feat(wayland): touch support
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@@ -279,6 +279,7 @@ pub struct SeatData {
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pointer: OnceCell<(WlPointer, Mutex<ObjectId>)>,
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keyboard: OnceCell<(WlKeyboard, Mutex<ObjectId>)>,
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touch: OnceCell<WlTouch>,
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touches: Mutex<FxHashMap<ObjectId, u32>>,
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}
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impl SeatData {
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pub fn new(dh: &DisplayHandle) -> Arc<Self> {
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@@ -289,6 +290,7 @@ impl SeatData {
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pointer: OnceCell::new(),
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keyboard: OnceCell::new(),
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touch: OnceCell::new(),
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touches: Mutex::new(FxHashMap::default()),
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});
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let _ = seat_data
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@@ -418,6 +420,36 @@ impl SeatData {
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*keyboard_focus = ObjectId::null();
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}
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}
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self.touches.lock().remove(&surface.id());
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}
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pub fn touch_down(&self, surface: &WlSurface, id: u32, position: Vector2<f32>) {
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let Some(touch) = self.touch.get() else {return};
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touch.down(
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SERIAL_COUNTER.inc(),
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0,
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surface,
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id as i32,
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position.x as f64,
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position.y as f64,
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);
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self.touches.lock().insert(surface.id(), id);
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}
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pub fn touch_move(&self, id: u32, position: Vector2<f32>) {
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let Some(touch) = self.touch.get() else {return};
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touch.motion(0, id as i32, position.x as f64, position.y as f64);
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}
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pub fn touch_up(&self, id: u32) {
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let Some(touch) = self.touch.get() else {return};
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touch.up(SERIAL_COUNTER.inc(), 0, id as i32);
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let mut touches = self.touches.lock();
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touches.retain(|_, tid| *tid != id);
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}
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pub fn reset_touches(&self) {
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let Some(touch) = self.touch.get() else {return};
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for (_, touch_id) in self.touches.lock().drain() {
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touch.up(SERIAL_COUNTER.inc(), 0, touch_id as i32);
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}
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}
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}
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@@ -451,7 +483,7 @@ impl GlobalDispatch<WlSeat, Arc<SeatData>, WaylandState> for WaylandState {
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resource.name(nanoid!());
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}
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resource.capabilities(Capability::Pointer | Capability::Keyboard);
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resource.capabilities(Capability::Pointer | Capability::Keyboard | Capability::Touch);
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}
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fn can_view(client: Client, data: &Arc<SeatData>) -> bool {
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@@ -1031,4 +1031,18 @@ impl Backend for XDGBackend {
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);
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}
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}
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fn touch_down(&self, surface: &SurfaceID, id: u32, position: Vector2<f32>) {
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let Some(surface) = self.wl_surface_from_id(surface) else {return};
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self.seat.touch_down(&surface, id, position)
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}
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fn touch_move(&self, id: u32, position: Vector2<f32>) {
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self.seat.touch_move(id, position)
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}
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fn touch_up(&self, id: u32) {
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self.seat.touch_up(id)
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}
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fn reset_touches(&self) {
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self.seat.reset_touches()
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}
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}
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