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Floating windows join the keyboard and the hand cutouts. Floating panels don't get cutouts yet: their panel and popups show crops of the client buffer (texture bounds), which the side-by-side cutout buffer doesn't match. KWin gets both the spare outputs and our input method, and the pointer helper's frametop. prefix already covers the float panels. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
64 lines
2.5 KiB
C
64 lines
2.5 KiB
C
// The OpenVR side of ft-screens (vr.cpp), called from the wlroots compositor (compositor.c).
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#pragma once
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#include <stdbool.h>
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#include <stdint.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct ft_dmabuf {
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int width, height;
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uint32_t format; // DRM_FORMAT_*
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uint64_t modifier; // DRM_FORMAT_MOD_*
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int n_planes;
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uint32_t offset[4], stride[4];
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int fd[4];
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};
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enum ft_event_type { FT_MOTION, FT_BUTTON, FT_SCROLL, FT_LEAVE, FT_QUIT, FT_KEY, FT_KEYBOARD_CLOSED };
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struct ft_event {
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enum ft_event_type type;
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int screen;
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double x, y; // FT_MOTION: buffer pixels from the top left
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uint32_t button; // FT_BUTTON: linux BTN_*
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bool pressed;
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double dx, dy; // FT_SCROLL: notches (positive dy: scroll down)
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uint32_t key; // FT_KEY: linux KEY_* from our keyboard (pressed: down or up)
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};
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bool ft_vr_init(void);
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void ft_vr_shutdown(void);
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// Modifiers SteamVR can import for a DRM format. Returns the count (at most max).
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int ft_vr_modifiers(uint32_t format, uint64_t *out, int max);
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// The screens are showing (by the visibility mode; not counting a wrist-pinned screen).
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bool ft_vr_screens_shown(void);
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// A panel for screen `index`, width in metres, placed in a row in front of the head.
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void ft_vr_screen_create(int index, double metres, int count);
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void ft_vr_screen_destroy(int index);
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// A spare output's panel, for floating windows (slot numbers from 1): hidden until
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// ft-floatd floats a window on it and KWin has the output turned on.
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void ft_vr_float_create(int index, int slot);
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void ft_vr_float_output(int index, bool on);
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// Show a client buffer (identified by `key`) on the screen's panel. False if SteamVR
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// can't import it.
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bool ft_vr_screen_present(int index, const void *key, const struct ft_dmabuf *buf);
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// A buffer is going away: drop its import.
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void ft_vr_forget(const void *key);
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// Poll panel input and SteamVR events.
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void ft_vr_poll(void (*handle)(const struct ft_event *, void *), void *data);
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// Our keyboard (keyboard.cpp), for typing on screen `index`: its keys arrive as FT_KEY
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// events, and FT_KEYBOARD_CLOSED when its Close key is pressed or the screens hide. False if
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// it can't be shown or there's no head pose. With the Steam menu or Steam's own keyboard
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// up, it waits and appears when they're gone.
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bool ft_vr_keyboard_show(int index);
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void ft_vr_keyboard_hide(void);
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// A command from the control socket (@ft_screens); writes the reply (see vr.cpp).
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void ft_vr_command(const char *command, char *reply, int reply_size);
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#ifdef __cplusplus
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}
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#endif
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