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| author | srdusr <[email protected]> | 2024-04-02 00:58:00 +0200 |
|---|---|---|
| committer | srdusr <[email protected]> | 2024-04-02 00:58:00 +0200 |
| commit | 8110bb2773b6c841029a51eca7971f42a36f480c (patch) | |
| tree | b3b364a6c0231fe408229e94dc9e25ce4562ad02 /legacy-cpp/src/core/event_system.cc | |
| parent | d1f856edc516047575cf46f12fad2b59006363c8 (diff) | |
| download | srdwm-8110bb2773b6c841029a51eca7971f42a36f480c.tar.gz srdwm-8110bb2773b6c841029a51eca7971f42a36f480c.zip | |
Rewrite srdwm in Rust: working X11 and Wayland backends, Lua config
The C++ prototype (moved to legacy-cpp/) was mostly a design skeleton:
X11 and Windows backends were partially real, Wayland created the
wlroots object graph but never wired a single event listener, macOS
was stub except monitor enumeration, and the Lua engine's srd.bind()
stored a key-combo string but never the actual closure. See
docs/PRIOR_ART.md for the full audit.
This replaces it with a Cargo workspace:
- srdwm-core: platform-independent window/workspace/monitor state,
a real master-stack tiling layout, and SmartPlacement grid/cascade/
snap-to-edge placement - fixing several bugs in the C++ version
(hardcoded 2-column grid, cascade that never cascaded, snap-to-edge
that always returned a fixed rect). 35 unit tests.
- srdwm-config: the srd Lua API via mlua, implementing the surface
docs/DEFAULTS.md always documented but the C++ engine never actually
built (srd.window.close()/focus(direction), srd.workspace.next(),
real keybinding closures, require("srd") support). 10 unit tests.
- srdwm-x11: a real reparenting WM with a drawn title bar (buttons,
drag, resize), verified live under Xephyr - frame placement and
client offset match srdwm-core's computed geometry exactly, and the
decoration renders correctly on screen.
- srdwm-wayland: a from-scratch smithay compositor (the C++ version
had nothing working to port from) - runs via the winit backend,
tracks xdg-shell toplevels through the same WindowManager and
hit-testing code X11 uses, verified to start/render/run without
crashing. Decorations are solid-color (no text yet); see
docs/IMPLEMENTATION_STATUS.md for exact scope.
- srdwm-windows / srdwm-macos: structured, cfg-gated designs informed
by komorebi/glazewm and yabai/AeroSpace respectively (see
docs/PRIOR_ART.md), honestly marked as unbuilt/unverified since this
sandbox has no Windows or macOS target.
Diffstat (limited to 'legacy-cpp/src/core/event_system.cc')
| -rw-r--r-- | legacy-cpp/src/core/event_system.cc | 94 |
1 files changed, 94 insertions, 0 deletions
diff --git a/legacy-cpp/src/core/event_system.cc b/legacy-cpp/src/core/event_system.cc new file mode 100644 index 0000000..ed022cb --- /dev/null +++ b/legacy-cpp/src/core/event_system.cc @@ -0,0 +1,94 @@ +#include "event_system.h" +#include "window.h" +#include <iostream> +#include <algorithm> + +// Global event system instance +EventSystem g_event_system; + +EventSystem::EventSystem() : processing_events(false) { +} + +EventSystem::~EventSystem() { + clear_handlers(); +} + +void EventSystem::register_handler(EventType type, EventHandler handler) { + handlers[type].push_back(handler); +} + +void EventSystem::unregister_handler(EventType type, EventHandler handler) { + auto& type_handlers = handlers[type]; + type_handlers.erase( + std::remove_if(type_handlers.begin(), type_handlers.end(), + [&handler](const EventHandler& h) { + // Note: This is a simplified comparison + // In a real implementation, you'd want a more sophisticated way to identify handlers + return false; // For now, we don't remove handlers + }), + type_handlers.end() + ); +} + +void EventSystem::emit_event(const Event& event) { + if (processing_events) { + // Queue the event if we're currently processing events + event_queue.push_back(std::make_unique<Event>(event)); + return; + } + + auto it = handlers.find(event.type); + if (it != handlers.end()) { + for (const auto& handler : it->second) { + try { + handler(event); + } catch (const std::exception& e) { + std::cerr << "Error in event handler: " << e.what() << std::endl; + } + } + } +} + +void EventSystem::emit_window_event(EventType type, SRDWindow* window) { + switch (type) { + case EventType::WINDOW_CREATED: + emit_event(SRDWindowCreatedEvent(window)); + break; + case EventType::WINDOW_DESTROYED: + emit_event(SRDWindowDestroyedEvent(window)); + break; + default: + // For other window events, we need more context + break; + } +} + +void EventSystem::emit_key_event(EventType type, unsigned int keycode, unsigned int modifiers) { + emit_event(KeyEvent(type, keycode, modifiers)); +} + +void EventSystem::emit_mouse_event(EventType type, int x, int y, unsigned int button, unsigned int modifiers) { + emit_event(MouseEvent(type, x, y, button, modifiers)); +} + +void EventSystem::process_events() { + if (processing_events) { + return; // Prevent recursive processing + } + + processing_events = true; + + // Process queued events + while (!event_queue.empty()) { + auto event = std::move(event_queue.front()); + event_queue.erase(event_queue.begin()); + + emit_event(*event); + } + + processing_events = false; +} + +void EventSystem::clear_handlers() { + handlers.clear(); +} |