1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
|
//! Helpers for keeping track of the event stream state.
//!
//! 1. Create an [`EventStreamState`] using `Default::default()`, or any individual state part if
//! you only care about part of the state.
//! 2. Connect to the niri socket and request an event stream.
//! 3. Pass every [`Event`] to [`EventStreamStatePart::apply`] on your state.
//! 4. Read the fields of the state as needed.
use std::collections::hash_map::Entry;
use std::collections::HashMap;
use crate::{Event, KeyboardLayouts, Window, Workspace};
/// Part of the state communicated via the event stream.
pub trait EventStreamStatePart {
/// Returns a sequence of events that replicates this state from default initialization.
fn replicate(&self) -> Vec<Event>;
/// Applies the event to this state.
///
/// Returns `None` after applying the event, and `Some(event)` if the event is ignored by this
/// part of the state.
fn apply(&mut self, event: Event) -> Option<Event>;
}
/// The full state communicated over the event stream.
///
/// Different parts of the state are not guaranteed to be consistent across every single event
/// sent by niri. For example, you may receive the first [`Event::WindowOpenedOrChanged`] for a
/// just-opened window *after* an [`Event::WorkspaceActiveWindowChanged`] for that window. Between
/// these two events, the workspace active window id refers to a window that does not yet exist in
/// the windows state part.
#[derive(Debug, Default)]
pub struct EventStreamState {
/// State of workspaces.
pub workspaces: WorkspacesState,
/// State of workspaces.
pub windows: WindowsState,
/// State of the keyboard layouts.
pub keyboard_layouts: KeyboardLayoutsState,
/// State of the overview.
pub overview: OverviewState,
/// State of the config.
pub config: ConfigState,
}
/// The workspaces state communicated over the event stream.
#[derive(Debug, Default)]
pub struct WorkspacesState {
/// Map from a workspace id to the workspace.
pub workspaces: HashMap<u64, Workspace>,
}
/// The windows state communicated over the event stream.
#[derive(Debug, Default)]
pub struct WindowsState {
/// Map from a window id to the window.
pub windows: HashMap<u64, Window>,
}
/// The keyboard layout state communicated over the event stream.
#[derive(Debug, Default)]
pub struct KeyboardLayoutsState {
/// Configured keyboard layouts.
pub keyboard_layouts: Option<KeyboardLayouts>,
}
/// The overview state communicated over the event stream.
#[derive(Debug, Default)]
pub struct OverviewState {
/// Whether the overview is currently open.
pub is_open: bool,
}
/// The config state communicated over the event stream.
#[derive(Debug, Default)]
pub struct ConfigState {
/// Whether the last config load attempt had failed.
pub failed: bool,
}
impl EventStreamStatePart for EventStreamState {
fn replicate(&self) -> Vec<Event> {
let mut events = Vec::new();
events.extend(self.workspaces.replicate());
events.extend(self.windows.replicate());
events.extend(self.keyboard_layouts.replicate());
events.extend(self.overview.replicate());
events.extend(self.config.replicate());
events
}
fn apply(&mut self, event: Event) -> Option<Event> {
let event = self.workspaces.apply(event)?;
let event = self.windows.apply(event)?;
let event = self.keyboard_layouts.apply(event)?;
let event = self.overview.apply(event)?;
let event = self.config.apply(event)?;
Some(event)
}
}
impl EventStreamStatePart for WorkspacesState {
fn replicate(&self) -> Vec<Event> {
let workspaces = self.workspaces.values().cloned().collect();
vec![Event::WorkspacesChanged { workspaces }]
}
fn apply(&mut self, event: Event) -> Option<Event> {
match event {
Event::WorkspacesChanged { workspaces } => {
self.workspaces = workspaces.into_iter().map(|ws| (ws.id, ws)).collect();
}
Event::WorkspaceUrgencyChanged { id, urgent } => {
for ws in self.workspaces.values_mut() {
if ws.id == id {
ws.is_urgent = urgent;
}
}
}
Event::WorkspaceActivated { id, focused } => {
let ws = self.workspaces.get(&id);
let ws = ws.expect("activated workspace was missing from the map");
let output = ws.output.clone();
for ws in self.workspaces.values_mut() {
let got_activated = ws.id == id;
if ws.output == output {
ws.is_active = got_activated;
}
if focused {
ws.is_focused = got_activated;
}
}
}
Event::WorkspaceActiveWindowChanged {
workspace_id,
active_window_id,
} => {
let ws = self.workspaces.get_mut(&workspace_id);
let ws = ws.expect("changed workspace was missing from the map");
ws.active_window_id = active_window_id;
}
event => return Some(event),
}
None
}
}
impl EventStreamStatePart for WindowsState {
fn replicate(&self) -> Vec<Event> {
let windows = self.windows.values().cloned().collect();
vec![Event::WindowsChanged { windows }]
}
fn apply(&mut self, event: Event) -> Option<Event> {
match event {
Event::WindowsChanged { windows } => {
self.windows = windows.into_iter().map(|win| (win.id, win)).collect();
}
Event::WindowOpenedOrChanged { window } => {
let (id, is_focused) = match self.windows.entry(window.id) {
Entry::Occupied(mut entry) => {
let entry = entry.get_mut();
*entry = window;
(entry.id, entry.is_focused)
}
Entry::Vacant(entry) => {
let entry = entry.insert(window);
(entry.id, entry.is_focused)
}
};
if is_focused {
for win in self.windows.values_mut() {
if win.id != id {
win.is_focused = false;
}
}
}
}
Event::WindowClosed { id } => {
let win = self.windows.remove(&id);
win.expect("closed window was missing from the map");
}
Event::WindowFocusChanged { id } => {
for win in self.windows.values_mut() {
win.is_focused = Some(win.id) == id;
}
}
Event::WindowFocusTimestampChanged {
id,
focus_timestamp,
} => {
for win in self.windows.values_mut() {
if win.id == id {
win.focus_timestamp = focus_timestamp;
break;
}
}
}
Event::WindowUrgencyChanged { id, urgent } => {
for win in self.windows.values_mut() {
if win.id == id {
win.is_urgent = urgent;
break;
}
}
}
Event::WindowLayoutsChanged { changes } => {
for (id, update) in changes {
let win = self.windows.get_mut(&id);
let win = win.expect("changed window was missing from the map");
win.layout = update;
}
}
event => return Some(event),
}
None
}
}
impl EventStreamStatePart for KeyboardLayoutsState {
fn replicate(&self) -> Vec<Event> {
if let Some(keyboard_layouts) = self.keyboard_layouts.clone() {
vec![Event::KeyboardLayoutsChanged { keyboard_layouts }]
} else {
vec![]
}
}
fn apply(&mut self, event: Event) -> Option<Event> {
match event {
Event::KeyboardLayoutsChanged { keyboard_layouts } => {
self.keyboard_layouts = Some(keyboard_layouts);
}
Event::KeyboardLayoutSwitched { idx } => {
let kb = self.keyboard_layouts.as_mut();
let kb = kb.expect("keyboard layouts must be set before a layout can be switched");
kb.current_idx = idx;
}
event => return Some(
|