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-rw-r--r--Cargo.lock1
-rw-r--r--crates/core/src/lock_config.rs22
-rw-r--r--crates/srdwm/src/main.rs5
-rw-r--r--crates/wayland/Cargo.toml6
-rw-r--r--crates/wayland/src/decoration.rs6
-rw-r--r--crates/wayland/src/input/pointer.rs11
-rw-r--r--crates/wayland/src/native_lock.rs792
-rw-r--r--crates/wayland/src/udev/render.rs14
-rw-r--r--crates/wayland/src/winit/render.rs14
-rw-r--r--docs/DEFAULTS.md36
-rw-r--r--docs/TODO.md16
11 files changed, 843 insertions, 80 deletions
diff --git a/Cargo.lock b/Cargo.lock
index f661d54..19da143 100644
--- a/Cargo.lock
+++ b/Cargo.lock
@@ -2514,6 +2514,7 @@ name = "srdwm-wayland"
version = "0.1.0"
dependencies = [
"fontdue",
+ "libc",
"log",
"memmap2",
"pixman",
diff --git a/crates/core/src/lock_config.rs b/crates/core/src/lock_config.rs
index 7edeeb5..92ba0d0 100644
--- a/crates/core/src/lock_config.rs
+++ b/crates/core/src/lock_config.rs
@@ -34,6 +34,25 @@ pub struct LockConfig {
pub show_caps_lock: bool,
pub show_failed_attempts: bool,
pub fail_message: String,
+ /// A large time+date readout above the password box, plus a circular
+ /// initial-letter avatar and the username - the set of things every
+ /// mainstream lock screen (GNOME, macOS, Windows) shows and this one
+ /// didn't, reported live as the box on its own "looks ugly/AI-like".
+ /// `true` by default; `false` reduces the lock screen to just the
+ /// password box, the previous look, for anyone who'd rather not have
+ /// the time visible on a locked screen.
+ pub show_clock: bool,
+ /// An on-screen keyboard below the password box, for a session with no
+ /// physical keyboard reachable (a touchscreen device, primarily) --
+ /// see `native_lock.rs`'s own `render_keyboard`/`keyboard_hit_test`.
+ /// `true` by default; a real physical keyboard still works identically
+ /// either way, so this only ever adds a second input method, never
+ /// removes the first.
+ pub show_keyboard: bool,
+ /// The avatar circle's fill colour - defaults to `box_border` (the
+ /// same accent every other lock-screen element already uses) rather
+ /// than a third independent colour to keep track of.
+ pub avatar_bg: (u8, u8, u8),
}
impl Default for LockConfig {
@@ -49,6 +68,9 @@ impl Default for LockConfig {
show_caps_lock: true,
show_failed_attempts: true,
fail_message: "Wrong password".to_string(),
+ show_clock: true,
+ show_keyboard: true,
+ avatar_bg: (0x88, 0xc0, 0xd0), // Nord blue, matches box_border
}
}
}
diff --git a/crates/srdwm/src/main.rs b/crates/srdwm/src/main.rs
index a3c9bf4..6b8724a 100644
--- a/crates/srdwm/src/main.rs
+++ b/crates/srdwm/src/main.rs
@@ -298,6 +298,11 @@ fn apply_general_settings(engine: &Engine, wm: &Rc<RefCell<WindowManager>>) {
if let Some(ch) = engine.get_string("theme.lock.dot_char", &lock.dot_char.to_string()).chars().next() {
lock.dot_char = ch;
}
+ lock.show_clock = engine.get_bool("theme.lock.show_clock", lock.show_clock);
+ lock.show_keyboard = engine.get_bool("theme.lock.show_keyboard", lock.show_keyboard);
+ if let Some(rgb) = srdwm_core::parse_hex_color(&engine.get_string("theme.lock.avatar_bg", "#88c0d0")) {
+ lock.avatar_bg = rgb;
+ }
let mut wm = wm.borrow_mut();
wm.tiling.gap_inner = gap;
diff --git a/crates/wayland/Cargo.toml b/crates/wayland/Cargo.toml
index 5eb82ac..3e2c40d 100644
--- a/crates/wayland/Cargo.toml
+++ b/crates/wayland/Cargo.toml
@@ -55,6 +55,12 @@ xkbcommon = { version = "0.8", features = ["wayland"] }
resvg = "0.48.1"
usvg = "0.48.1"
tiny-skia = "0.12.0"
+# `native_lock.rs`'s own clock/date: `libc::localtime_r` gives the
+# system's real local time (respecting `/etc/localtime`/`TZ`), which
+# `std::time` alone has no way to do (`SystemTime` is UTC-only). Already
+# a transitive dependency of this crate (smithay itself depends on it),
+# just not previously used directly.
+libc = "0.2"
[dependencies.smithay]
version = "0.7"
diff --git a/crates/wayland/src/decoration.rs b/crates/wayland/src/decoration.rs
index ee3f34c..aa12a54 100644
--- a/crates/wayland/src/decoration.rs
+++ b/crates/wayland/src/decoration.rs
@@ -44,7 +44,7 @@ pub(crate) use color::{mix_rgb, rgb_to_bgra};
pub(crate) use corners::{round_bottom_corners, round_top_corners};
pub(crate) use font::{blit_glyph, find_system_font, FONT_PIXELS, TEXT_LEFT_PADDING};
pub use shadow::{shadow_bitmap, shadow_rect};
-pub(crate) use shadow::SHADOW_MAX_ALPHA;
+pub(crate) use shadow::{SHADOW_MAX_ALPHA, SHADOW_SIZE};
pub use titlebar::render_titlebar;
/// Default corner radius, in pixels, applied to a window at creation
@@ -389,7 +389,7 @@ pub(crate) fn render_desktop_icon(
/// canvas), so there's no premultiplication to get right here - straight
/// and premultiplied colour are identical at full opacity.
#[allow(clippy::too_many_arguments)]
-fn fill_rect(buf: &mut [u8], width: usize, height: usize, x0: i32, y0: i32, x1: i32, y1: i32, color: (u8, u8, u8), alpha: u8) {
+pub(crate) fn fill_rect(buf: &mut [u8], width: usize, height: usize, x0: i32, y0: i32, x1: i32, y1: i32, color: (u8, u8, u8), alpha: u8) {
let px = rgb_to_bgra(color, alpha);
for y in y0.max(0)..y1.min(height as i32) {
for x in x0.max(0)..x1.min(width as i32) {
@@ -410,7 +410,7 @@ fn fill_rect(buf: &mut [u8], width: usize, height: usize, x0: i32, y0: i32, x1:
/// partial-alpha pixel is a real, previously-hit correctness bug here, not
/// a style choice.
#[allow(clippy::too_many_arguments)]
-fn blit_glyph_on_transparent(buf: &mut [u8], width: usize, height: usize, glyph_x: i32, glyph_y: i32, metrics: &fontdue::Metrics, coverage: &[u8], color: (u8, u8, u8)) {
+pub(crate) fn blit_glyph_on_transparent(buf: &mut [u8], width: usize, height: usize, glyph_x: i32, glyph_y: i32, metrics: &fontdue::Metrics, coverage: &[u8], color: (u8, u8, u8)) {
for row in 0..metrics.height {
let y = glyph_y + row as i32;
if y < 0 || y as usize >= height {
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 });
diff --git a/crates/wayland/src/native_lock.rs b/crates/wayland/src/native_lock.rs
index 3f090bb..14c4f21 100644
--- a/crates/wayland/src/native_lock.rs
+++ b/crates/wayland/src/native_lock.rs
@@ -37,6 +37,38 @@ use smithay::backend::renderer::{ImportAll, ImportMem, Renderer};
use smithay::utils::Transform;
use std::collections::HashMap;
use std::sync::mpsc::{Receiver, TryRecvError};
+use std::time::{Duration, Instant};
+
+/// Vertical gap between the header (clock/date/avatar), the password box,
+/// and the on-screen keyboard - one shared constant so `lock_stack_
+/// layout` (used at both render and click-hit-test time) and the eye
+/// can't disagree with each other.
+const SECTION_GAP: i32 = 20;
+
+/// How long a wrong-password shake plays for, and how far it moves the
+/// box/shadow at its peak - see `shake_offset`'s own doc comment for the
+/// motion itself. Short and small: this is feedback, not an animation to
+/// watch, matching how briefly a real macOS/GNOME lock screen shakes its
+/// own password field.
+const SHAKE_DURATION: Duration = Duration::from_millis(400);
+const SHAKE_AMPLITUDE: f32 = 10.0;
+
+/// One key on the on-screen keyboard - see `render_keyboard`'s own doc
+/// comment for the layout this is built from.
+pub(crate) struct VirtualKey {
+ /// Position and size within the keyboard's own buffer, logical
+ /// pixels - what `keyboard_hit_test` compares a click against once
+ /// it's translated the click into this same local space.
+ rect: (i32, i32, i32, i32),
+ /// Fed straight to `native_lock_key` as its own `name` parameter --
+ /// `"BackSpace"`/`"Return"`/`"Shift"` for the three keys that aren't
+ /// plain character entry, empty for every other key (which instead
+ /// carries its character in `utf8_lower`/`utf8_upper`, exactly the
+ /// way a real keysym's resolved UTF-8 already does).
+ name: &'static str,
+ utf8_lower: &'static str,
+ utf8_upper: &'static str,
+}
/// `srd.lock`'s live state - see this module's own doc comment for the
/// lifecycle. Constructed by `begin`, lives on `SessionLock::native` for
@@ -55,6 +87,32 @@ pub(crate) struct NativeLock {
/// already use, not rebuilt every frame.
ui_buffer: Option<MemoryRenderBuffer>,
ui_size: (i32, i32),
+ /// The box's drop shadow - built and cached alongside `ui_buffer`
+ /// (same invalidation: both go stale together, since the shadow's
+ /// size is derived from the box's own), positioned `SHADOW_SIZE`
+ /// pixels up/left of wherever the box itself renders.
+ shadow_buffer: Option<MemoryRenderBuffer>,
+ /// The clock/date/avatar/username header shown above the password
+ /// box - see `render_header_box`'s own doc comment. Cached
+ /// separately from `ui_buffer`/rebuilt every render call rather than
+ /// only on a state change, since the clock's own text changes once a
+ /// minute with nothing else here to signal that - cheap enough
+ /// (a handful of glyphs, once per output per frame) that a real
+ /// dirty-check isn't worth the bookkeeping.
+ header_buffer: Option<MemoryRenderBuffer>,
+ header_size: (i32, i32),
+ /// The on-screen keyboard, if `LockConfig::show_keyboard` is on --
+ /// `None` when the feature is off, same as every other optional
+ /// section here. Rebuilt when `shift` toggles (the labels' case
+ /// changes) or the theme changes, same invalidation trigger as
+ /// `ui_buffer`.
+ keyboard_buffer: Option<MemoryRenderBuffer>,
+ keyboard_size: (i32, i32),
+ /// Each key's own clickable rect (in the keyboard buffer's local
+ /// space) and what it types - `keyboard_hit_test`'s own lookup
+ /// table, rebuilt alongside `keyboard_buffer` (the two must always
+ /// agree on where each key actually is).
+ keyboard_keys: Vec<VirtualKey>,
username: String,
password: String,
failed_attempts: u32,
@@ -65,6 +123,17 @@ pub(crate) struct NativeLock {
/// it (`ModifiersState::caps_lock`, read in `crate::input`'s locked-
/// keyboard branch), so there is no separate query needed.
caps_lock: bool,
+ /// The on-screen keyboard's own shift state - independent of
+ /// `caps_lock` above (a real keyboard's own hardware state) since a
+ /// touchscreen session with no physical keyboard at all still needs
+ /// a way to type an uppercase letter. Toggled by clicking the
+ /// keyboard's own Shift key (`native_lock_key`'s `"Shift"` arm).
+ shift: bool,
+ /// When the most recent wrong-password shake started, if one is
+ /// still playing - see `shake_offset`'s own doc comment. `None`
+ /// once `SHAKE_DURATION` has elapsed, so steady-state rendering
+ /// doesn't keep computing an animation that's already finished.
+ shake_start: Option<Instant>,
auth_rx: Option<Receiver<bool>>,
}
@@ -77,6 +146,36 @@ fn current_username() -> String {
std::env::var("USER").unwrap_or_default()
}
+impl NativeLock {
+ /// Builds a fresh, empty lock state - pulled out to one place now
+ /// that the struct has grown past the two or three fields it started
+ /// with, so `begin_native_lock`'s two call sites (headless vs. the
+ /// normal case) can't drift out of agreement on what "fresh" means.
+ fn new(pending_capture: std::collections::HashSet<String>) -> Self {
+ Self {
+ pending_capture,
+ backgrounds: HashMap::new(),
+ ui_buffer: None,
+ ui_size: (0, 0),
+ shadow_buffer: None,
+ header_buffer: None,
+ header_size: (0, 0),
+ keyboard_buffer: None,
+ keyboard_size: (0, 0),
+ keyboard_keys: Vec::new(),
+ username: current_username(),
+ password: String::new(),
+ failed_attempts: 0,
+ show_error: false,
+ checking: false,
+ caps_lock: false,
+ shift: false,
+ shake_start: None,
+ auth_rx: None,
+ }
+ }
+}
+
impl CompState {
/// Starts srdwm's own lock - called once, when `WindowManager::
/// drain_lock_request` reports a pending `srd dispatch lock`. Does
@@ -99,36 +198,12 @@ impl CompState {
// No real output to capture from (headless/test invocation) --
// lock immediately with an empty backdrop rather than waiting
// forever for a capture that can never arrive.
- self.lock.native = Some(NativeLock {
- pending_capture,
- backgrounds: HashMap::new(),
- ui_buffer: None,
- ui_size: (0, 0),
- username: current_username(),
- password: String::new(),
- failed_attempts: 0,
- show_error: false,
- checking: false,
- caps_lock: false,
- auth_rx: None,
- });
+ self.lock.native = Some(NativeLock::new(pending_capture));
self.lock.locked = true;
self.set_keyboard_focus(None);
return;
}
- self.lock.native = Some(NativeLock {
- pending_capture,
- backgrounds: HashMap::new(),
- ui_buffer: None,
- ui_size: (0, 0),
- username: current_username(),
- password: String::new(),
- failed_attempts: 0,
- show_error: false,
- checking: false,
- caps_lock: false,
- auth_rx: None,
- });
+ self.lock.native = Some(NativeLock::new(pending_capture));
}
/// A backend just captured and blurred `output_name`'s current
@@ -167,10 +242,12 @@ impl CompState {
self.lock.native.as_ref().is_some_and(|n| n.pending_capture.contains(output_name))
}
- /// The password-entry box, rebuilding it first if the visible state
- /// changed since the last render. `None` while a native lock isn't
- /// actually engaged yet (still waiting on captures) - nothing should
- /// render the UI box before `state.lock.locked` is true regardless.
+ /// The password-entry box, rebuilding it first (along with its drop
+ /// shadow - see `shadow_buffer`'s own doc comment) if the visible
+ /// state changed since the last render. `None` while a native lock
+ /// isn't actually engaged yet (still waiting on captures) - nothing
+ /// should render the UI box before `state.lock.locked` is true
+ /// regardless.
pub(crate) fn native_lock_ui(&mut self) -> Option<(&MemoryRenderBuffer, (i32, i32))> {
if !self.lock.locked {
return None;
@@ -181,10 +258,80 @@ impl CompState {
let (data, size) = render_ui_box(native, &theme);
native.ui_buffer = Some(MemoryRenderBuffer::from_slice(&data, Fourcc::Argb8888, size, 1, Transform::Normal, None));
native.ui_size = size;
+ let shadow_data = crate::decoration::shadow_bitmap(size.0.max(0) as u32, size.1.max(0) as u32, theme.corner_radius, crate::decoration::SHADOW_MAX_ALPHA);
+ let shadow_size = crate::decoration::shadow_rect(srdwm_core::Rect::new(0, 0, size.0.max(0) as u32, size.1.max(0) as u32));
+ native.shadow_buffer = Some(MemoryRenderBuffer::from_slice(&shadow_data, Fourcc::Argb8888, (shadow_size.width as i32, shadow_size.height as i32), 1, Transform::Normal, None));
}
native.ui_buffer.as_ref().map(|b| (b, native.ui_size))
}
+ /// The box's own drop shadow, sized `SHADOW_SIZE` larger than
+ /// `native_lock_ui`'s own buffer on every side - always built
+ /// alongside it (see that method's own body), so this is `Some` iff
+ /// the UI box itself is.
+ pub(crate) fn native_lock_shadow(&self) -> Option<&MemoryRenderBuffer> {
+ self.lock.native.as_ref()?.shadow_buffer.as_ref()
+ }
+
+ /// The clock/date/avatar/username header shown above the password
+ /// box - `None` when `LockConfig::show_clock` is off, same "cached,
+ /// rebuild on demand" shape as `native_lock_ui`. Unlike that method,
+ /// this rebuilds unconditionally rather than only on a state change:
+ /// see `header_buffer`'s own doc comment for why (the clock's own
+ /// text is real wall-clock time, which changes with nothing else here
+ /// to signal it).
+ pub(crate) fn native_lock_header(&mut self) -> Option<(&MemoryRenderBuffer, (i32, i32))> {
+ if !self.lock.locked {
+ return None;
+ }
+ let theme = self.wm.borrow().lock.clone();
+ if !theme.show_clock {
+ return None;
+ }
+ let native = self.lock.native.as_mut()?;
+ let (data, size) = render_header_box(native, &theme);
+ native.header_buffer = Some(MemoryRenderBuffer::from_slice(&data, Fourcc::Argb8888, size, 1, Transform::Normal, None));
+ native.header_size = size;
+ native.header_buffer.as_ref().map(|b| (b, native.header_size))
+ }
+
+ /// The on-screen keyboard, if `LockConfig::show_keyboard` is on --
+ /// same "cached, rebuild when the visible state changes" shape as
+ /// `native_lock_ui` (the labels' case changes when `shift` toggles).
+ pub(crate) fn native_lock_keyboard(&mut self) -> Option<(&MemoryRenderBuffer, (i32, i32))> {
+ if !self.lock.locked {
+ return None;
+ }
+ let theme = self.wm.borrow().lock.clone();
+ if !theme.show_keyboard {
+ return None;
+ }
+ let native = self.lock.native.as_mut()?;
+ if native.keyboard_buffer.is_none() {
+ let (data, size, keys) = render_keyboard(native, &theme);
+ native.keyboard_buffer = Some(MemoryRenderBuffer::from_slice(&data, Fourcc::Argb8888, size, 1, Transform::Normal, None));
+ native.keyboard_size = size;
+ native.keyboard_keys = keys;
+ }
+ native.keyboard_buffer.as_ref().map(|b| (b, native.keyboard_size))
+ }
+
+ /// How far, right now, the password box (and its shadow) should be
+ /// shifted horizontally for a wrong-password shake - see
+ /// `shake_offset`'s own doc comment for the actual motion. `0.0` when
+ /// no shake is playing, including the common case (nothing has ever
+ /// failed this lock session) and once `SHAKE_DURATION` has elapsed.
+ pub(crate) fn native_lock_shake_offset(&mut self) -> f32 {
+ let Some(native) = self.lock.native.as_mut() else { return 0.0 };
+ let Some(start) = native.shake_start else { return 0.0 };
+ let elapsed = start.elapsed();
+ if elapsed >= SHAKE_DURATION {
+ native.shake_start = None;
+ return 0.0;
+ }
+ shake_offset(elapsed)
+ }
+
/// Routes one key press to the native lock's own input handling --
/// called from `crate::input::handle_keyboard_key_event` instead of
/// forwarding to a client, whenever `state.lock.native.is_some()`.
@@ -198,6 +345,18 @@ impl CompState {
// input rather than queuing a second overlapping PAM call.
return;
}
+ // The on-screen keyboard's own Shift key - a sentinel `name`
+ // `keyboard_hit_test` sends, never a value a real keysym resolves
+ // to (`"Shift_L"`/`"Shift_R"` are the real xkb names for the
+ // physical key, a different string). Toggles the keyboard's own
+ // case for the *next* letter typed through it; doesn't touch the
+ // password itself, so it invalidates `keyboard_buffer` (the
+ // labels' case changes) rather than `ui_buffer`.
+ if name == "Shift" {
+ native.shift = !native.shift;
+ native.keyboard_buffer = None;
+ return;
+ }
native.show_error = false;
native.caps_lock = caps_lock;
match name {
@@ -234,6 +393,55 @@ impl CompState {
native.ui_buffer = None;
}
+ /// Routes one pointer click to the on-screen keyboard, if the native
+ /// lock has one and the click landed on one of its keys - called
+ /// from `crate::input::handle_pointer_button`'s own locked branch
+ /// whenever `state.lock.native.is_some()`. `pos` is the same global-
+ /// space point every other pointer handler already works in;
+ /// `crate::state::CompState::output_at` resolves which output (and so
+ /// which origin to subtract) the click actually landed on, the same
+ /// way hit-testing anywhere else in this compositor already does.
+ /// Returns whether a key was actually hit, purely so the caller can
+ /// decide whether to also forward the click to a lock surface (it
+ /// never should here, but keeps the two call sites symmetric).
+ pub(crate) fn native_lock_click(&mut self, pos: smithay::utils::Point<f64, smithay::utils::Logical>) -> bool {
+ let Some(entry) = self.output_at(pos) else { return false };
+ let (origin, output_size) = (entry.location, entry.size());
+ let output_size = (output_size.w, output_size.h);
+ let theme = self.wm.borrow().lock.clone();
+ let Some(native) = self.lock.native.as_ref() else { return false };
+ if !theme.show_keyboard || native.keyboard_keys.is_empty() {
+ return false;
+ }
+ let (_, _, keyboard_pos) = lock_stack_layout(output_size, theme.show_clock.then_some(native.header_size), native.ui_size, Some(native.keyboard_size));
+ let Some(keyboard_pos) = keyboard_pos else { return false };
+ let local_x = (pos.x - origin.x as f64 - keyboard_pos.0 as f64).round() as i32;
+ let local_y = (pos.y - origin.y as f64 - keyboard_pos.1 as f64).round() as i32;
+ let Some(key) = native.keyboard_keys.iter().find(|k| {
+ let (kx, ky, kw, kh) = k.rect;
+ local_x >= kx && local_x < kx + kw && local_y >= ky && local_y < ky + kh
+ }) else {
+ return false;
+ };
+ let shift_was_on = native.shift;
+ let (name, utf8) = (key.name, if shift_was_on { key.utf8_upper } else { key.utf8_lower });
+ let caps_lock = self.lock.native.as_ref().map(|n| n.caps_lock).unwrap_or(false);
+ self.native_lock_key(name, utf8, caps_lock);
+ // One-shot shift, like a real mobile on-screen keyboard: typing an
+ // actual character while shift was on releases it again, so the
+ // *next* letter isn't uppercase too unless clicked again. Only for
+ // a genuine character key - Shift/BackSpace/Return themselves
+ // (and Shift toggling itself, handled entirely inside `native_
+ // lock_key` already) must not also trigger this.
+ if shift_was_on && name.is_empty() && !utf8.is_empty() {
+ if let Some(native) = self.lock.native.as_mut() {
+ native.shift = false;
+ native.keyboard_buffer = None;
+ }
+ }
+ true
+ }
+
/// Checks whether a PAM authentication spawned by `native_lock_key`
/// finished - called once per poll from both backends, same cadence
/// `drain_lock_request` is drained at. On success, unlocks through
@@ -260,6 +468,7 @@ impl CompState {
native.failed_attempts += 1;
native.show_error = true;
native.ui_buffer = None;
+ native.shake_start = Some(Instant::now());
}
Err(TryRecvError::Empty) => {}
Err(TryRecvError::Disconnected) => {
@@ -275,43 +484,90 @@ impl CompState {
native.failed_attempts += 1;
native.show_error = true;
native.ui_buffer = None;
+ native.shake_start = Some(Instant::now());
}
}
}
}
+/// Everything `native_lock_render_elements` needs, extracted from
+/// `CompState` before the caller's own renderer-holding borrow starts --
+/// see that function's own doc comment for why this can't just take
+/// `&mut CompState` directly. One struct instead of five parameters
+/// purely for readability at the (two) call sites; nothing here does any
+/// work of its own.
+pub(crate) struct NativeLockFrame<'a> {
+ pub(crate) background: Option<&'a MemoryRenderBuffer>,
+ pub(crate) header: Option<(&'a MemoryRenderBuffer, (i32, i32))>,
+ pub(crate) shadow: Option<&'a MemoryRenderBuffer>,
+ pub(crate) ui: Option<(&'a MemoryRenderBuffer, (i32, i32))>,
+ pub(crate) keyboard: Option<(&'a MemoryRenderBuffer, (i32, i32))>,
+ /// `CompState::native_lock_shake_offset`'s own doc comment - applied
+ /// to the box and its shadow only, never the header or keyboard.
+ pub(crate) shake_offset: f32,
+}
+
/// Render elements for a native-locked output: the blurred background (if
-/// this output's capture is ready) with the password box centered over
-/// it. Mirrors `lock::lock_render_elements`'s shape/signature so both
+/// this output's capture is ready), the header (clock/date/avatar), the
+/// password box's drop shadow, the box itself, and the on-screen keyboard
+/// - header/box/keyboard stacked and centered together via `lock_stack_
+/// layout`, the same layout `CompState::native_lock_click` hit-tests
+/// against. Mirrors `lock::lock_render_elements`'s shape/signature so both
/// backends can call whichever mode applies with the same pattern.
-/// Takes the background/UI buffers by reference rather than `&mut
-/// CompState`, same reasoning `lock::lock_render_elements`'s own doc
-/// comment gives for taking a bare surface instead: both backends' render
-/// loops call this while already holding a field-specific `&mut` borrow
-/// (`self.udev`/the winit backend's own renderer), not a whole-`self`
-/// one, so a caller has to extract these two *before* that borrow starts
-/// (`CompState::native_lock_background`/`native_lock_ui`, cloned - both
-/// are cheap `MemoryRenderBuffer` clones, not a deep pixel copy) and pass
-/// the clones in.
-pub(crate) fn native_lock_render_elements<R>(
- background: Option<&MemoryRenderBuffer>,
- ui: Option<(&MemoryRenderBuffer, (i32, i32))>,
- output_size: (i32, i32),
- renderer: &mut R,
-) -> Vec<MemoryRenderBufferRenderElement<R>>
+/// Takes every buffer by reference rather than `&mut CompState`, same
+/// reasoning `lock::lock_render_elements`'s own doc comment gives for
+/// taking a bare surface instead: both backends' render loops call this
+/// while already holding a field-specific `&mut` borrow (`self.udev`/the
+/// winit backend's own renderer), not a whole-`self` one, so a caller has
+/// to extract every field of `NativeLockFrame` *before* that borrow
+/// starts (cheap `MemoryRenderBuffer` clones, not a deep pixel copy) and
+/// pass the clones in.
+pub(crate) fn native_lock_render_elements<R>(frame: NativeLockFrame<'_>, output_size: (i32, i32), renderer: &mut R) -> Vec<MemoryRenderBufferRenderElement<R>>
where
R: Renderer + ImportAll + ImportMem,
R::TextureId: Clone + Send + 'static,
{
let mut elements = Vec::new();
- if let Some((ui, ui_size)) = ui {
- let pos = (((output_size.0 - ui_size.0) / 2) as f64, ((output_size.1 - ui_size.1) / 2) as f64);
+ let ui_size = frame.ui.map(|(_, s)| s).unwrap_or((0, 0));
+ let (header_pos, ui_pos, keyboard_pos) = lock_stack_layout(output_size, frame.header.map(|(_, s)| s), ui_size, frame.keyboard.map(|(_, s)| s));
+ // Header first (topmost) - purely decorative, so draw order against
+ // the box/keyboard below it doesn't matter for correctness, only for
+ // matching every other element list's own "first pushed, first
+ // drawn" convention in this codebase.
+ if let (Some((header, _)), Some(pos)) = (frame.header, header_pos) {
+ match MemoryRenderBufferRenderElement::from_buffer(renderer, (pos.0 as f64, pos.1 as f64), header, None, None, None, Kind::Unspecified) {
+ Ok(elem) => elements.push(elem),
+ Err(e) => log::warn!("native lock: failed to import header buffer: {e}"),
+ }
+ }
+ if let Some((keyboard, _)) = frame.keyboard {
+ if let Some(pos) = keyboard_pos {
+ match MemoryRenderBufferRenderElement::from_buffer(renderer, (pos.0 as f64, pos.1 as f64), keyboard, None, None, None, Kind::Unspecified) {
+ Ok(elem) => elements.push(elem),
+ Err(e) => log::warn!("native lock: failed to import keyboard buffer: {e}"),
+ }
+ }
+ }
+ // The box itself, then its shadow right behind it - both shifted
+ // horizontally by the same wrong-password shake offset, so the
+ // shadow reads as genuinely cast by the box moving rather than a
+ // separate, independently-drifting element.
+ if let Some((ui, _)) = frame.ui {
+ let pos = (ui_pos.0 as f64 + frame.shake_offset as f64, ui_pos.1 as f64);
match MemoryRenderBufferRenderElement::from_buffer(renderer, pos, ui, None, None, None, Kind::Unspecified) {
Ok(elem) => elements.push(elem),
Err(e) => log::warn!("native lock: failed to import UI buffer: {e}"),
}
}
- if let Some(bg) = background {
+ if let Some(shadow) = frame.shadow {
+ let shadow_size = crate::decoration::SHADOW_SIZE as f64;
+ let pos = (ui_pos.0 as f64 - shadow_size + frame.shake_offset as f64, ui_pos.1 as f64 - shadow_size);
+ match MemoryRenderBufferRenderElement::from_buffer(renderer, pos, shadow, None, None, None, Kind::Unspecified) {
+ Ok(elem) => elements.push(elem),
+ Err(e) => log::warn!("native lock: failed to import shadow buffer: {e}"),
+ }
+ }
+ if let Some(bg) = frame.background {
match MemoryRenderBufferRenderElement::from_buffer(renderer, (0.0, 0.0), bg, None, None, None, Kind::Unspecified) {
Ok(elem) => elements.push(elem),
Err(e) => log::warn!("native lock: failed to import background buffer: {e}"),
@@ -349,18 +605,185 @@ where
Ok(MemoryRenderBuffer::from_slice(&pixels, Fourcc::Xrgb8888, size, 1, Transform::Normal, None))
}
-/// Draws the centered password box: rounded background, a title line, a
-/// row of dots (one per character typed, never the character itself),
-/// and - depending on `LockConfig`/current state - a caps-lock note and
-/// a failed-attempt message. Same rasterization primitives `decoration.rs`
-/// already uses for the titlebar/context-menu/flyout (`find_system_font`/
-/// `blit_glyph`/`rgb_to_bgra`), promoted to `pub(crate)` there rather than
-/// duplicated here.
+/// Where the header, the password box, and the on-screen keyboard each
+/// land: stacked top-to-bottom with `SECTION_GAP` between whichever
+/// sections are actually present, each individually centered on `output_
+/// size.0`. Shared, byte-for-byte, by the render path (`native_lock_
+/// render_elements`) and the click-hit-test path (`CompState::native_
+/// lock_click`) so a key's on-screen position and its own clickable rect
+/// can never silently disagree - the same "one function, two callers"
+/// shape `udev/outputs.rs::next_logical_x` already established for
+/// exactly this kind of layout-math-shared-with-a-consumer problem.
+///
+/// `header_size`/`keyboard_size` are `None` when that section is turned
+/// off (`LockConfig::show_clock`/`show_keyboard`) or (for the keyboard
+/// specifically, from the click path) simply hasn't rendered yet this
+/// lock session - `ui_size` alone is never optional, since the password
+/// box is the one section that always exists.
+///
+/// Returns each section's own top-left corner in `output_size`'s own
+/// coordinate space - `None` for a section that was passed in as `None`.
+#[allow(clippy::type_complexity)]
+fn lock_stack_layout(output_size: (i32, i32), header_size: Option<(i32, i32)>, ui_size: (i32, i32), keyboard_size: Option<(i32, i32)>) -> (Option<(i32, i32)>, (i32, i32), Option<(i32, i32)>) {
+ let header_h = header_size.map(|(_, h)| h + SECTION_GAP).unwrap_or(0);
+ let keyboard_h = keyboard_size.map(|(_, h)| h + SECTION_GAP).unwrap_or(0);
+ let total_h = header_h + ui_size.1 + keyboard_h;
+ let top = (output_size.1 - total_h) / 2;
+ let center_x = |w: i32| (output_size.0 - w) / 2;
+ let header_pos = header_size.map(|(w, _)| (center_x(w), top));
+ let ui_top = top + header_h;
+ let ui_pos = (center_x(ui_size.0), ui_top);
+ let keyboard_pos = keyboard_size.map(|(w, _)| (center_x(w), ui_top + ui_size.1 + SECTION_GAP));
+ (header_pos, ui_pos, keyboard_pos)
+}
+
+/// A short, decaying horizontal shake - the wrong-password feedback
+/// every mainstream lock screen (macOS, GNOME, Windows) gives alongside
+/// (not instead of) a text message. A few full oscillations across
+/// `SHAKE_DURATION`, amplitude decaying linearly from `SHAKE_AMPLITUDE`
+/// to `0` - cheap, real motion with no animation state machine needed
+/// beyond the one timestamp `shake_start` already is: this is a pure
+/// function of "how long ago did the shake start", recomputed fresh every
+/// frame, the same "derive from elapsed time, don't store a running
+/// offset" approach `state::WindowAnim` already uses for open/close/move
+/// tweens.
+fn shake_offset(elapsed: Duration) -> f32 {
+ let t = (elapsed.as_secs_f32() / SHAKE_DURATION.as_secs_f32()).clamp(0.0, 1.0);
+ let decay = 1.0 - t;
+ const CYCLES: f32 = 3.0;
+ (t * CYCLES * std::f32::consts::TAU).sin() * SHAKE_AMPLITUDE * decay
+}
+
+const WEEKDAY_NAMES: [&str; 7] = ["Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday"];
+const MONTH_NAMES: [&str; 12] =
+ ["January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December"];
+
+/// The current wall-clock time and date in the system's real local
+/// timezone - `(hour, minute, weekday, day-of-month, month, year)`,
+/// `weekday` `0..7` (Sunday-based, matching `tm_wday`) for indexing
+/// `WEEKDAY_NAMES` directly. `libc::localtime_r`, not `std::time` alone:
+/// `SystemTime` has no timezone concept at all (UTC only), and a lock
+/// screen showing UTC on a non-UTC machine would just be showing the
+/// wrong time, not a stylistic simplification - this is the one place
+/// in this codebase real wall-clock time reaches the screen at all.
+fn local_time_now() -> (i32, i32, i32, i32, i32, i32) {
+ let now = unsafe { libc::time(std::ptr::null_mut()) };
+ let mut tm: libc::tm = unsafe { std::mem::zeroed() };
+ // Safety: `now` is a valid `time_t` just obtained from `libc::time`
+ // above (never null, never uninitialized), and `tm` is a plain
+ // repr(C) struct `localtime_r` fully overwrites before this function
+ // ever reads a single field of it - the zeroed value above is never
+ // itself observed.
+ unsafe { libc::localtime_r(&now, &mut tm) };
+ (tm.tm_hour, tm.tm_min, tm.tm_wday, tm.tm_mday, tm.tm_mon + 1, tm.tm_year + 1900)
+}
+
+/// Fills a circle of `radius` centered at `(cx, cy)` with `color` as real
+/// premultiplied-alpha BGRA, antialiased over its own outermost pixel --
+/// the lock screen's own avatar, the one place this codebase draws an
+/// actual disc rather than a rounded rectangle (`round_top_corners`/
+/// `round_bottom_corners` cut a rect's *corners* to an arc; neither fills
+/// a standalone circle, so this is a small, self-contained addition
+/// rather than a reuse of either).
+fn fill_circle_on_transparent(buf: &mut [u8], width: usize, height: usize, cx: i32, cy: i32, radius: i32, color: (u8, u8, u8)) {
+ for y in (cy - radius - 1).max(0)..(cy + radius + 1).min(height as i32) {
+ for x in (cx - radius - 1).max(0)..(cx + radius + 1).min(width as i32) {
+ let (dx, dy) = ((x - cx) as f32, (y - cy) as f32);
+ let dist = (dx * dx + dy * dy).sqrt();
+ let coverage = (radius as f32 - dist).clamp(0.0, 1.0);
+ if coverage <= 0.0 {
+ continue;
+ }
+ let alpha = (255.0 * coverage).round() as u32;
+ let premult = |c: u8| (c as u32 * alpha / 255) as u8;
+ let idx = (y as usize * width + x as usize) * 4;
+ buf[idx..idx + 4].copy_from_slice(&[premult(color.2), premult(color.1), premult(color.0), alpha as u8]);
+ }
+ }
+}
+
+/// The header shown above the password box: a large clock, the date, a
+/// circular initial-letter avatar, and the username - drawn onto an
+/// otherwise fully transparent canvas (`blit_glyph_on_transparent`/
+/// `fill_circle_on_transparent`) so the blurred desktop shows through
+/// everywhere except the glyphs/avatar themselves, the same way a real
+/// macOS/GNOME/Windows lock screen's own clock floats directly over the
+/// wallpaper rather than sitting inside a boxed panel. Unlike `render_ui_
+/// box`, which is a genuinely opaque panel, nothing here is a filled
+/// background at all.
+fn render_header_box(native: &NativeLock, theme: &srdwm_core::LockConfig) -> (Vec<u8>, (i32, i32)) {
+ use crate::decoration::{blit_glyph_on_transparent, find_system_font, FONT_PIXELS};
+
+ const WIDTH: usize = 420;
+ const HEIGHT: usize = 200;
+ const CLOCK_SIZE: f32 = 52.0;
+ const DATE_SIZE: f32 = FONT_PIXELS;
+ const AVATAR_RADIUS: i32 = 28;
+ let mut buf = vec![0u8; WIDTH * HEIGHT * 4];
+
+ let font = find_system_font();
+ let (hour, minute, weekday, day, month, _year) = local_time_now();
+ let time_str = format!("{hour:02}:{minute:02}");
+ let date_str = format!("{}, {} {day}", WEEKDAY_NAMES[weekday.clamp(0, 6) as usize], MONTH_NAMES[(month - 1).clamp(0, 11) as usize]);
+
+ // A plain function, not a closure capturing `buf` - this needs to
+ // interleave with other direct `buf` mutations (the avatar circle)
+ // between calls, which a capturing closure can't do (it would hold
+ // `buf` borrowed for its own entire lifetime, not just each call).
+ #[allow(clippy::too_many_arguments)]
+ fn draw_centered(buf: &mut [u8], width: usize, height: usize, font: &Option<fontdue::Font>, text: &str, y: f32, size: f32, color: (u8, u8, u8)) {
+ let Some(font) = font else { return };
+ let total_width: f32 = text.chars().map(|ch| font.rasterize(ch, size).0.advance_width).sum();
+ let mut pen_x = (width as f32 - total_width) / 2.0;
+ for ch in text.chars() {
+ if ch.is_control() {
+ continue;
+ }
+ let (metrics, coverage) = font.rasterize(ch, size);
+ if metrics.width > 0 && metrics.height > 0 {
+ let glyph_x = pen_x + metrics.xmin as f32;
+ let glyph_y = y - metrics.height as f32 - metrics.ymin as f32;
+ blit_glyph_on_transparent(buf, width, height, glyph_x.round() as i32, glyph_y.round() as i32, &metrics, &coverage, color);
+ }
+ pen_x += metrics.advance_width;
+ }
+ }
+
+ draw_centered(&mut buf, WIDTH, HEIGHT, &font, &time_str, 60.0, CLOCK_SIZE, theme.text_color);
+ draw_centered(&mut buf, WIDTH, HEIGHT, &font, &date_str, 84.0, DATE_SIZE, theme.text_color);
+
+ let avatar_cy = 84.0 + 24.0 + AVATAR_RADIUS as f32;
+ fill_circle_on_transparent(&mut buf, WIDTH, HEIGHT, WIDTH as i32 / 2, avatar_cy as i32, AVATAR_RADIUS, theme.avatar_bg);
+ if let Some(font) = &font {
+ let initial = native.username.chars().next().unwrap_or('?').to_ascii_uppercase();
+ let (metrics, coverage) = font.rasterize(initial, AVATAR_RADIUS as f32);
+ let glyph_x = WIDTH as i32 / 2 - metrics.width as i32 / 2;
+ let glyph_y = avatar_cy as i32 - metrics.height as i32 / 2;
+ blit_glyph_on_transparent(&mut buf, WIDTH, HEIGHT, glyph_x, glyph_y, &metrics, &coverage, theme.text_color);
+ }
+
+ let username_y = avatar_cy + AVATAR_RADIUS as f32 + 24.0;
+ draw_centered(&mut buf, WIDTH, HEIGHT, &font, if native.username.is_empty() { "Locked" } else { &native.username }, username_y, DATE_SIZE, theme.text_color);
+
+ (buf, (WIDTH as i32, HEIGHT as i32))
+}
+
+/// Draws the centered password box: rounded background, a row of dots
+/// (one per character typed, never the character itself, or a dimmed
+/// placeholder prompt while empty), and - depending on `LockConfig`/
+/// current state - a caps-lock note and a failed-attempt message. The
+/// username moved to `render_header_box` above; this box is just the
+/// password field now, the way a real lock screen's own field is a
+/// separate element from its clock/avatar, not one panel holding both.
+/// Same rasterization primitives `decoration.rs` already uses for the
+/// titlebar/context-menu/flyout (`find_system_font`/`blit_glyph`/
+/// `rgb_to_bgra`), promoted to `pub(crate)` there rather than duplicated
+/// here.
fn render_ui_box(native: &NativeLock, theme: &srdwm_core::LockConfig) -> (Vec<u8>, (i32, i32)) {
use crate::decoration::{blit_glyph, find_system_font, rgb_to_bgra, round_bottom_corners, round_top_corners, FONT_PIXELS, TEXT_LEFT_PADDING};
- const WIDTH: usize = 360;
- const HEIGHT: usize = 170;
+ const WIDTH: usize = 340;
+ const HEIGHT: usize = 120;
let mut buf = vec![0u8; WIDTH * HEIGHT * 4];
let bg = rgb_to_bgra(theme.box_bg, 255);
for px in buf.chunks_exact_mut(4) {
@@ -370,10 +793,19 @@ fn render_ui_box(native: &NativeLock, theme: &srdwm_core::LockConfig) -> (Vec<u8
let font = find_system_font();
let text_color = if native.show_error { theme.error_color } else { theme.text_color };
- let mut draw_line = |text: &str, y: f32, color: (u8, u8, u8)| {
+ // Centered, not left-padded like every other text row this codebase
+ // draws (titlebar, context menu) - those are rows in a wide panel
+ // with other content to align against; this box has nothing else in
+ // it, so a left-padded dot row/placeholder read as randomly offset
+ // rather than deliberately placed. Measures the row's own width first
+ // (the same two-pass "measure, then centre" `render_header_box`'s own
+ // `draw_centered` already does) rather than repeating that closure
+ // here for one extra parameter's difference.
+ let mut draw_line_centered = |text: &str, y: f32, color: (u8, u8, u8)| {
let Some(font) = &font else { return };
- let baseline = y;
- let mut pen_x = TEXT_LEFT_PADDING;
+ let total_width: f32 = text.chars().map(|ch| font.rasterize(ch, FONT_PIXELS).0.advance_width).sum();
+ let start_x = ((WIDTH as f32 - total_width) / 2.0).max(TEXT_LEFT_PADDING);
+ let mut pen_x = start_x;
for ch in text.chars() {
if ch.is_control() {
continue;
@@ -381,29 +813,35 @@ fn render_ui_box(native: &NativeLock, theme: &srdwm_core::LockConfig) -> (Vec<u8
let (metrics, coverage) = font.rasterize(ch, FONT_PIXELS);
if metrics.width > 0 && metrics.height > 0 {
let glyph_x = pen_x + metrics.xmin as f32;
- let glyph_y = baseline - metrics.height as f32 - metrics.ymin as f32;
+ let glyph_y = y - metrics.height as f32 - metrics.ymin as f32;
blit_glyph(&mut buf, WIDTH, HEIGHT, glyph_x.round() as i32, glyph_y.round() as i32, &metrics, &coverage, theme.box_bg, color);
}
pen_x += metrics.advance_width;
- if pen_x as usize >= WIDTH {
- break;
- }
}
};
- draw_line(if native.username.is_empty() { "Locked" } else { &native.username }, 40.0, theme.text_color);
-
- let dots: String = std::iter::repeat_n(theme.dot_char, native.password.chars().count()).collect();
- draw_line(&dots, 90.0, text_color);
+ // A dimmed placeholder prompt while nothing's been typed yet and
+ // there's no error to show instead - an empty field with nothing in
+ // it at all read as broken/unfinished, the same "looks unpolished"
+ // complaint the box overall got. Real placeholder-text convention
+ // (GNOME, macOS): dimmer than the real text colour, never mistakable
+ // for an actual password once one is entered.
+ if native.password.is_empty() && !native.show_error {
+ let placeholder = crate::decoration::mix_rgb(theme.text_color, theme.box_bg, 0.5);
+ draw_line_centered("Enter Password", 65.0, placeholder);
+ } else {
+ let dots: String = std::iter::repeat_n(theme.dot_char, native.password.chars().count()).collect();
+ draw_line_centered(&dots, 65.0, text_color);
+ }
- let mut status_y = 130.0;
+ let mut status_y = 100.0;
if theme.show_caps_lock && native.caps_lock {
- draw_line("Caps Lock is on", status_y, theme.error_color);
+ draw_line_centered("Caps Lock is on", status_y, theme.error_color);
status_y += 20.0;
}
if theme.show_failed_attempts && native.show_error {
let message = if native.failed_attempts > 1 { format!("{} ({} attempts)", theme.fail_message, native.failed_attempts) } else { theme.fail_message.clone() };
- draw_line(&message, status_y, theme.error_color);
+ draw_line_centered(&message, status_y, theme.error_color);
}
// Border, drawn last so it isn't overdrawn by any fill above --
@@ -439,3 +877,211 @@ fn render_ui_box(native: &NativeLock, theme: &srdwm_core::LockConfig) -> (Vec<u8
(buf, (WIDTH as i32, HEIGHT as i32))
}
+
+/// One key's own static data: its label/typed character in each case,
+/// and (for the three keys that aren't plain character entry) the `name`
+/// `native_lock_key` already recognizes. `width` is in units of
+/// `KEY_UNIT` - `1.0` for an ordinary key, wider for Backspace/Return/
+/// Shift/Space, matching a real keyboard's own proportions well enough
+/// to be usable without needing pixel-exact ergonomics for a lock
+/// screen.
+struct KeySpec {
+ lower: &'static str,
+ upper: &'static str,
+ name: &'static str,
+ width: f32,
+}
+
+const fn key(lower: &'static str, upper: &'static str) -> KeySpec {
+ KeySpec { lower, upper, name: "", width: 1.0 }
+}
+const fn wide_key(lower: &'static str, upper: &'static str, name: &'static str, width: f32) -> KeySpec {
+ KeySpec { lower, upper, name, width }
+}
+
+/// A plain, real, usable QWERTY-shaped layout - not a full XKB layout
+/// translation (that needs real integration with this session's own
+/// keymap, a separate and much larger piece of work), but every letter,
+/// digit, the digit row's own shifted symbols (covering the punctuation a
+/// real password most commonly needs), Backspace, Return, Shift, and
+/// Space. Scoped deliberately: a touchscreen session with no physical
+/// keyboard at all needs *a* way to type a real password, not every key
+/// a full desktop keyboard has.
+fn keyboard_rows() -> [Vec<KeySpec>; 5] {
+ [
+ vec![
+ key("1", "!"),
+ key("2", "@"),
+ key("3", "#"),
+ key("4", "$"),
+ key("5", "%"),
+ key("6", "^"),
+ key("7", "&"),
+ key("8", "*"),
+ key("9", "("),
+ key("0", ")"),
+ wide_key("Back", "Back", "BackSpace", 1.6),
+ ],
+ vec![
+ key("q", "Q"),
+ key("w", "W"),
+ key("e", "E"),
+ key("r", "R"),
+ key("t", "T"),
+ key("y", "Y"),
+ key("u", "U"),
+ key("i", "I"),
+ key("o", "O"),
+ key("p", "P"),
+ ],
+ vec![
+ key("a", "A"),
+ key("s", "S"),
+ key("d", "D"),
+ key("f", "F"),
+ key("g", "G"),
+ key("h", "H"),
+ key("j", "J"),
+ key("k", "K"),
+ key("l", "L"),
+ wide_key("Enter", "Enter", "Return", 1.6),
+ ],
+ vec![
+ wide_key("Shift", "Shift", "Shift", 1.6),
+ key("z", "Z"),
+ key("x", "X"),
+ key("c", "C"),
+ key("v", "V"),
+ key("b", "B"),
+ key("n", "N"),
+ key("m", "M"),
+ ],
+ vec![wide_key("Space", "Space", "space", 6.0)],
+ ]
+}
+
+const KEY_UNIT: i32 = 32;
+const KEY_HEIGHT: i32 = 32;
+const KEY_GAP: i32 = 6;
+
+/// Draws the on-screen keyboard (`keyboard_rows`'s own layout) as
+/// individually rounded keycaps on an otherwise transparent canvas --
+/// same "floats over the blurred desktop" treatment `render_header_box`
+/// gives the clock, not a second opaque panel underneath the password
+/// box. Returns the rendered bitmap, its size, and every key's own
+/// clickable rect (in this same buffer's local space) plus what it
+/// types - `CompState::native_lock_click`'s own lookup table, always
+/// rebuilt together with the bitmap so the two can never drift apart.
+fn render_keyboard(native: &NativeLock, theme: &srdwm_core::LockConfig) -> (Vec<u8>, (i32, i32), Vec<VirtualKey>) {
+ use crate::decoration::{blit_glyph_on_transparent, fill_rect, find_system_font, FONT_PIXELS};
+
+ let rows = keyboard_rows();
+ let row_width = |row: &[KeySpec]| -> i32 {
+ let units: f32 = row.iter().map(|k| k.width).sum();
+ (units * KEY_UNIT as f32).round() as i32 + KEY_GAP * (row.len() as i32 - 1)
+ };
+ let width = rows.iter().map(|r| row_width(r)).max().unwrap_or(0).max(1) as usize;
+ let height = (rows.len() as i32 * KEY_HEIGHT + (rows.len() as i32 - 1) * KEY_GAP) as usize;
+ let mut buf = vec![0u8; width * height * 4];
+ let mut keys = Vec::new();
+ let font = find_system_font();
+
+ // Slightly brighter than the password box's own background - a key
+ // cap needs to read as a distinct, pressable surface against the
+ // blurred desktop it's floating over, the same reasoning `theme.
+ // box_bg` itself needs to contrast with an arbitrary, unpredictable
+ // background.
+ let keycap_bg = crate::decoration::mix_rgb(theme.box_bg, theme.text_color, 0.12);
+
+ for (row_idx, row) in rows.iter().enumerate() {
+ let this_row_width = row_width(row);
+ let mut x = (width as i32 - this_row_width) / 2;
+ let y = row_idx as i32 * (KEY_HEIGHT + KEY_GAP);
+ for spec in row {
+ let w = (spec.width * KEY_UNIT as f32).round() as i32;
+ fill_rect(&mut buf, width, height, x, y, x + w, y + KEY_HEIGHT, keycap_bg, 220);
+ let label = if native.shift { spec.upper } else { spec.lower };
+ if let Some(font) = &font {
+ let total_width: f32 = label.chars().map(|ch| font.rasterize(ch, FONT_PIXELS).0.advance_width).sum();
+ let mut pen_x = x as f32 + (w as f32 - total_width) / 2.0;
+ for ch in label.chars() {
+ let (metrics, coverage) = font.rasterize(ch, FONT_PIXELS);
+ if metrics.width > 0 && metrics.height > 0 {
+ let glyph_x = pen_x + metrics.xmin as f32;
+ let glyph_y = y as f32 + KEY_HEIGHT as f32 / 2.0 + FONT_PIXELS / 2.0 - metrics.height as f32 - metrics.ymin as f32;
+ blit_glyph_on_transparent(&mut buf, width, height, glyph_x.round() as i32, glyph_y.round() as i32, &metrics, &coverage, theme.text_color);
+ }
+ pen_x += metrics.advance_width;
+ }
+ }
+ keys.push(VirtualKey { rect: (x, y, w, KEY_HEIGHT), name: spec.name, utf8_lower: if spec.name.is_empty() { spec.lower } else { "" }, utf8_upper: if spec.name.is_empty() { spec.upper } else { "" } });
+ x += w + KEY_GAP;
+ }
+ }
+
+ (buf, (width as i32, height as i32), keys)
+}
+
+#[cfg(test)]
+mod tests {
+ use super::*;
+
+ #[test]
+ fn lock_stack_layout_centers_every_present_section_on_the_output() {
+ let (header_pos, ui_pos, keyboard_pos) = lock_stack_layout((800, 600), Some((400, 100)), (300, 120), Some((500, 200)));
+ let header_pos = header_pos.expect("header was passed as Some");
+ let keyboard_pos = keyboard_pos.expect("keyboard was passed as Some");
+ assert_eq!(header_pos.0, (800 - 400) / 2);
+ assert_eq!(ui_pos.0, (800 - 300) / 2);
+ assert_eq!(keyboard_pos.0, (800 - 500) / 2);
+ // Stacked top to bottom in a fixed order (header, then box, then
+ // keyboard), each separated by exactly one `SECTION_GAP`.
+ assert!(header_pos.1 < ui_pos.1);
+ assert!(ui_pos.1 < keyboard_pos.1);
+ assert_eq!(ui_pos.1 - (header_pos.1 + 100), SECTION_GAP);
+ assert_eq!(keyboard_pos.1 - (ui_pos.1 + 120), SECTION_GAP);
+ }
+
+ #[test]
+ fn lock_stack_layout_omits_absent_sections_and_still_centers_what_remains() {
+ let (header_pos, ui_pos, keyboard_pos) = lock_stack_layout((800, 600), None, (300, 120), None);
+ assert!(header_pos.is_none());
+ assert!(keyboard_pos.is_none());
+ assert_eq!(ui_pos.0, (800 - 300) / 2);
+ }
+
+ #[test]
+ fn shake_offset_is_zero_at_the_very_start_and_the_very_end() {
+ assert_eq!(shake_offset(Duration::ZERO), 0.0);
+ let end = shake_offset(SHAKE_DURATION);
+ assert!(end.abs() < 0.001, "shake should have fully decayed by its own duration, got {end}");
+ }
+
+ #[test]
+ fn shake_offset_stays_within_its_configured_amplitude() {
+ for ms in 0..=(SHAKE_DURATION.as_millis() as u64) {
+ let offset = shake_offset(Duration::from_millis(ms));
+ assert!(offset.abs() <= SHAKE_AMPLITUDE + 0.001, "offset {offset} exceeded amplitude at {ms}ms");
+ }
+ }
+
+ #[test]
+ fn render_keyboard_rows_stay_within_the_reported_bitmap_width() {
+ let (_, (width, _), keys) = render_keyboard(&NativeLock::new(Default::default()), &srdwm_core::LockConfig::default());
+ assert!(!keys.is_empty());
+ for key in &keys {
+ let (x, _, w, _) = key.rect;
+ assert!(x >= 0 && x + w <= width, "key rect {:?} escapes bitmap width {width}", key.rect);
+ }
+ }
+
+ #[test]
+ fn render_keyboard_every_key_has_either_a_name_or_typed_characters() {
+ let (_, _, keys) = render_keyboard(&NativeLock::new(Default::default()), &srdwm_core::LockConfig::default());
+ for key in &keys {
+ let has_name = !key.name.is_empty();
+ let has_chars = !key.utf8_lower.is_empty() || !key.utf8_upper.is_empty();
+ assert!(has_name || has_chars, "key with rect {:?} types nothing and names nothing", key.rect);
+ }
+ }
+}
diff --git a/crates/wayland/src/udev/render.rs b/crates/wayland/src/udev/render.rs
index 0280e87..b435276 100644
--- a/crates/wayland/src/udev/render.rs
+++ b/crates/wayland/src/udev/render.rs
@@ -243,6 +243,10 @@ impl CompState {
let native_bg = self.native_lock_background(&output.name()).cloned();
let native_ui = self.native_lock_ui().map(|(buf, size)| (buf.clone(), size));
let native_needs_capture = self.native_lock_needs_capture(&output.name());
+ let native_header = self.native_lock_header().map(|(buf, size)| (buf.clone(), size));
+ let native_shadow = self.native_lock_shadow().cloned();
+ let native_keyboard = self.native_lock_keyboard().map(|(buf, size)| (buf.clone(), size));
+ let native_shake_offset = self.native_lock_shake_offset();
// Content/decoration elements are built per head: both need the
// renderer, and geometry is translated into head-local space.
@@ -1102,7 +1106,15 @@ impl CompState {
};
let native_elements = if locked && is_native {
let size = udev.heads[index].size;
- crate::native_lock::native_lock_render_elements(native_bg.as_ref(), native_ui.as_ref().map(|(b, s)| (b, *s)), size, &mut udev.renderer)
+ let frame = crate::native_lock::NativeLockFrame {
+ background: native_bg.as_ref(),
+ header: native_header.as_ref().map(|(b, s)| (b, *s)),
+ shadow: native_shadow.as_ref(),
+ ui: native_ui.as_ref().map(|(b, s)| (b, *s)),
+ keyboard: native_keyboard.as_ref().map(|(b, s)| (b, *s)),
+ shake_offset: native_shake_offset,
+ };
+ crate::native_lock::native_lock_render_elements(frame, size, &mut udev.renderer)
} else {
Vec::new()
};
diff --git a/crates/wayland/src/winit/render.rs b/crates/wayland/src/winit/render.rs
index 03fff3d..a07e074 100644
--- a/crates/wayland/src/winit/render.rs
+++ b/crates/wayland/src/winit/render.rs
@@ -66,7 +66,19 @@ impl WaylandPlatform {
let name = self.output.name();
let bg = self.state.native_lock_background(&name).cloned();
let ui = self.state.native_lock_ui().map(|(buf, s)| (buf.clone(), s));
- let elements = crate::native_lock::native_lock_render_elements(bg.as_ref(), ui.as_ref().map(|(b, s)| (b, *s)), (size.w, size.h), renderer);
+ let header = self.state.native_lock_header().map(|(buf, s)| (buf.clone(), s));
+ let shadow = self.state.native_lock_shadow().cloned();
+ let keyboard = self.state.native_lock_keyboard().map(|(buf, s)| (buf.clone(), s));
+ let shake_offset = self.state.native_lock_shake_offset();
+ let frame = crate::native_lock::NativeLockFrame {
+ background: bg.as_ref(),
+ header: header.as_ref().map(|(b, s)| (b, *s)),
+ shadow: shadow.as_ref(),
+ ui: ui.as_ref().map(|(b, s)| (b, *s)),
+ keyboard: keyboard.as_ref().map(|(b, s)| (b, *s)),
+ shake_offset,
+ };
+ let elements = crate::native_lock::native_lock_render_elements(frame, (size.w, size.h), renderer);
self.damage_tracker
.render_output(renderer, &mut framebuffer, age, &elements, [0.0, 0.0, 0.0, 1.0])
.map_err(err)?;
diff --git a/docs/DEFAULTS.md b/docs/DEFAULTS.md
index 31daf22..3986654 100644
--- a/docs/DEFAULTS.md
+++ b/docs/DEFAULTS.md
@@ -486,6 +486,42 @@ either order, though `"traffic_lights"` paired with `button_side =
(Windows/GNOME) are the two ready-made combinations `config/srd/
themes.lua` ships (`macos` and `traditional` presets respectively).
+### Lock Screen (`theme.lock.*`)
+
+srdwm's own built-in session-lock UI (`srd dispatch lock`), not a config
+table - each key is a flat `srd.set` value, read once when the lock
+engages:
+
+```lua
+srd.set("theme.lock.box_bg", "#2e3440") -- Default: Nord dark
+srd.set("theme.lock.box_border", "#88c0d0") -- Default: Nord blue
+srd.set("theme.lock.text_color", "#eceff4") -- Default: Nord light
+srd.set("theme.lock.error_color", "#bf616a") -- Default: Nord red
+srd.set("theme.lock.corner_radius", 10) -- Default: 10
+srd.set("theme.lock.blur_radius", 20) -- Default: 20 (0 disables blur)
+srd.set("theme.lock.dot_char", "\u{25cf}") -- Default: "\u{25cf}" (a filled circle)
+srd.set("theme.lock.show_caps_lock", true) -- Default: true
+srd.set("theme.lock.show_failed_attempts", true) -- Default: true
+srd.set("theme.lock.fail_message", "Wrong password") - Default: "Wrong password"
+srd.set("theme.lock.show_clock", true) -- Default: true
+srd.set("theme.lock.show_keyboard", true) -- Default: true
+srd.set("theme.lock.avatar_bg", "#88c0d0") -- Default: Nord blue, matches box_border
+```
+
+`show_clock` adds a large time/date readout above the password box, plus a
+circular avatar (the username's first letter) and the username itself --
+the set of things a mainstream lock screen (GNOME, macOS, Windows) shows.
+Setting it to `false` reduces the lock screen to just the password box.
+
+`show_keyboard` adds an on-screen keyboard below the password box, for a
+session with no physical keyboard reachable (a touchscreen device). A real
+physical keyboard still works identically either way; this only adds a
+second input method, it never replaces the first. Tapping `Shift` toggles
+between the lowercase and uppercase/symbol rows.
+
+`avatar_bg` sets the avatar circle's fill colour. It defaults to the same
+value as `box_border` rather than a third independent colour to track.
+
### Getting a full macOS look
`apply(macos)` in `config/srd/themes.lua` covers everything srdwm itself
diff --git a/docs/TODO.md b/docs/TODO.md
index b1dd5d6..27234ea 100644
--- a/docs/TODO.md
+++ b/docs/TODO.md
@@ -1,5 +1,21 @@
# TODO / planned features - master checklist
+## Lock screen: real content, not a bare box, plus a working on-screen keyboard (2026-08-28)
+
+Asked directly: the native lock UI "shouldn't show a square, looks ugly/AI like," should have "other features like a normal lock," and needs a virtual keyboard. Read `render_ui_box` cold and the complaint was accurate - a flat, bordered rectangle with three left-aligned text lines (username, password dots, status), no clock, no avatar, no shadow. Every mainstream lock screen (GNOME, macOS, Windows) shows a clock/date and some identity marker; this one showed neither.
+
+Split the redesign across two new sections that float independently over the blurred desktop capture, rather than cramming more into the one panel: a header (`render_header_box`, drawn on a fully transparent canvas the same way `decoration.rs`'s own snap-flyout labels are, so nothing behind the glyphs gets painted over) showing the current time, date, a circular avatar with the username's first letter, and the username itself; and the password box itself (`render_ui_box`), now centered rather than left-aligned, shrunk from 360x170 to 340x120 now that the username line moved out of it, with a dimmed "Enter Password" placeholder while empty instead of a blank field that read as broken. `LockConfig` gained `show_clock`/`show_keyboard`/`avatar_bg`, each independently `srd.set`-able and documented in `docs/DEFAULTS.md`'s new `theme.lock.*` section (which didn't exist as a documented section at all before this, despite most of these keys already existing) - `show_clock`/`show_keyboard` default `true`, `avatar_bg` defaults to the same value as `box_border` rather than a fourth colour to configure.
+
+**A real on-screen keyboard, not just a config stub.** A QWERTY-shaped 5-row layout (`render_keyboard`) - digits with their shifted symbols, the three letter rows, Backspace, Return, Shift, Space - drawn as individually rounded keycaps, floating below the password box the same transparent-canvas way the header does. `Shift` toggles between the lowercase and uppercase/symbol rows and re-renders the keyboard bitmap on toggle (cheap: this is a low-frequency interaction, not a per-frame cost). Click routing is genuinely hit-tested against each key's own real rect, computed by the exact same `lock_stack_layout` function both the render path and `CompState::native_lock_click` call - so the two can never disagree about where a key visually is versus where a click resolves to, the same reasoning `srdwm_core::TITLEBAR_HEIGHT` already gets for titlebar hit-testing versus rendering. Wired into `input/pointer.rs`'s locked-click branch, ahead of the existing generic forward-to-lock-surface behaviour (which still applies for an external `LockSurface`-based locker, or with the keyboard hidden).
+
+**A small "wrong password" shake**, the same feedback every mainstream lock screen gives on a failed attempt: `poll_native_lock_auth`'s two failure branches now record `Instant::now()`, and a pure `shake_offset(elapsed)` (damped sine, `SHAKE_DURATION` = 400ms, `SHAKE_AMPLITUDE` = 10px) shifts the password box and its drop shadow horizontally each frame until it decays back to zero - a state machine already fully in place (`checking`/`show_error`), just with nothing visible attached to a failure before this.
+
+The password box's own drop shadow (previously absent entirely - `render_ui_box` never built one) now reuses `decoration.rs`'s existing `shadow_bitmap`/`shadow_rect` helpers, the same shadow every floating window's own decoration already gets, rather than a bespoke lock-specific one.
+
+`native_lock_render_elements`'s signature changed from four positional buffer arguments to one `NativeLockFrame` struct (background/header/shadow/ui/keyboard/shake_offset) - the four-argument version was already at its readability limit before this added three more optional layers; both call sites (`udev/render.rs`, `winit/render.rs`) extract every layer up front, before the renderer/backend borrow starts, the same pattern the pre-existing `native_bg`/`native_ui` extraction already established.
+
+Full workspace build/test/clippy clean (152 wayland tests, +6 for `lock_stack_layout`/`shake_offset`/`render_keyboard`'s own hit-rect and key-completeness invariants). Not yet visually verified against the real lock screen: `srd dispatch lock` is on the nightshift deny-list specifically to prevent an autonomous session from locking the user out of their own live session, so this needs the user to trigger a real lock and confirm it looks and behaves as intended, or a raw IPC socket write against a disposable nested compositor instance.
+
## GPU render path: decorations built after all, on explicit repeated instruction - scoped, not the full port (2026-08-28)
The 2026-08-27 entry below this one explains why a full port of the Pixman path's decoration rendering onto the GPU path was deliberately not attempted blind: no working GPU-capable hardware on this machine to visually confirm a single pixel of it against, on a feature nobody has turned on. That reasoning stands unchanged. Asked directly, twice, to build it anyway rather than leave it - so this is a real implementation, with the same unverified-on-hardware caveat stated as plainly as before, not a walk-back of the original judgment call.