[client] input: add display server behaviour tests

Extract input policy from the Wayland and X11 protocol handlers.

Exercise both implementations against literal Wayland event traces.
This commit is contained in:
Geoffrey McRae
2026-08-10 17:15:11 +10:00
parent 802c8b5803
commit b8955fd012
14 changed files with 1731 additions and 256 deletions

View File

@@ -0,0 +1,183 @@
/**
* Looking Glass
* Copyright © 2017-2026 The Looking Glass Authors
* https://looking-glass.io
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "input_event.h"
#include <string.h>
static unsigned int mapButton(unsigned int button)
{
if (button >= 1 && button <= 5)
return button;
/* X11 reserves buttons 6 and 7 for horizontal scrolling. */
if (button >= 8 && button < 34)
return button - 2;
return 0;
}
void x11InputInit(X11Input * input, const LG_DSInputSink * sink,
void * opaque)
{
memset(input, 0, sizeof(*input));
input->sink = sink;
input->opaque = opaque;
}
bool x11InputFocus(X11Input * input, bool focused, double x, double y,
const uint32_t * keys, size_t count)
{
(void)keys;
(void)count;
if (input->focused == focused)
return false;
input->focused = focused;
input->sink->position(input->opaque, x, y);
input->sink->focus(input->opaque, focused);
return true;
}
bool x11InputPointerEnter(X11Input * input, bool mainWindow,
bool normal, double x, double y)
{
if (input->entered || !mainWindow || !normal)
return false;
input->sink->position(input->opaque, x, y);
input->sink->enter(input->opaque, true);
input->entered = true;
return true;
}
bool x11InputPointerLeave(X11Input * input, bool mainWindow,
bool normal, bool captureMode, double x, double y)
{
if (!input->entered || !mainWindow || input->buttons || captureMode ||
!normal)
return false;
input->sink->position(input->opaque, x, y);
input->sink->enter(input->opaque, false);
input->entered = false;
return true;
}
void x11InputPointerMotion(X11Input * input, double x, double y,
bool pointerGrabbed)
{
input->sink->position(input->opaque, x, y);
if (!pointerGrabbed)
input->sink->relative(input->opaque, 0.0, 0.0, 0.0, 0.0);
}
void x11InputPointerButton(X11Input * input, unsigned int detail,
bool pressed, bool raw, uint32_t time, bool inputActive)
{
if (raw)
{
if (!inputActive)
return;
}
else if (!input->focused || !input->entered)
return;
const unsigned int button = mapButton(detail);
if (!button)
return;
if (!raw)
{
if (pressed && button == 4)
input->sink->wheel(input->opaque, -0.5);
else if (pressed && button == 5)
input->sink->wheel(input->opaque, 0.5);
else if (button != 4 && button != 5)
input->sink->button(input->opaque, button, pressed);
return;
}
uint32_t * previousTime = pressed ?
&input->previousPressTime : &input->previousReleaseTime;
uint32_t * previousButton = pressed ?
&input->previousPressButton : &input->previousReleaseButton;
if (time == *previousTime && detail == *previousButton)
return;
*previousTime = time;
*previousButton = detail;
const uint32_t mask = UINT32_C(1) << button;
if (pressed)
input->buttons |= mask;
else
input->buttons &= ~mask;
input->sink->button(input->opaque, button, pressed);
}
void x11InputRelativeMotion(X11Input * input, uint32_t time,
double x, double y, double rawX, double rawY, bool inputActive)
{
if (!inputActive)
return;
if (time == input->previousMotionTime &&
x == input->previousMotionX && y == input->previousMotionY)
return;
input->previousMotionTime = time;
input->previousMotionX = x;
input->previousMotionY = y;
input->sink->relative(input->opaque, x, y, rawX, rawY);
}
void x11InputKeyboardKey(X11Input * input, unsigned int keycode,
int minKeycode, bool pressed, bool raw, bool inputActive,
const char * text)
{
if (raw)
{
if (!inputActive)
return;
}
else if (!input->focused)
return;
input->sink->key(input->opaque, (int)keycode - minKeycode, pressed);
if (!raw && pressed && text)
input->sink->text(input->opaque, text);
}
void x11InputKeyboardState(X11Input * input,
bool ctrl, bool shift, bool alt, bool super,
bool numLock, bool capsLock, bool scrollLock)
{
(void)numLock;
(void)capsLock;
(void)scrollLock;
input->sink->modifiers(input->opaque, ctrl, shift, alt, super);
}