feat(mirada): puntero/ratón en el backend DRM del compositor
El backend DRM del Cuerpo deja de ser sólo-teclado: `libinput` ahora mueve un cursor de software y reenvía clics y rueda a los clientes. - Enum `Frame` (vía `render_elements!`) que mezcla superficies de cliente y un `SolidColorRenderElement` para el cursor, marcado `Kind::Cursor` y compuesto encima de todo. - `handle_input` atiende `PointerMotion`/`PointerMotionAbsolute`/ `PointerButton`/`PointerAxis`; el puntero se acota a la salida. - Foco-sigue-ratón: `window_at` hace el test de impacto (flotantes sobre teseladas, contra el rectángulo real de la superficie) y, al cambiar de ventana, emite `BodyEvent::PointerEntered`. - `surface_px_size` en main.rs — tamaño presentado de una superficie, reusado por el test de impacto. Compila + clippy limpio; pendiente de verificar en hardware. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -25,18 +25,24 @@ use smithay::backend::drm::compositor::{DrmCompositor, FrameFlags};
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use smithay::backend::drm::exporter::gbm::GbmFramebufferExporter;
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use smithay::backend::drm::{DrmDevice, DrmDeviceFd, DrmEvent};
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use smithay::backend::egl::{EGLContext, EGLDisplay};
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use smithay::backend::input::{InputEvent, KeyState, KeyboardKeyEvent};
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use smithay::backend::input::{
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AbsolutePositionEvent, Axis, AxisSource, InputEvent, KeyState, KeyboardKeyEvent,
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PointerAxisEvent, PointerButtonEvent, PointerMotionEvent,
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};
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use smithay::backend::libinput::{LibinputInputBackend, LibinputSessionInterface};
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use smithay::backend::renderer::element::solid::SolidColorRenderElement;
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use smithay::backend::renderer::element::surface::{
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render_elements_from_surface_tree, WaylandSurfaceRenderElement,
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};
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use smithay::backend::renderer::element::Kind;
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use smithay::backend::renderer::element::{render_elements, Id, Kind};
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use smithay::backend::renderer::gles::GlesRenderer;
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use smithay::backend::renderer::ImportDma;
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use smithay::backend::renderer::utils::CommitCounter;
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use smithay::backend::renderer::{ImportAll, ImportDma};
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use smithay::backend::session::libseat::LibSeatSession;
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use smithay::backend::session::{Event as SessionEvent, Session};
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use smithay::backend::udev;
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use smithay::input::keyboard::FilterResult;
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use smithay::input::pointer::{AxisFrame, ButtonEvent, MotionEvent};
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use smithay::output::OutputModeSource;
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use smithay::reexports::calloop::generic::Generic;
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use smithay::reexports::calloop::timer::{TimeoutAction, Timer};
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@@ -46,7 +52,9 @@ use smithay::reexports::drm::control::{Device as ControlDevice, ModeTypeFlags};
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use smithay::reexports::input::Libinput;
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use smithay::reexports::rustix::fs::OFlags;
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use smithay::reexports::wayland_server::{Display, ListeningSocket};
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use smithay::utils::{DeviceFd, Scale, Size, Transform, SERIAL_COUNTER};
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use smithay::utils::{
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DeviceFd, Logical, Physical, Point, Rectangle, Scale, Size, Transform, SERIAL_COUNTER,
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};
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use mirada_brain::{CtlReply, Keymap};
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@@ -56,9 +64,23 @@ use crate::{combo_string, send_frames_surface_tree, App, Brain, ClientState, Set
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type Compositor =
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DrmCompositor<GbmAllocator<DrmDeviceFd>, GbmFramebufferExporter<DrmDeviceFd>, (), DrmDeviceFd>;
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render_elements! {
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/// Lo que el backend DRM compone en un cuadro: las superficies de los
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/// clientes y, encima de todo, el cursor de software.
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Frame<R> where R: ImportAll;
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Window = WaylandSurfaceRenderElement<R>,
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Cursor = SolidColorRenderElement,
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}
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/// Color de fondo del escritorio cuando no hay nada que lo tape.
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const CLEAR_COLOR: [f32; 4] = [0.05, 0.05, 0.08, 1.0];
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/// Lado del cursor de software, en píxeles.
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const CURSOR_SIZE: i32 = 12;
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/// Color del cursor — un cuadrado casi blanco, opaco.
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const CURSOR_COLOR: [f32; 4] = [0.95, 0.95, 0.97, 1.0];
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/// El estado del bucle DRM — lo comparten todos los callbacks de `calloop`.
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struct DrmState {
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app: App,
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@@ -74,31 +96,54 @@ struct DrmState {
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start: Instant,
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/// Nº de ventanas en el último `tick` — para registrar los cambios.
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last_windows: usize,
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/// Identidad estable del cursor de software — el seguimiento de daño
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/// la usa para no recomponer todo cuando el cursor sólo se mueve.
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cursor_id: Id,
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/// Ventana sobre la que estaba el puntero — para el foco-sigue-ratón.
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last_pointer_window: Option<u64>,
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/// Tamaño de la salida, en píxeles — los topes del puntero.
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output_size: (f64, f64),
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}
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impl DrmState {
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/// Compone las ventanas y, si hubo cambios, encola el cuadro.
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/// Compone el cursor y las ventanas y, si hubo cambios, encola el cuadro.
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fn render(&mut self) {
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if self.pending_flip {
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return; // aún esperamos el VBlank del cuadro anterior
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}
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// Elementos a pintar: las flotantes primero (lista front-to-back).
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let elements: Vec<WaylandSurfaceRenderElement<GlesRenderer>> = {
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// Elementos a pintar — lista front-to-back (índice 0 = encima):
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// primero el cursor, luego las flotantes, luego las teseladas.
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let elements: Vec<Frame<GlesRenderer>> = {
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let mut out: Vec<Frame<GlesRenderer>> = Vec::new();
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let (cx, cy) = self.app.pointer_loc;
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let cursor_rect = Rectangle::new(
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Point::<i32, Physical>::from((cx.round() as i32, cy.round() as i32)),
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Size::<i32, Physical>::from((CURSOR_SIZE, CURSOR_SIZE)),
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);
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out.push(Frame::Cursor(SolidColorRenderElement::new(
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self.cursor_id.clone(),
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cursor_rect,
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CommitCounter::default(),
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CURSOR_COLOR,
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Kind::Cursor,
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)));
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let mut shown: Vec<_> = self.app.windows.iter().filter(|w| w.visible).collect();
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shown.sort_by_key(|w| !w.floating);
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shown
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.iter()
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.flat_map(|w| {
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render_elements_from_surface_tree(
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&mut self.renderer,
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&w.surface,
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crate::render_loc(w),
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1.0,
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1.0,
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Kind::Unspecified,
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)
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})
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.collect()
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for w in &shown {
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for el in render_elements_from_surface_tree(
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&mut self.renderer,
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&w.surface,
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crate::render_loc(w),
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1.0,
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1.0,
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Kind::Unspecified,
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) {
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out.push(Frame::Window(el));
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}
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}
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out
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};
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match self.compositor.render_frame::<_, _>(
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&mut self.renderer,
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@@ -168,42 +213,162 @@ impl DrmState {
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let _ = self.display.flush_clients();
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}
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/// Procesa un evento de `libinput` — por ahora, sólo el teclado.
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/// Procesa un evento de `libinput`: teclado y puntero.
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fn handle_input(&mut self, event: InputEvent<LibinputInputBackend>) {
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let InputEvent::Keyboard { event } = event else {
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return; // dispositivos, puntero, táctil: aún no
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};
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let Some(keyboard) = self.app.keyboard.clone() else {
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return;
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};
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let code = event.key_code();
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let key_state = event.state();
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let pressed = key_state == KeyState::Pressed;
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let time = self.start.elapsed().as_millis() as u32;
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keyboard.input::<(), _>(
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&mut self.app,
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code,
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key_state,
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SERIAL_COUNTER.next_serial(),
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time,
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|st, mods, handle| {
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if !pressed {
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return FilterResult::Forward;
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match event {
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// --- Teclado: intercepta los atajos del Cerebro --------------
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InputEvent::Keyboard { event } => {
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let Some(keyboard) = self.app.keyboard.clone() else {
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return;
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};
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let code = event.key_code();
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let key_state = event.state();
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let pressed = key_state == KeyState::Pressed;
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keyboard.input::<(), _>(
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&mut self.app,
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code,
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key_state,
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SERIAL_COUNTER.next_serial(),
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time,
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|st, mods, handle| {
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if !pressed {
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return FilterResult::Forward;
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}
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if let Some(combo) = combo_string(mods, handle.modified_sym()) {
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if st.grabs.contains(&combo) {
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st.pending_keybind = Some(combo);
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return FilterResult::Intercept(());
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}
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}
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FilterResult::Forward
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},
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);
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if let Some(combo) = self.app.pending_keybind.take() {
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let ev = self.app.body.keybind(combo);
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self.app.brain_feed(ev);
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}
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if let Some(combo) = combo_string(mods, handle.modified_sym()) {
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if st.grabs.contains(&combo) {
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st.pending_keybind = Some(combo);
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return FilterResult::Intercept(());
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}
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// --- Puntero: movimiento relativo (ratón, touchpad) ----------
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InputEvent::PointerMotion { event } => {
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let (mut x, mut y) = self.app.pointer_loc;
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x = (x + event.delta_x()).clamp(0.0, self.output_size.0);
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y = (y + event.delta_y()).clamp(0.0, self.output_size.1);
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self.app.pointer_loc = (x, y);
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self.pointer_motion(time);
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}
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// --- Puntero: movimiento absoluto (táctil, tableta) ----------
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InputEvent::PointerMotionAbsolute { event } => {
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let space = Size::<i32, Logical>::from((
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self.output_size.0 as i32,
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self.output_size.1 as i32,
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));
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let pos = event.position_transformed(space);
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self.app.pointer_loc = (
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pos.x.clamp(0.0, self.output_size.0),
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pos.y.clamp(0.0, self.output_size.1),
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);
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self.pointer_motion(time);
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}
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// --- Puntero: botones — se reenvían a la ventana enfocada ----
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InputEvent::PointerButton { event } => {
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let Some(pointer) = self.app.pointer.clone() else {
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return;
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};
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pointer.button(
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&mut self.app,
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&ButtonEvent {
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serial: SERIAL_COUNTER.next_serial(),
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time,
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button: event.button_code(),
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state: event.state(),
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},
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);
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pointer.frame(&mut self.app);
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}
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// --- Puntero: rueda / desplazamiento -------------------------
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InputEvent::PointerAxis { event } => {
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let Some(pointer) = self.app.pointer.clone() else {
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return;
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};
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let source = event.source();
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let mut frame = AxisFrame::new(time).source(source);
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for axis in [Axis::Horizontal, Axis::Vertical] {
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match event.amount(axis) {
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Some(v) if v != 0.0 => frame = frame.value(axis, v),
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Some(_) if source == AxisSource::Finger => {
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frame = frame.stop(axis);
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}
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_ => {}
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}
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if let Some(d) = event.amount_v120(axis) {
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frame = frame.v120(axis, d as i32);
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}
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}
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FilterResult::Forward
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pointer.axis(&mut self.app, frame);
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pointer.frame(&mut self.app);
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}
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_ => {} // otros dispositivos: aún no
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}
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}
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/// Reenvía el puntero a la ventana que tiene debajo y, si esa ventana
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/// cambió, aplica el foco-sigue-ratón avisando al Cerebro.
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fn pointer_motion(&mut self, time: u32) {
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let Some(pointer) = self.app.pointer.clone() else {
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return;
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};
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let (x, y) = self.app.pointer_loc;
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let hit = self.window_at(x, y);
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let focus = hit.map(|i| {
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let w = &self.app.windows[i];
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let (lx, ly) = crate::render_loc(w);
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(
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w.surface.clone(),
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Point::<f64, Logical>::from((lx as f64, ly as f64)),
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)
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});
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pointer.motion(
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&mut self.app,
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focus,
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&MotionEvent {
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location: Point::from((x, y)),
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serial: SERIAL_COUNTER.next_serial(),
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time,
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},
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);
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if let Some(combo) = self.app.pending_keybind.take() {
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let ev = self.app.body.keybind(combo);
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self.app.brain_feed(ev);
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pointer.frame(&mut self.app);
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// Foco-sigue-ratón: al pasar a otra ventana, que el Cerebro la enfoque.
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let hovered = hit.map(|i| self.app.windows[i].id);
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if hovered != self.last_pointer_window {
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self.last_pointer_window = hovered;
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if let Some(id) = hovered {
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let ev = self.app.body.pointer_enter(id);
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self.app.brain_feed(ev);
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}
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}
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}
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/// El índice de la ventana visible bajo el punto `(x, y)`, si la hay —
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/// en orden front-to-back (las flotantes ganan a las teseladas).
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fn window_at(&self, x: f64, y: f64) -> Option<usize> {
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let mut idx: Vec<usize> = (0..self.app.windows.len())
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.filter(|&i| self.app.windows[i].visible)
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.collect();
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idx.sort_by_key(|&i| !self.app.windows[i].floating);
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idx.into_iter().find(|&i| {
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let w = &self.app.windows[i];
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let (lx, ly) = crate::render_loc(w);
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let (sw, sh) = crate::surface_px_size(w).unwrap_or(w.size);
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x >= lx as f64 && y >= ly as f64 && x < (lx + sw) as f64 && y < (ly + sh) as f64
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})
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}
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}
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/// Arranca el Cuerpo sobre DRM/KMS — fases 1, 2a y 2b.
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@@ -339,6 +504,8 @@ pub fn run() -> Result<(), Box<dyn Error>> {
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// La salida del Cerebro = el modo del monitor.
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let ev = app.body.add_output(0, mode_w as i32, mode_h as i32);
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app.brain_feed(ev);
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// El puntero arranca en el centro de la pantalla.
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app.pointer_loc = (mode_w as f64 / 2.0, mode_h as f64 / 2.0);
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// Anuncia el monitor en el protocolo Wayland — los clientes lo exigen.
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let _wl_output = crate::announce_output(
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&display.handle(),
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@@ -475,6 +642,9 @@ pub fn run() -> Result<(), Box<dyn Error>> {
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ctl,
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start: Instant::now(),
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last_windows: 0,
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cursor_id: Id::new(),
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last_pointer_window: None,
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output_size: (mode_w as f64, mode_h as f64),
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};
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let signal = event_loop.get_signal();
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Block a user