ee27108f6c
Fase 2 del plan «shell»: carmen reconoce la ventana del shell y le
reserva su sitio, en vez de teselarla como una más.
Una ventana cuyo `app_id` es `carmen.shell` no entra en el teselado:
carmen le reserva una franja de 40 px al pie de la salida, la dimensiona
y la fija ahí, y la compone sobre todas las demás. El Cerebro tesela el
resto de ventanas en el área que queda.
- `mirada-protocol`: nuevo `BodyEvent::OutputResized { id, w, h }` — el
Cerebro cambia el área útil de una salida **sin** perder el escritorio
que muestra (a diferencia de quitar y volver a añadir la salida — que,
de paso, era un bug latente al redimensionar la ventana winit).
- `mirada-brain`: `Desktop` atiende `OutputResized` (test nuevo).
- `mirada-body`: `BodyState::resize_output`.
- `mirada-compositor`: `ManagedWindow.is_shell`, `App.output_size`,
`dock_shell`/`output_changed`; `register_toplevel` no registra el
shell en el Cerebro; al cerrarse libera la franja. El shell se compone
y se enfoca con el ratón aunque no viva en el Cerebro; no lleva marco.
El backend winit usa ahora `resize_output` al redimensionar.
GPUI no habla `wlr-layer-shell`, así que el acople es por `app_id`.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
446 lines
16 KiB
Rust
446 lines
16 KiB
Rust
//! `mirada-body` — el estado del Cuerpo del compositor.
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//!
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//! El "Cuerpo" de carmen (`mirada-compositor`, sobre `smithay`) tiene
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//! dos mitades: el *backend*, que habla Wayland y posee el hardware, y
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//! esta *contabilidad* — qué salidas y superficies existen y con qué
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//! geometría. Aislarla deja el backend reducido a "ejecuta estas
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//! [`BodyOp`]" y la hace testeable sin un servidor gráfico.
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//!
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//! El flujo es simétrico al del Cerebro:
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//!
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//! - El backend avisa de cambios de hardware/clientes con los mutadores
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//! ([`BodyState::open_surface`], [`BodyState::add_output`], …), que
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//! devuelven el [`BodyEvent`] a mandar al Cerebro.
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//! - El Cerebro responde con [`BrainCommand`]s; [`BodyState::apply`] los
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//! traduce a [`BodyOp`]s concretas que el backend ejecuta.
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#![forbid(unsafe_code)]
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use std::collections::BTreeMap;
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use mirada_protocol::{BodyEvent, BrainCommand, OutputId, Rect, WindowId};
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/// Una superficie Wayland desde la óptica del Cuerpo.
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#[derive(Debug, Clone, PartialEq, Eq)]
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pub struct Surface {
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pub app_id: String,
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pub title: String,
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/// Geometría aplicada — `None` hasta la primera [`BodyOp::Configure`].
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pub geometry: Option<Rect>,
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pub visible: bool,
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pub focused: bool,
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/// `true` si flota: el backend la pinta por encima de las teseladas.
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pub floating: bool,
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/// `true` si está en pantalla completa.
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pub fullscreen: bool,
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}
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impl Surface {
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fn new(app_id: String, title: String) -> Self {
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Self {
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app_id,
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title,
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geometry: None,
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visible: false,
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focused: false,
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floating: false,
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fullscreen: false,
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}
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}
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}
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/// Una orden concreta para el backend (smithay, headless, …).
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#[derive(Debug, Clone, PartialEq, Eq)]
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pub enum BodyOp {
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/// Recoloca una superficie, la muestra u oculta y dice si flota o
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/// está en pantalla completa (el backend ajusta el orden de pintado
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/// y el estado `xdg_toplevel` en consecuencia).
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Configure {
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id: WindowId,
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rect: Rect,
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visible: bool,
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floating: bool,
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fullscreen: bool,
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},
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/// Da el foco del teclado a una superficie.
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Focus(WindowId),
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/// Quita el foco a todas las superficies.
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Unfocus,
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/// Pide el cierre ordenado de un cliente.
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CloseClient(WindowId),
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/// Mata a un cliente que no responde.
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KillClient(WindowId),
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/// Registra los atajos globales a interceptar.
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SetGrabs(Vec<String>),
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/// Cambia el cursor del puntero.
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SetCursor(String),
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/// Lanza un programa como proceso hijo del compositor.
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Spawn(String),
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/// Apaga el compositor y libera el hardware.
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Shutdown,
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}
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/// La contabilidad del Cuerpo: salidas y superficies.
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#[derive(Debug, Default)]
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pub struct BodyState {
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outputs: Vec<(OutputId, Rect)>,
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/// `BTreeMap` para que el orden de las `BodyOp` sea determinista.
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surfaces: BTreeMap<WindowId, Surface>,
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focused: Option<WindowId>,
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}
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impl BodyState {
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/// Cuerpo recién arrancado: sin salidas ni superficies.
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pub fn new() -> Self {
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Self::default()
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}
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// --- Traducción de comandos del Cerebro --------------------------
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/// Traduce un comando del Cerebro a las operaciones de backend que lo
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/// materializan. Sólo emite lo que de verdad cambia: un `Place`
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/// idéntico al estado actual no produce ninguna `BodyOp`.
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pub fn apply(&mut self, cmd: BrainCommand) -> Vec<BodyOp> {
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match cmd {
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BrainCommand::Place(placements) => {
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let mut ops = Vec::new();
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let listed: Vec<WindowId> = placements.iter().map(|p| p.id).collect();
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let mut new_focus = None;
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// Reconfigura las superficies que aparecen en la lista.
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for p in &placements {
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if p.focused {
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new_focus = Some(p.id);
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}
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if let Some(s) = self.surfaces.get_mut(&p.id) {
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if s.geometry != Some(p.rect)
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|| s.visible != p.visible
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|| s.floating != p.floating
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|| s.fullscreen != p.fullscreen
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{
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s.geometry = Some(p.rect);
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s.visible = p.visible;
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s.floating = p.floating;
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s.fullscreen = p.fullscreen;
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ops.push(BodyOp::Configure {
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id: p.id,
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rect: p.rect,
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visible: p.visible,
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floating: p.floating,
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fullscreen: p.fullscreen,
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});
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}
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}
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}
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// Oculta lo que el Cerebro ya no coloca.
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for (id, s) in &mut self.surfaces {
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if !listed.contains(id) && s.visible {
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s.visible = false;
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let rect = s.geometry.unwrap_or(Rect::new(0, 0, 0, 0));
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ops.push(BodyOp::Configure {
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id: *id,
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rect,
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visible: false,
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floating: s.floating,
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fullscreen: s.fullscreen,
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});
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}
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}
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// Reasigna el foco sólo si cambió.
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if new_focus != self.focused {
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self.focused = new_focus;
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for (id, s) in &mut self.surfaces {
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s.focused = Some(*id) == new_focus;
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}
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ops.push(match new_focus {
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Some(id) => BodyOp::Focus(id),
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None => BodyOp::Unfocus,
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});
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}
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ops
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}
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BrainCommand::Close(id) => vec![BodyOp::CloseClient(id)],
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BrainCommand::Kill(id) => vec![BodyOp::KillClient(id)],
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BrainCommand::GrabKeys(keys) => vec![BodyOp::SetGrabs(keys)],
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BrainCommand::SetCursor(name) => vec![BodyOp::SetCursor(name)],
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BrainCommand::Spawn(cmd) => vec![BodyOp::Spawn(cmd)],
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BrainCommand::Shutdown => vec![BodyOp::Shutdown],
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}
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}
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// --- Mutadores del backend → eventos para el Cerebro -------------
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/// Registra una salida recién conectada.
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pub fn add_output(&mut self, id: OutputId, width: i32, height: i32) -> BodyEvent {
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self.outputs.push((id, Rect::new(0, 0, width, height)));
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BodyEvent::OutputAdded { id, width, height }
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}
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/// Da de baja una salida desconectada.
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pub fn remove_output(&mut self, id: OutputId) -> BodyEvent {
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self.outputs.retain(|(o, _)| *o != id);
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BodyEvent::OutputRemoved { id }
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}
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/// Cambia el área útil de una salida sin desconectarla — al
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/// redimensionar la ventana anfitriona o al reservar/liberar la
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/// franja del shell. Conserva el escritorio que muestra.
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pub fn resize_output(&mut self, id: OutputId, width: i32, height: i32) -> BodyEvent {
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if let Some((_, rect)) = self.outputs.iter_mut().find(|(o, _)| *o == id) {
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rect.w = width;
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rect.h = height;
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}
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BodyEvent::OutputResized { id, width, height }
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}
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/// Registra una superficie recién creada por un cliente.
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pub fn open_surface(
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&mut self,
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id: WindowId,
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app_id: impl Into<String>,
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title: impl Into<String>,
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) -> BodyEvent {
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let app_id = app_id.into();
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let title = title.into();
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self.surfaces
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.insert(id, Surface::new(app_id.clone(), title.clone()));
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BodyEvent::WindowOpened { id, app_id, title }
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}
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/// Da de baja una superficie destruida. `None` si no se conocía.
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pub fn close_surface(&mut self, id: WindowId) -> Option<BodyEvent> {
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self.surfaces.remove(&id)?;
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if self.focused == Some(id) {
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self.focused = None;
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}
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Some(BodyEvent::WindowClosed { id })
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}
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/// Actualiza el título de una superficie. `None` si no se conocía.
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pub fn retitle_surface(&mut self, id: WindowId, title: impl Into<String>) -> Option<BodyEvent> {
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let title = title.into();
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let s = self.surfaces.get_mut(&id)?;
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s.title = title.clone();
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Some(BodyEvent::WindowRetitled { id, title })
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}
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/// Construye un evento de puntero entrando en una superficie.
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pub fn pointer_enter(&self, id: WindowId) -> BodyEvent {
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BodyEvent::PointerEntered { id }
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}
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/// Construye un evento de atajo pulsado.
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pub fn keybind(&self, combo: impl Into<String>) -> BodyEvent {
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BodyEvent::Keybind(combo.into())
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}
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// --- Accesores de sólo lectura -----------------------------------
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/// Las salidas conectadas.
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pub fn outputs(&self) -> &[(OutputId, Rect)] {
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&self.outputs
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}
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/// Una superficie conocida.
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pub fn surface(&self, id: WindowId) -> Option<&Surface> {
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self.surfaces.get(&id)
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}
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/// Número de superficies registradas.
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pub fn surface_count(&self) -> usize {
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self.surfaces.len()
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}
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/// Las superficies visibles, en orden de id.
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pub fn visible(&self) -> impl Iterator<Item = (WindowId, &Surface)> {
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self.surfaces.iter().filter(|(_, s)| s.visible).map(|(id, s)| (*id, s))
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}
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/// La superficie enfocada.
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pub fn focused(&self) -> Option<WindowId> {
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self.focused
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use mirada_protocol::WindowPlacement;
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fn placement(id: WindowId, visible: bool, focused: bool) -> WindowPlacement {
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WindowPlacement {
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id,
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rect: Rect::new(0, 0, 800, 600),
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visible,
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focused,
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floating: false,
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fullscreen: false,
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}
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}
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/// Cuerpo con dos superficies abiertas.
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fn body_with_two() -> BodyState {
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let mut b = BodyState::new();
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b.add_output(0, 1920, 1080);
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b.open_surface(1, "app1", "uno");
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b.open_surface(2, "app2", "dos");
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b
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}
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#[test]
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fn opening_a_surface_yields_a_window_opened_event() {
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let mut b = BodyState::new();
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let ev = b.open_surface(7, "org.brahman.shuma", "shell");
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assert_eq!(
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ev,
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BodyEvent::WindowOpened {
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id: 7,
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app_id: "org.brahman.shuma".into(),
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title: "shell".into()
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}
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);
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assert_eq!(b.surface_count(), 1);
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}
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#[test]
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fn placing_surfaces_configures_and_focuses_them() {
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let mut b = body_with_two();
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let ops = b.apply(BrainCommand::Place(vec![
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placement(1, true, false),
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placement(2, true, true),
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]));
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// Dos Configure + un Focus.
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let configures = ops.iter().filter(|o| matches!(o, BodyOp::Configure { .. })).count();
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assert_eq!(configures, 2);
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assert!(ops.contains(&BodyOp::Focus(2)));
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assert_eq!(b.focused(), Some(2));
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assert!(b.surface(2).unwrap().focused);
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}
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#[test]
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fn an_identical_place_produces_no_ops() {
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let mut b = body_with_two();
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let cmd = BrainCommand::Place(vec![placement(1, true, true), placement(2, true, false)]);
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assert!(!b.apply(cmd.clone()).is_empty());
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// Repetir el mismo Place no cambia nada.
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assert!(b.apply(cmd).is_empty());
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}
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#[test]
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fn dropping_a_surface_from_the_list_hides_it() {
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let mut b = body_with_two();
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b.apply(BrainCommand::Place(vec![placement(1, true, true), placement(2, true, false)]));
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// El Cerebro deja de colocar la 2 (p. ej. cambió de escritorio).
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let ops = b.apply(BrainCommand::Place(vec![placement(1, true, true)]));
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assert!(ops.contains(&BodyOp::Configure {
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id: 2,
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rect: Rect::new(0, 0, 800, 600),
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visible: false,
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floating: false,
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fullscreen: false,
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}));
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assert!(!b.surface(2).unwrap().visible);
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}
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#[test]
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fn placement_for_an_unknown_surface_is_ignored() {
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let mut b = body_with_two();
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// La 99 no existe — no debe producir Configure.
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let ops = b.apply(BrainCommand::Place(vec![placement(99, true, true)]));
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assert!(!ops.iter().any(|o| matches!(o, BodyOp::Configure { id: 99, .. })));
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}
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#[test]
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fn close_and_kill_map_to_client_ops() {
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let mut b = body_with_two();
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assert_eq!(b.apply(BrainCommand::Close(1)), vec![BodyOp::CloseClient(1)]);
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assert_eq!(b.apply(BrainCommand::Kill(2)), vec![BodyOp::KillClient(2)]);
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}
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#[test]
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fn grab_keys_cursor_and_shutdown_pass_through() {
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let mut b = BodyState::new();
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assert_eq!(
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b.apply(BrainCommand::GrabKeys(vec!["Super+q".into()])),
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vec![BodyOp::SetGrabs(vec!["Super+q".into()])]
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);
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assert_eq!(
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b.apply(BrainCommand::SetCursor("crosshair".into())),
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vec![BodyOp::SetCursor("crosshair".into())]
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);
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assert_eq!(b.apply(BrainCommand::Shutdown), vec![BodyOp::Shutdown]);
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}
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#[test]
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fn closing_a_surface_clears_its_focus() {
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let mut b = body_with_two();
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b.apply(BrainCommand::Place(vec![placement(1, true, true)]));
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assert_eq!(b.focused(), Some(1));
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let ev = b.close_surface(1);
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assert_eq!(ev, Some(BodyEvent::WindowClosed { id: 1 }));
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assert_eq!(b.focused(), None);
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assert_eq!(b.surface_count(), 1);
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}
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#[test]
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fn closing_an_unknown_surface_yields_nothing() {
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let mut b = body_with_two();
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assert!(b.close_surface(404).is_none());
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}
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#[test]
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fn retitling_updates_the_surface() {
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let mut b = body_with_two();
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let ev = b.retitle_surface(1, "uno bis");
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assert_eq!(ev, Some(BodyEvent::WindowRetitled { id: 1, title: "uno bis".into() }));
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assert_eq!(b.surface(1).unwrap().title, "uno bis");
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}
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#[test]
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fn outputs_are_tracked() {
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let mut b = BodyState::new();
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b.add_output(0, 2560, 1440);
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b.add_output(1, 1920, 1080);
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assert_eq!(b.outputs().len(), 2);
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b.remove_output(0);
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assert_eq!(b.outputs().len(), 1);
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assert_eq!(b.outputs()[0].0, 1);
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}
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#[test]
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fn moving_focus_emits_a_single_focus_op() {
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let mut b = body_with_two();
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b.apply(BrainCommand::Place(vec![placement(1, true, true), placement(2, true, false)]));
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// Cambia el foco a la 2; geometría igual → sólo un Focus.
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let ops = b.apply(BrainCommand::Place(vec![
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placement(1, true, false),
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placement(2, true, true),
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]));
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assert_eq!(ops, vec![BodyOp::Focus(2)]);
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}
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#[test]
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fn a_floating_change_alone_triggers_a_configure() {
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let mut b = body_with_two();
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let mut p1 = placement(1, true, true);
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b.apply(BrainCommand::Place(vec![p1, placement(2, true, false)]));
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// Sólo cambia `floating` — misma geometría y visibilidad.
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p1.floating = true;
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let ops = b.apply(BrainCommand::Place(vec![p1, placement(2, true, false)]));
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assert!(ops
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.iter()
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.any(|o| matches!(o, BodyOp::Configure { id: 1, floating: true, .. })));
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assert!(b.surface(1).unwrap().floating);
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}
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#[test]
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fn visible_iterates_only_shown_surfaces() {
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let mut b = body_with_two();
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b.apply(BrainCommand::Place(vec![placement(1, true, true), placement(2, false, false)]));
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let shown: Vec<_> = b.visible().map(|(id, _)| id).collect();
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assert_eq!(shown, vec![1]);
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}
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}
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