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authorsrdusr <[email protected]>2024-04-02 00:58:00 +0200
committersrdusr <[email protected]>2024-04-02 00:58:00 +0200
commit8110bb2773b6c841029a51eca7971f42a36f480c (patch)
treeb3b364a6c0231fe408229e94dc9e25ce4562ad02 /src/input/input_handler.h
parentd1f856edc516047575cf46f12fad2b59006363c8 (diff)
downloadsrdwm-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 'src/input/input_handler.h')
-rw-r--r--src/input/input_handler.h36
1 files changed, 0 insertions, 36 deletions
diff --git a/src/input/input_handler.h b/src/input/input_handler.h
deleted file mode 100644
index 2f35608..0000000
--- a/src/input/input_handler.h
+++ /dev/null
@@ -1,36 +0,0 @@
-#ifndef SRDWM_INPUT_HANDLER_H
-#define SRDWM_INPUT_HANDLER_H
-
-#include <memory>
-
-// Define basic event structures (these will need more detail later)
-struct KeyboardEvent {
- int key_code;
- // Add modifiers, state (press/release)
-};
-
-struct MouseEvent {
- enum class Type { Press, Release, Motion };
- Type type;
- int button; // Valid for Press/Release
- int x, y;
- // Add modifiers
-};
-
-class InputHandler {
-public:
- virtual ~InputHandler() = default;
-
- // Pure virtual methods for handling events
- virtual void handle_key_press(const KeyboardEvent& event) = 0;
- virtual void handle_key_release(const KeyboardEvent& event) = 0;
- virtual void handle_mouse_button_press(const MouseEvent& event) = 0;
- virtual void handle_mouse_button_release(const MouseEvent& event) = 0;
- virtual void handle_mouse_motion(const MouseEvent& event) = 0;
-
- // Other potential input-related methods
- // virtual void initialize() = 0;
- // virtual void shutdown() = 0;
-};
-
-#endif // SRDWM_INPUT_HANDLER_H