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| author | srdusr <[email protected]> | 2025-11-20 17:10:00 +0200 |
|---|---|---|
| committer | srdusr <[email protected]> | 2025-11-20 17:10:00 +0200 |
| commit | ae47a562bd423df856ec6c735d9e4c29a8e1e3c6 (patch) | |
| tree | 6fa732650b8809d0c302017fbc72254c66bccc02 /crates/wayland/src/input/pointer.rs | |
| parent | 04466601f4714dcbc1f3b0ef134febede6febb6a (diff) | |
| download | srdwm-ae47a562bd423df856ec6c735d9e4c29a8e1e3c6.tar.gz srdwm-ae47a562bd423df856ec6c735d9e4c29a8e1e3c6.zip | |
Redesign the native lock screen: clock/avatar header, on-screen keyboard, wrong-password shake
The native lock UI was a flat bordered rectangle with three left-aligned
text lines and no shadow, clock, or identity marker - reported directly
as looking unfinished. Splits the redesign across a new transparent-canvas
header (time, date, circular avatar, username) above a redesigned,
centered password box with a real drop shadow and a dimmed placeholder
prompt, plus a genuine on-screen QWERTY-shaped keyboard with working
Shift/Backspace/Return/Space and real click hit-testing shared with the
render path via one `lock_stack_layout` function, and a damped-sine shake
on a failed attempt.
LockConfig gains show_clock/show_keyboard/avatar_bg, each independently
srd.set-able and documented in a new theme.lock.* section in DEFAULTS.md.
native_lock_render_elements now takes one NativeLockFrame struct instead
of positional buffer arguments now that it composites five optional
layers instead of two.
Full workspace build/test/clippy clean (152 wayland tests, +6 new).
Diffstat (limited to 'crates/wayland/src/input/pointer.rs')
| -rw-r--r-- | crates/wayland/src/input/pointer.rs | 11 |
1 files changed, 9 insertions, 2 deletions
diff --git a/crates/wayland/src/input/pointer.rs b/crates/wayland/src/input/pointer.rs index 44b0bd7..2ecc15c 100644 --- a/crates/wayland/src/input/pointer.rs +++ b/crates/wayland/src/input/pointer.rs @@ -485,9 +485,16 @@ pub(crate) fn handle_pointer_button(state: &mut CompState, pos: Point<f64, Logic const BTN_MIDDLE: u32 = 0x112; let serial = SERIAL_COUNTER.next_serial(); - // Locked: forward the click to the lock surface (it may have a button or - // a text field) but never let it focus, raise, drag, or close a window. + // Locked: srdwm's own native lock UI has no real `wl_surface` to + // dispatch a pointer event to - its on-screen keyboard is hit-tested + // directly instead, on a left-button press, before falling through to + // the generic forward-to-lock-surface path below (which still applies + // for an external `LockSurface`-based locker, or a native lock with + // the keyboard hidden/absent). if state.lock.locked { + if pressed && button == BTN_LEFT && state.lock.native.is_some() && state.native_lock_click(pos) { + return; + } if let Some(pointer) = state.seat.get_pointer() { let button_state = if pressed { BackendButtonState::Pressed } else { BackendButtonState::Released }; pointer.button(state, &ButtonEvent { serial, time, button, state: button_state }); |