self, CreationError>
{
let win = ::std::sync::Arc::new(try!(Window2::new(&x_events_loop, window, pl_attribs)));
// creating IM
let im = unsafe {
let _lock = GLOBAL_XOPENIM_LOCK.lock().unwrap();
let mut im: ffi::XIM = ptr::null_mut();
// Setting an empty locale results in the user's XMODIFIERS environment variable being
// read, which should result in the user's configured input method (ibus, fcitx, etc.)
// being used. If that fails, we fall back to internal input methods which should
// always be available.
for modifiers in &[b"\0" as &[u8], b"@im=local\0", b"@im=\0"] {
if !im.is_null() {
break;
}
(x_events_loop.display.xlib.XSetLocaleModifiers)(modifiers.as_ptr() as *const i8);
im = (x_events_loop.display.xlib.XOpenIM)(
x_events_loop.display.display,
ptr::null_mut(),
ptr::null_mut(),
ptr::null_mut(),
);
}
if im.is_null() {
// While it's possible to make IME optional and handle this more gracefully, it's
// not clear in what situations the fallbacks wouldn't work. Therefore, this panic
// is left here so that if it ever fails, someone will hopefully tell us about it,
// and we'd have a better grasp of what's necessary.
panic!("XOpenIM failed");
}
im
};
// creating input context
let ic = unsafe {
let ic = (x_events_loop.display.xlib.XCreateIC)(im,
b"inputStyle\0".as_ptr() as *const _,
ffi::XIMPreeditNothing | ffi::XIMStatusNothing, b"clientWindow\0".as_ptr() as *const _,
win.id().0, ptr::null::<()>());
if ic.is_null() {
panic!("XCreateIC failed");
}
(x_events_loop.display.xlib.XSetICFocus)(ic);
x_events_loop.display.check_errors().expect("Failed to call XSetICFocus");
ic
};
x_events_loop.windows.lock().unwrap().insert(win.id(), WindowData {
im: im,
ic: ic,
2017-07-12 13:26:11 -04:00
ic_spot: ffi::XPoint {x: 0, y: 0},
config: None,
multitouch: window.multitouch,
cursor_pos: None,
});
Ok(Window {
window: win,
windows: Arc::downgrade(&x_events_loop.windows),
display: Arc::downgrade(&x_events_loop.display),
})
}
#[inline]
pub fn id(&self) -> WindowId {
self.window.id()
}
#[inline]
pub fn send_xim_spot(&self, x: i16, y: i16) {
if let (Some(windows), Some(display)) = (self.windows.upgrade(), self.display.upgrade()) {
let nspot = ffi::XPoint{x: x, y: y};
let mut windows = windows.lock().unwrap();
let w = windows.get_mut(&self.window.id()).unwrap();
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if w.ic_spot.x == x && w.ic_spot.y == y {
return
}
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w.ic_spot = nspot;
unsafe {
let preedit_attr = (display.xlib.XVaCreateNestedList)
(0, b"spotLocation\0", &nspot, ptr::null::<()>());
(display.xlib.XSetICValues)(w.ic, b"preeditAttributes\0",
preedit_attr, ptr::null::<()>());
(display.xlib.XFree)(preedit_attr);
}
}
}
}
impl Drop for Window {
fn drop(&mut self) {
if let (Some(windows), Some(display)) = (self.windows.upgrade(), self.display.upgrade()) {
x11: Destroy dropped windows; handle WM_DELETE_WINDOW (#416) Fixes #79 #414 This changes the implementation of Drop for Window to send a WM_DELETE_WINDOW ClientMessage, offloading all the cleanup and window destruction to the event loop. Unsurprisingly, this entails that the event loop now handles WM_DELETE_WINDOW using the behavior that was previously contained in Window's Drop implementation, along with destroying the Window. Not only does this mean that dropped windows are closed, but also that clicking the × button on the window actually closes it now. The previous implemention of Drop was also broken, as the event loop would be (seemingly permenanently) frozen after its invocation. That was caused specifically by the mutex locking, and is no longer an issue now that the locking is done in the event loop. While I don't have full confidence that it makes sense for the Drop implementation to behave this way, this is nonetheless a significant improvement. The previous behavior led to inconsistent state, panics, and event loop breakage, along with not actually destroying the window. This additionally makes the assumption that users don't need Focused or CursorLeft events for the destroyed window, as Closed is adequate to indicate unfocus, and users may not expect to receive events for closed/dropped windows. In my testing, those specific events were sent immediately after the window was destroyed, though this sort of behavior could be WM-specific. I've opted to explicitly suppress those events in the case of the window no longer existing.
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// It's possible for the Window object to outlive the actual window, so we need to
// check for that, lest the program explode with BadWindow errors soon after this.
let window_closed = windows
.lock()
.unwrap()
.get(&self.window.id())
.is_none();
if !window_closed { unsafe {
let wm_protocols_atom = util::get_atom(&display, b"WM_PROTOCOLS\0")
.expect("Failed to call XInternAtom (WM_PROTOCOLS)");
let wm_delete_atom = util::get_atom(&display, b"WM_DELETE_WINDOW\0")
.expect("Failed to call XInternAtom (WM_DELETE_WINDOW)");
util::send_client_msg(
&display,
self.window.id().0,
self.window.id().0,
wm_protocols_atom,
None,
(wm_delete_atom as _, ffi::CurrentTime as _, 0, 0, 0),
).expect("Failed to send window deletion message");
} }
}
}
}
/// State maintained for translating window-related events
struct WindowData {
config: Option<WindowConfig>,
im: ffi::XIM,
ic: ffi::XIC,
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ic_spot: ffi::XPoint,
multitouch: bool,
cursor_pos: Option<(f64, f64)>,
}
// Required by ffi members
unsafe impl Send for WindowData {}
struct WindowConfig {
size: (c_int, c_int),
position: (c_int, c_int),
}
impl WindowConfig {
fn new(event: &ffi::XConfigureEvent) -> Self {
WindowConfig {
size: (event.width, event.height),
position: (event.x, event.y),
}
}
}
/// XEvents of type GenericEvent store their actual data in an XGenericEventCookie data structure. This is a wrapper to
/// extract the cookie from a GenericEvent XEvent and release the cookie data once it has been processed
struct GenericEventCookie<'a> {
display: &'a XConnection,
cookie: ffi::XGenericEventCookie
}
impl<'a> GenericEventCookie<'a> {
fn from_event<'b>(display: &'b XConnection, event: ffi::XEvent) -> Option<GenericEventCookie<'b>> {
unsafe {
let mut cookie: ffi::XGenericEventCookie = From::from(event);
if (display.xlib.XGetEventData)(display.display, &mut cookie) == ffi::True {
Some(GenericEventCookie{display: display, cookie: cookie})
} else {
None
}
}
}
}
impl<'a> Drop for GenericEventCookie<'a> {
fn drop(&mut self) {
unsafe {
let xlib = &self.display.xlib;
(xlib.XFreeEventData)(self.display.display, &mut self.cookie);
}
}
}
#[derive(Debug, Copy, Clone)]
struct XExtension {
opcode: c_int,
first_event_id: c_int,
first_error_id: c_int,
}
fn mkwid(w: ffi::Window) -> ::WindowId { ::WindowId(::platform::WindowId::X(WindowId(w))) }
fn mkdid(w: c_int) -> ::DeviceId { ::DeviceId(::platform::DeviceId::X(DeviceId(w))) }
#[derive(Debug)]
struct Device {
name: String,
scroll_axes: Vec<(i32, ScrollAxis)>,
}
#[derive(Debug, Copy, Clone)]
struct ScrollAxis {
increment: f64,
orientation: ScrollOrientation,
position: f64,
}
#[derive(Debug, Copy, Clone)]
enum ScrollOrientation {
Vertical,
Horizontal,
}
impl Device {
fn new(el: &EventsLoop, info: &ffi::XIDeviceInfo) -> Self
{
let name = unsafe { CStr::from_ptr(info.name).to_string_lossy() };
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let mut scroll_axes = Vec::new();
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if Device::physical_device(info) {
// Register for global raw events
let mask = ffi::XI_RawMotionMask
| ffi::XI_RawButtonPressMask | ffi::XI_RawButtonReleaseMask
| ffi::XI_RawKeyPressMask | ffi::XI_RawKeyReleaseMask;
unsafe {
let mut event_mask = ffi::XIEventMask{
deviceid: info.deviceid,
mask: &mask as *const _ as *mut c_uchar,
mask_len: mem::size_of_val(&mask) as c_int,
};
(el.display.xinput2.XISelectEvents)(el.display.display, el.root, &mut event_mask as *mut ffi::XIEventMask, 1);
}
// Identify scroll axes
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for class_ptr in Device::classes(info) {
let class = unsafe { &**class_ptr };
match class._type {
ffi::XIScrollClass => {
let info = unsafe { mem::transmute::<&ffi::XIAnyClassInfo, &ffi::XIScrollClassInfo>(class) };
scroll_axes.push((info.number, ScrollAxis {
increment: info.increment,
orientation: match info.scroll_type {
ffi::XIScrollTypeHorizontal => ScrollOrientation::Horizontal,
ffi::XIScrollTypeVertical => ScrollOrientation::Vertical,
_ => { unreachable!() }
},
position: 0.0,
}));
}
_ => {}
}
}
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}
let mut device = Device {
name: name.into_owned(),
scroll_axes: scroll_axes,
};
device.reset_scroll_position(info);
device
}
fn reset_scroll_position(&mut self, info: &ffi::XIDeviceInfo) {
if Device::physical_device(info) {
for class_ptr in Device::classes(info) {
let class = unsafe { &**class_ptr };
match class._type {
ffi::XIValuatorClass => {
let info = unsafe { mem::transmute::<&ffi::XIAnyClassInfo, &ffi::XIValuatorClassInfo>(class) };
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if let Some(&mut (_, ref mut axis)) = self.scroll_axes.iter_mut().find(|&&mut (axis, _)| axis == info.number) {
axis.position = info.value;
}
}
_ => {}
}
}
}
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}
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#[inline]
fn physical_device(info: &ffi::XIDeviceInfo) -> bool {
info._use == ffi::XISlaveKeyboard || info._use == ffi::XISlavePointer || info._use == ffi::XIFloatingSlave
}
#[inline]
fn classes(info: &ffi::XIDeviceInfo) -> &[*const ffi::XIAnyClassInfo] {
unsafe { slice::from_raw_parts(info.classes as *const *const ffi::XIAnyClassInfo, info.num_classes as usize) }
}
}