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[submodule "libs/mruby"]
path = libs/mruby
url = https://github.com/mruby/mruby.git
ignore = dirty
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GNU AFFERO GENERAL PUBLIC LICENSE
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module Main (main) where
import WM.Core
main :: IO ()
main = do
run
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module WM.Core where
import Control.Concurrent (threadDelay)
import Foreign (Ptr)
import System.Environment (getArgs)
import WM.Mruby
import WM.XKutu
data State = State
{ mruby_pointer :: Ptr MrbState,
running :: Bool
}
deriving (Show)
run :: IO ()
run = do
is_started <- deploy
print is_started
add_keybind 24 0
w_id <- draw_rectangle 10 100 10 10 0x500070
geom <- get_geometry w_id
print geom
screen_info <- get_screen
print screen_info
pointer_info <- get_pointer
print pointer_info
mrb <- mrb_open
runRuby mrb runtimeRb
handle_args mrb
loop $ State mrb True
mrb_close mrb
handle_args :: Ptr MrbState -> IO ()
handle_args mrb = do
args <- getArgs
case args of
[] -> pure ()
["--script", file] -> do
script <- readFile file
runRuby mrb script
_ -> putStrLn "unknown arguments"
handle_event :: Maybe Event -> State -> IO State
handle_event Nothing state = pure state
handle_event (Just ev) state
| event_btn ev == 24 = pure state {running = False}
| otherwise = do
print ev
pure state
loop :: State -> IO ()
loop state
| not (running state) = pure ()
| otherwise = do
flush
threadDelay 10000
ev <- next_event
handle_event ev state
>>= loop
+32
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@@ -0,0 +1,32 @@
{-# LANGUAGE CApiFFI #-}
{-# LANGUAGE ForeignFunctionInterface #-}
{-# LANGUAGE TemplateHaskell #-}
module WM.Mruby where
import Data.FileEmbed (embedFile)
import Data.Text qualified as T
import Data.Text.Encoding qualified as TE
import Data.Text.Encoding.Error qualified as TEE
import Foreign.C (CString, withCString)
import Foreign.Ptr
runtimeRb :: String
runtimeRb =
T.unpack (TE.decodeUtf8With TEE.lenientDecode $(embedFile "./app/ruby/lib.rb"))
data MrbState
foreign import capi "mruby.h mrb_open"
mrb_open :: IO (Ptr MrbState)
foreign import capi "mruby.h mrb_close"
mrb_close :: Ptr MrbState -> IO ()
foreign import capi "mruby/compile.h mrb_load_string"
c_mrb_load_string :: Ptr MrbState -> CString -> IO ()
runRuby :: Ptr MrbState -> String -> IO ()
runRuby mrb code =
withCString code $ \cstr ->
c_mrb_load_string mrb cstr
+219
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@@ -0,0 +1,219 @@
{-# LANGUAGE CApiFFI #-}
{-# LANGUAGE ForeignFunctionInterface #-}
module WM.XKutu where
import Data.Int (Int16, Int32, Int8)
import Data.Word (Word16, Word32)
import Foreign (Ptr, Storable, alignment, alloca, peek, peekByteOff, poke, pokeByteOff, sizeOf)
import Foreign.C.Types (CInt (CInt))
newtype XcbWindow = XcbWindow Word32
deriving (Show, Storable)
data Geometry = Geometry
{ geom_x :: Int16,
geom_y :: Int16,
geom_w :: Word16,
geom_h :: Word16
}
deriving (Show)
instance Storable Geometry where
sizeOf _ = 8
alignment _ = alignment (undefined :: Word32)
peek ptr = do
x <- peekByteOff ptr 0
y <- peekByteOff ptr 2
w <- peekByteOff ptr 4
h <- peekByteOff ptr 6
pure $ Geometry x y w h
poke ptr (Geometry x y w h) = do
pokeByteOff ptr 0 x
pokeByteOff ptr 2 y
pokeByteOff ptr 4 w
pokeByteOff ptr 6 h
data PointerInfo = PointerInfo
{ pointer_info_x :: Int16,
pointer_info_y :: Int16,
pointer_info_w :: XcbWindow
}
deriving (Show)
instance Storable PointerInfo where
sizeOf _ = 8
alignment _ = alignment (undefined :: Word32)
peek ptr = do
x <- peekByteOff ptr 0
y <- peekByteOff ptr 2
w <- peekByteOff ptr 4
pure $ PointerInfo x y w
poke ptr (PointerInfo x y w) = do
pokeByteOff ptr 0 x
pokeByteOff ptr 2 y
pokeByteOff ptr 4 w
data Event = Event
{ event_type :: Int32,
event_window :: XcbWindow,
event_override_redirect :: Int8,
event_btn :: Word32,
event_x :: Int32,
event_y :: Int32,
event_height :: Word32,
event_width :: Word32,
event_state :: Word32,
event_is_root :: Int8
}
deriving (Show)
instance Storable Event where
sizeOf _ = 40
alignment _ = alignment (undefined :: Word32)
peek ptr = do
eventType <- peekByteOff ptr 0
window <- peekByteOff ptr 4
overrideRedirect <- peekByteOff ptr 8
btn <- peekByteOff ptr 12
x <- peekByteOff ptr 16
y <- peekByteOff ptr 20
height <- peekByteOff ptr 24
width <- peekByteOff ptr 28
state <- peekByteOff ptr 32
isRoot <- peekByteOff ptr 36
pure $
Event
eventType
(XcbWindow window)
overrideRedirect
btn
x
y
height
width
state
isRoot
poke ptr (Event eventType (XcbWindow window) overrideRedirect btn x y height width state isRoot) = do
pokeByteOff ptr 0 eventType
pokeByteOff ptr 4 window
pokeByteOff ptr 8 overrideRedirect
pokeByteOff ptr 12 btn
pokeByteOff ptr 16 x
pokeByteOff ptr 20 y
pokeByteOff ptr 24 height
pokeByteOff ptr 28 width
pokeByteOff ptr 32 state
pokeByteOff ptr 36 isRoot
foreign import capi "x_kutu.h value MOD"
mOD_MASK :: CInt
foreign import capi "x_kutu.h value XCB_MOD_MASK_LOCK"
cLK_MASK :: CInt
foreign import capi "x_kutu.h value XCB_MOD_MASK_2"
nUM_MASK :: CInt
foreign import capi "x_kutu.h deploy"
c_deploy :: IO CInt
deploy :: IO Bool
deploy = (== 0) <$> c_deploy
foreign import capi "x_kutu.h flush"
flush :: IO ()
foreign import capi "x_kutu.h cleanup"
cleanup :: IO ()
foreign import capi "x_kutu.h add_keybind"
add_keybind :: CInt -> CInt -> IO ()
foreign import capi "x_kutu.h add_mousebind"
add_mousebind :: CInt -> CInt -> IO ()
foreign import capi "x_kutu.h get_focus"
c_get_focus :: IO Word32
get_focus :: IO XcbWindow
get_focus = XcbWindow <$> c_get_focus
foreign import capi "x_kutu.h get_root"
c_get_root :: IO Word32
get_root :: IO XcbWindow
get_root = XcbWindow <$> c_get_root
foreign import capi "x_kutu.h focus"
focus :: XcbWindow -> IO ()
foreign import capi "x_kutu.h subscribe"
subscribe :: XcbWindow -> IO ()
foreign import capi "x_kutu.h kill"
kill :: XcbWindow -> IO ()
foreign import capi "x_kutu.h destroy"
destroy :: XcbWindow -> IO ()
foreign import capi "x_kutu.h show"
show :: XcbWindow -> IO ()
foreign import capi "x_kutu.h hide"
hide :: XcbWindow -> IO ()
foreign import capi "x_kutu.h send_to_top"
send_to_top :: XcbWindow -> IO ()
foreign import capi "x_kutu.h draw_rectangle"
c_draw_rectangle :: CInt -> CInt -> CInt -> CInt -> Word32 -> IO Word32
draw_rectangle :: CInt -> CInt -> CInt -> CInt -> Word32 -> IO XcbWindow
draw_rectangle x y w h c =
XcbWindow <$> c_draw_rectangle x y w h c
foreign import capi "x_kutu.h get_geometry"
c_get_geometry :: XcbWindow -> Ptr Geometry -> IO ()
get_geometry :: XcbWindow -> IO Geometry
get_geometry win =
alloca $ \ptr -> do
c_get_geometry win ptr
peek ptr
foreign import capi "x_kutu.h get_screen"
c_get_screen :: Ptr Geometry -> IO ()
get_screen :: IO Geometry
get_screen =
alloca $ \ptr -> do
c_get_screen ptr
peek ptr
foreign import capi "x_kutu.h get_pointer"
c_get_pointer :: Ptr PointerInfo -> IO ()
get_pointer :: IO PointerInfo
get_pointer =
alloca $ \ptr -> do
c_get_pointer ptr
peek ptr
foreign import capi "x_kutu.h next_event"
c_next_event :: Ptr Event -> IO CInt
next_event :: IO (Maybe Event)
next_event =
alloca $ \ptr -> do
ok <- c_next_event ptr
if ok == 0
then pure Nothing
else Just <$> peek ptr
+401
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// Self-header
#include "x_kutu.h"
// Global variables
// Connection to X server
xcb_connection_t *conn;
// Screen of the X server
xcb_screen_t *scr;
// Currently focused window
xcb_window_t focuswin;
// Flush
void flush(void) { xcb_flush(conn); }
// Cleanup function to close the X connection on exit
void cleanup(void) {
if (conn != NULL)
xcb_disconnect(conn);
}
// Keybind function to setup a key grab if the keycode is clicked along with the
// MOD key
void add_keybind(int key, int mod) {
xcb_grab_key(conn, 0, scr->root, mod, key, XCB_GRAB_MODE_ASYNC,
XCB_GRAB_MODE_ASYNC);
}
// Mousebind function to setup a mouse button grab if the button is clicked
// along with the MOD key
void add_mousebind(int button, int mod) {
xcb_grab_button(conn, 0, scr->root,
XCB_EVENT_MASK_BUTTON_PRESS | XCB_EVENT_MASK_BUTTON_RELEASE,
XCB_GRAB_MODE_ASYNC, XCB_GRAB_MODE_ASYNC, scr->root, XCB_NONE,
button, mod);
}
// Deploy function to initialize the X connection, set up event masks, and
// prepare the window manager
int deploy(void) {
int mask;
// Start X connection and return -1 if it fails
if (xcb_connection_has_error(conn = xcb_connect(NULL, NULL)))
return -1;
// Define screen and focus window
scr = xcb_setup_roots_iterator(xcb_get_setup(conn)).data;
focuswin = scr->root;
// Setuup event masks
mask = XCB_CW_EVENT_MASK;
uint32_t values[] = {XCB_EVENT_MASK_SUBSTRUCTURE_REDIRECT |
XCB_EVENT_MASK_SUBSTRUCTURE_NOTIFY |
XCB_EVENT_MASK_STRUCTURE_NOTIFY |
XCB_EVENT_MASK_PROPERTY_CHANGE};
xcb_change_window_attributes_checked(conn, scr->root, mask, values);
xcb_flush(conn);
return 0;
}
// Set input focus to a window
void focus(xcb_window_t win) {
xcb_set_input_focus(conn, XCB_INPUT_FOCUS_POINTER_ROOT, win,
XCB_CURRENT_TIME);
focuswin = win;
}
// Get the currently focused window
xcb_window_t get_focus(void) { return focuswin; }
// Subscribe to events on a window
void subscribe(xcb_window_t win) {
uint32_t values[2];
values[0] = XCB_EVENT_MASK_ENTER_WINDOW;
values[1] = XCB_EVENT_MASK_SUBSTRUCTURE_NOTIFY;
xcb_change_window_attributes(conn, win, XCB_CW_EVENT_MASK, values);
}
// Kill a window
void kill(xcb_window_t window) {
xcb_intern_atom_cookie_t wm_protocols_cookie =
xcb_intern_atom(conn, 1, 12, "WM_PROTOCOLS");
xcb_intern_atom_cookie_t wm_delete_window_cookie =
xcb_intern_atom(conn, 0, 16, "WM_DELETE_WINDOW");
xcb_intern_atom_reply_t *wm_protocols =
xcb_intern_atom_reply(conn, wm_protocols_cookie, NULL);
xcb_intern_atom_reply_t *wm_delete_window =
xcb_intern_atom_reply(conn, wm_delete_window_cookie, NULL);
if (!wm_protocols || !wm_delete_window) {
// fallback to force kill
xcb_kill_client(conn, window);
xcb_flush(conn);
return;
}
xcb_client_message_event_t ev = {0};
ev.response_type = XCB_CLIENT_MESSAGE;
ev.window = window;
ev.type = wm_protocols->atom;
ev.format = 32;
ev.data.data32[0] = wm_delete_window->atom;
ev.data.data32[1] = XCB_CURRENT_TIME;
xcb_send_event(conn, 0, window, XCB_EVENT_MASK_NO_EVENT, (char *)&ev);
xcb_flush(conn);
free(wm_protocols);
free(wm_delete_window);
}
// Destroy a window
void destroy(xcb_window_t win) { xcb_destroy_window(conn, win); }
// Show a window
void show(xcb_window_t window) { xcb_map_window(conn, window); }
// Hide a window
void hide(xcb_window_t window) { xcb_unmap_window(conn, window); }
// Bring a window to the top of the stack
void send_to_top(xcb_window_t win) {
uint32_t values[1] = {XCB_STACK_MODE_ABOVE};
xcb_configure_window(conn, win, XCB_CONFIG_WINDOW_STACK_MODE, values);
}
// Get the geometry of a window
void get_geometry(xcb_window_t win, Geometry *out) {
xcb_get_geometry_reply_t *geom =
xcb_get_geometry_reply(conn, xcb_get_geometry(conn, win), NULL);
if (geom == NULL)
return;
*out = (Geometry){
.x = geom->x, .y = geom->y, .width = geom->width, .height = geom->height};
free(geom);
}
// Get the current pointer position
void get_pointer(PointerInfo *out) {
xcb_query_pointer_reply_t *geom;
geom = xcb_query_pointer_reply(conn, xcb_query_pointer(conn, scr->root), 0);
*out = (PointerInfo){geom->root_x, geom->root_y, geom->child};
free(geom);
}
// Get the screen geometry
void get_screen(Geometry *out) {
*out = (Geometry){0, 0, scr->width_in_pixels, scr->height_in_pixels};
}
// Warp the pointer to a specific position in a window
// Can be used with get_geometry to warp to a specific position in a window (eg.
// the center)
void warp_pointer(xcb_window_t win, int x, int y) {
xcb_warp_pointer(conn, XCB_NONE, win, 0, 0, 0, 0, x, y);
}
// Move a window to a specific position
void move_window(xcb_window_t win, int x, int y) {
uint32_t values[2] = {x, y};
xcb_configure_window(conn, win, XCB_CONFIG_WINDOW_X | XCB_CONFIG_WINDOW_Y,
values);
}
// Resize a window to specific dimensions
void resize_window(xcb_window_t win, int width, int height) {
uint32_t values[2] = {width, height};
xcb_configure_window(
conn, win, XCB_CONFIG_WINDOW_WIDTH | XCB_CONFIG_WINDOW_HEIGHT, values);
}
xcb_size_hints_t get_wm_n_hints(xcb_window_t win) {
xcb_size_hints_t hints;
xcb_get_property_cookie_t cookie = xcb_icccm_get_wm_normal_hints(conn, win);
xcb_icccm_get_wm_normal_hints_reply(conn, cookie, &hints, NULL);
return hints;
}
xcb_icccm_wm_hints_t get_wm_hints(xcb_window_t win) {
xcb_get_property_cookie_t cookie = xcb_icccm_get_wm_hints(conn, win);
xcb_icccm_wm_hints_t hints;
xcb_icccm_get_wm_hints_reply(conn, cookie, &hints, NULL);
return hints;
}
char *get_wm_name(xcb_window_t win) {
xcb_get_property_cookie_t cookie = xcb_icccm_get_wm_name(conn, win);
xcb_icccm_get_text_property_reply_t reply;
xcb_icccm_get_wm_name_reply(conn, cookie, &reply, NULL);
return reply.name;
}
uint8_t get_wm_transient_for(xcb_window_t win) {
xcb_get_property_cookie_t cookie = xcb_icccm_get_wm_transient_for(conn, win);
return xcb_icccm_get_wm_transient_for_reply(conn, cookie, &win, NULL);
}
void set_wm_state(xcb_window_t win, int state) {
xcb_intern_atom_cookie_t cookie =
xcb_intern_atom(conn, 0, strlen("WM_STATE"), "WM_STATE");
xcb_intern_atom_reply_t *reply = xcb_intern_atom_reply(conn, cookie, NULL);
if (!reply)
return;
xcb_atom_t WM_STATE = reply->atom;
free(reply);
uint32_t data[2];
data[0] = state;
data[1] = XCB_WINDOW_NONE;
xcb_change_property(conn, XCB_PROP_MODE_REPLACE, win, WM_STATE, WM_STATE, 32,
2, data);
}
xcb_window_t draw_rectangle(int x, int y, int width, int height,
uint32_t color) {
// Get the screen
const xcb_setup_t *setup = xcb_get_setup(conn);
xcb_screen_iterator_t iter = xcb_setup_roots_iterator(setup);
xcb_screen_t *screen = iter.data;
// Create an override-redirect window
xcb_window_t win = xcb_generate_id(conn);
uint32_t mask =
XCB_CW_BACK_PIXEL | XCB_CW_OVERRIDE_REDIRECT | XCB_CW_EVENT_MASK;
uint32_t values[3];
values[0] = screen->black_pixel; // initial background pixel
values[1] = 1; // override_redirect = true
values[2] = XCB_EVENT_MASK_EXPOSURE; // we want exposure events
xcb_create_window(conn,
XCB_COPY_FROM_PARENT, // depth
win, // window ID
screen->root, // parent
x, y, // x, y
width, height, // width, height
0, // border width
XCB_WINDOW_CLASS_INPUT_OUTPUT, screen->root_visual, mask,
values);
// Map the window (make it visible)
xcb_map_window(conn, win);
// Fill it with the solid color using a Graphics Context
xcb_gcontext_t gc = xcb_generate_id(conn);
uint32_t gc_values[] = {color, XCB_LINE_STYLE_SOLID};
xcb_create_gc(conn, gc, win, XCB_GC_FOREGROUND | XCB_GC_LINE_STYLE,
gc_values);
xcb_rectangle_t rect = {0, 0, width, height}; // relative to window
xcb_poly_fill_rectangle(conn, win, gc, 1, &rect);
return win;
}
xcb_window_t get_root(void) { return scr->root; }
void grab_pointer(xcb_window_t win) {
xcb_grab_pointer(conn, 0, win,
XCB_EVENT_MASK_BUTTON_RELEASE |
XCB_EVENT_MASK_BUTTON_MOTION |
XCB_EVENT_MASK_POINTER_MOTION_HINT,
XCB_GRAB_MODE_ASYNC, XCB_GRAB_MODE_ASYNC, XCB_NONE, XCB_NONE,
XCB_CURRENT_TIME);
}
void ungrab_pointer(void) { xcb_ungrab_pointer(conn, XCB_CURRENT_TIME); }
// Wait for an event and return it as an Event structure
// This function is blocking
int next_event(Event *out) {
xcb_generic_event_t *ev = xcb_poll_for_event(conn);
Event ret = {0};
if (!ev)
return 0;
switch (CLEANMASK(ev->response_type)) {
case XCB_CREATE_NOTIFY: {
xcb_create_notify_event_t *e;
e = (xcb_create_notify_event_t *)ev;
ret.type = 1;
ret.window = e->window;
ret.override_redirect = e->override_redirect;
} break;
case XCB_DESTROY_NOTIFY: {
xcb_destroy_notify_event_t *e;
e = (xcb_destroy_notify_event_t *)ev;
ret.type = 2;
ret.window = e->window;
} break;
case XCB_ENTER_NOTIFY: {
xcb_enter_notify_event_t *e;
e = (xcb_enter_notify_event_t *)ev;
ret.type = 3;
ret.window = e->event;
} break;
case XCB_MAP_NOTIFY: {
xcb_map_notify_event_t *e;
e = (xcb_map_notify_event_t *)ev;
ret.type = 4;
ret.window = e->window;
ret.override_redirect = e->override_redirect;
} break;
case XCB_MAP_REQUEST: {
xcb_map_request_event_t *e;
e = (xcb_map_request_event_t *)ev;
ret.type = 5;
ret.window = e->window;
} break;
case XCB_BUTTON_PRESS: {
xcb_button_press_event_t *e = (xcb_button_press_event_t *)ev;
ret.type = 6;
ret.window = e->child;
ret.is_root = e->child == scr->root;
ret.x = e->event_x;
ret.y = e->event_y;
ret.btn = e->detail;
ret.state = e->state;
} break;
case XCB_MOTION_NOTIFY: {
xcb_motion_notify_event_t *e = (xcb_motion_notify_event_t *)ev;
ret.type = 7;
ret.x = e->event_x;
ret.y = e->event_y;
ret.state = e->state;
} break;
case XCB_BUTTON_RELEASE: {
xcb_button_release_event_t *e = (xcb_button_release_event_t *)ev;
ret.type = 8;
ret.x = e->event_x;
ret.y = e->event_y;
ret.btn = e->detail;
} break;
case XCB_KEY_PRESS: {
xcb_key_press_event_t *e;
e = (xcb_key_press_event_t *)ev;
ret.type = 9;
ret.window = e->child;
ret.btn = e->detail;
ret.state = e->state;
} break;
case XCB_KEY_RELEASE: {
xcb_key_release_event_t *e;
e = (xcb_key_release_event_t *)ev;
ret.type = 10;
ret.window = e->child;
ret.btn = e->detail;
ret.state = e->state;
} break;
case XCB_UNMAP_NOTIFY: {
xcb_unmap_notify_event_t *e;
e = (xcb_unmap_notify_event_t *)ev;
ret.type = 11;
ret.window = e->window;
} break;
case XCB_CONFIGURE_REQUEST: {
xcb_configure_request_event_t *e = (xcb_configure_request_event_t *)ev;
ret.type = 12;
ret.window = e->window;
ret.x = e->x;
ret.y = e->y;
ret.width = e->width;
ret.height = e->height;
} break;
case XCB_RESIZE_REQUEST: {
xcb_resize_request_event_t *e = (xcb_resize_request_event_t *)ev;
ret.type = 13;
ret.window = e->window;
ret.width = e->width;
ret.height = e->height;
} break;
}
free(ev);
*out = ret;
return 1;
}
+101
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#ifndef X_KUTU_H
#define X_KUTU_H
// Standard headers
#include <err.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
// XCB headers
#include <xcb/xcb.h>
#include <xcb/xcb_icccm.h>
// Macro to clean modifier masks
#define CLEANMASK(m) ((m & ~0x80))
// Definitions for modifier keys
#define SUPER XCB_MOD_MASK_4
#define ALT XCB_MOD_MASK_1
#define CTRL XCB_MOD_MASK_CONTROL
#define SHIFT XCB_MOD_MASK_SHIFT
// Change this to change the modifier key you want to use
#define MOD SUPER
// Forward declarations of global variables
extern xcb_connection_t *conn;
extern xcb_screen_t *scr;
extern xcb_window_t focuswin;
// Geometry structure for rectangles and positions
typedef struct Geometry {
int16_t x;
int16_t y;
uint16_t width;
uint16_t height;
} Geometry;
typedef struct PointerInfo {
int16_t x;
int16_t y;
uint32_t window;
} PointerInfo;
// Event structure to represent various X events
typedef struct Event {
int32_t type;
uint32_t window;
int8_t override_redirect;
uint32_t btn;
int32_t x;
int32_t y;
uint32_t height;
uint32_t width;
uint32_t state;
int8_t is_root;
} Event;
// Function prototypes
extern void flush(void);
extern int deploy(void);
extern void cleanup(void);
extern void add_keybind(int key, int mod);
extern void add_mousebind(int button, int mod);
extern xcb_window_t get_focus(void);
extern xcb_window_t get_root(void);
extern void focus(xcb_window_t win);
extern void subscribe(xcb_window_t win);
extern void kill(xcb_window_t window);
extern void destroy(xcb_window_t win);
extern void show(xcb_window_t window);
extern void hide(xcb_window_t window);
extern void send_to_top(xcb_window_t win);
extern void get_geometry(xcb_window_t win, Geometry *out);
extern void get_screen(Geometry *out);
extern void get_pointer(PointerInfo *out);
extern void warp_pointer(xcb_window_t win, int x, int y);
extern void move_window(xcb_window_t win, int x, int y);
extern void resize_window(xcb_window_t win, int width, int height);
extern xcb_size_hints_t get_wm_n_hints(xcb_window_t win);
extern xcb_icccm_wm_hints_t get_wm_hints(xcb_window_t win);
extern char *get_wm_name(xcb_window_t win);
extern uint8_t get_wm_transient_for(xcb_window_t win);
extern void set_wm_state(xcb_window_t win, int state);
extern xcb_window_t draw_rectangle(int x, int y, int width, int height,
uint32_t color);
extern void grab_pointer(xcb_window_t win);
extern void ungrab_pointer(void);
extern int next_event(Event *out);
#endif // X_KUTU_H
+1
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@@ -0,0 +1 @@
puts "hello from library"
+1
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@@ -0,0 +1 @@
puts "hello from ruby"
Generated
+27
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@@ -0,0 +1,27 @@
{
"nodes": {
"nixpkgs": {
"locked": {
"lastModified": 1783776592,
"narHash": "sha256-UgCQzxeWI75XM8G+hPrPh+MKzEPjG3SpAj7dtqSbksA=",
"owner": "NixOS",
"repo": "nixpkgs",
"rev": "e7a3ca8092b61ff85b6a45bf863ea2b2d6a661b3",
"type": "github"
},
"original": {
"owner": "NixOS",
"ref": "nixos-unstable",
"repo": "nixpkgs",
"type": "github"
}
},
"root": {
"inputs": {
"nixpkgs": "nixpkgs"
}
}
},
"root": "root",
"version": 7
}
+64
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{
description = "KutuWM X11";
inputs = {
nixpkgs.url = "github:NixOS/nixpkgs/nixos-unstable";
};
outputs =
{ self, nixpkgs }:
let
systems = [
"x86_64-linux"
"x86_64-darwin"
"aarch64-linux"
"aarch64-darwin"
];
forAllSystems =
f:
nixpkgs.lib.genAttrs systems (
system:
f (
import nixpkgs {
inherit system;
}
)
);
in
{
devShells = forAllSystems (pkgs: {
default = pkgs.mkShell {
packages = with pkgs; [
clang-tools
clang
gnumake
ruby
haskellPackages.ghc
haskellPackages.cabal-install
haskellPackages.haskell-language-server
pkg-config
libxcb
xcbutilwm
];
LD_LIBRARY_PATH = pkgs.lib.makeLibraryPath [
pkgs.libxcb
pkgs.xcbutilwm
];
shellHook = ''
export CC=clang
export CXX=clang++
export LD=clang
cabal --version
ghc --version
'';
};
});
};
}
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cabal-version: 3.14
name: kutu
version: 0.1.0.0
homepage: https://syedm.dev/kutu
license: AGPL-3.0-only
license-file: LICENSE
author: Syed Daanish
maintainer: me@syedm.dev
-- copyright:
category: System
build-type: Simple
common warnings
ghc-options: -Wall
executable kutu
import: warnings
main-is: Main.hs
other-modules:
WM.Core
WM.XKutu
WM.Mruby
build-depends: base, extra, bytestring, file-embed, text
hs-source-dirs: app
default-language: GHC2024
c-sources:
app/c/x_kutu.c
include-dirs:
app/c
libs/mruby/build/host/include
extra-lib-dirs:
libs/mruby/build/host/lib
extra-libraries:
xcb
xcb-icccm
mruby
+40
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@@ -0,0 +1,40 @@
#!/usr/bin/env bash
set -e
SCRIPT_DIR="$(cd -- "$(dirname -- "${BASH_SOURCE[0]}")" && pwd)"
OUTPUT_TMP=$(mktemp)
OUTPUT="$SCRIPT_DIR/../../include/binding/ruby_compiled.h"
if test "$1" = "clean"; then
rm -f "$OUTPUT"
exit 0
fi
trap 'rm -f "$OUTPUT_TMP"' EXIT
mapfile -t FILES < <(find "$SCRIPT_DIR" -name "*.rb" | sort)
LATEST_FILE_TIME=$(for file in "${FILES[@]}"; do
echo $(stat -c "%Y" "$file")
done | sort -n | tail -1)
OUTPUT_TIME=$(stat -c "%Y" "$OUTPUT" 2>/dev/null || echo 0)
if test "$OUTPUT_TIME" -ge "$LATEST_FILE_TIME"; then
echo "mgems is up to date."
exit 0
fi
"$SCRIPT_DIR/../mruby/bin/mrbc" -o "$OUTPUT_TMP" "${FILES[@]}"
{
echo "#ifndef MGEMS_H"
echo "#define MGEMS_H"
xxd -i -n mgems $OUTPUT_TMP \
| sed -e 's/^unsigned char /constexpr unsigned char /' \
-e 's/^unsigned int /constexpr unsigned int /'
echo "#endif"
} > "$OUTPUT"
echo "Compiled mgems!"
+1010
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File diff suppressed because it is too large Load Diff
Submodule
+1
Submodule libs/mruby added at cb1cf9f08d
+112
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firstly, why im interested in wm's citing i3 and awsome etc as my inspiration but the fact that using similar systems for a while now, and i wish to explore every part of the software everyone uses and doesnt even feel the existence of, and stuff (kinda short section)
then focusing on X11 in particular and not just WM in general, and how it has set itself as the standard for windowing on linux/bsd since a long time and how linux, bsd and previously even mac os's used this and even though wayland is challanging that as a new alternative how X11 is still more popular to an extent. also with focus on how it can also be used of ssh (all of this using research to back it up)
then research findings for the X11 windowing system and how all teh communication etc. happens and compositors and WM's and ssh access etc. (basically the mental model behind X11's philosofy, with diagrams maybe?)
and then about DE's and what DE's that work with X11 systems exist and how they exist to make utilizing a system easier and how people take it for granted with a little secion on trying to use a a system without any WM or DE to show how hard using such systems would be.
And then focusing on WM's and how they are supposed to work with X11's event system and how much control they have over windows
then continuing that with icccm and netwm standards and their history + why standards are getting messy over time or do not apply in all cases, for example they assume WM's will always have iconic, minimized and visible states etc. (with research findings of their histories)
then explaining how a WM is not that helpful on its own so we build some basic components to make a usable system
- the components being, a simple info bar (kinda like polybar in terms of usage)
- a menu thing similar to rofi (with simple searching) but in this case reused for a clipboard manager, command runner and emoji/unicode selection thing
- and finally a notification daemon that just shows the title and body of a notification int the corner of teh screen and a little highlight in the bar
(i can easily do the whole system and i kinda have built similar stuff b4 but im more worried about teh writeup than actual project)
---
This was kinda the preface section on X11 and WM's, now we do analysis of the project i chose itself.
---
starting with what im deciding to build to actually go through this, with a section comparing xcb and the X11 library and then other x11 tools like xrandr etc.
and here about other similar systems like i3, awsome, bspwm, the suckless one, and similar for minimalism, and also gnome and xcfe and why that would be out of scope for this but how these work with X11 with
focus on the reparenting system that is standardised among these even though it is not stricly a rule needed.
and here focus on teh exact rules laid out by icccm and netwm and how much would be needed to get working and how much would be needed for full compliance which might not even be possible in certain situations
then a final concluding chart of what needs to be coded with diagrams of the system states and how they connect and teh data needed to be stored and ill be building a mostly tiling but with floating support and workspace divided system identical to i3. (basically a requirements list)
then actual implementation of the core WM with development logs of what im actually doing with screenshots errors, fixes and rewrites id have to do because of rending issues etc. (huge section here)
while using O notation to show what complexity every component has and maybe even one or 2 graphs of performance/space somparisions for teh sake of it
Then a sort of indev testing report of what works what changes i had to make to the initial requiremnts due to complexities arising etc.
---
and now for sections on each additional component
---
first the bar, research on common bars used in minimalist systems and comparisions with bars in like windows, feature wise. (also ones like polybar etc.)
and then a list of info i might need on the bar building on top of that section of what is commonly done
then a diagram of the flow of states etc. of teh code and what objects and stuff i need to do, with requirements i plan on fulfilling with the bar
then the actual implementation and logs etc. from that
---
Then i talk about abstaction and code reusablity
which i then exapnd on to talk about why i can reuse the same underlying system for command runner, clipboard and unicode selector, the fact that they all have a simple menu that can be sorted using searches and one can type a text at the top and hit enter to run it
---
then a log of building this menu and then using it to build those 3 sub systems
---
then teh notification daemon
- i first focus on research for dbus and how it works and how do i get the notification data from the apps in the first place
- then i focus on research behind existing notification systems like dunst etc.
---
tying it up together
---
here i can now show testing of the system and how it works and a little self evaluation on the implementation part of them first
and performance reports and any bugs etc. i was unable to address.
then i can show the integration of these components in a normal working situation while tying it up with the starting secion on trying to use a system without any WM, and showing how even with such a minimalistic setup we can work so much more efficiently than then
and then comparing what i built out with other ones liek xfce i3 and all in terms of how it turned out.
---
then a section on what i learnt from building this system and what i could do more and how it makes me appriciate windowing systems and parts of our computers that most people ignore while actively using
---
link dump:
https://linux-hardware.org/?view=os_display_server
shows wayland overtaking x11, but only very recently
https://blog.davidedmundson.co.uk/blog/metrics-in-kde-are-they-useful/
(shows 45% wayland and 55% x11) but a lot of older devices wouldnt switch as teh difference isnt as noticable, but for newer systems where wayland is default it was more like 80% wayland and 20% x11.
gnome has cut off x11 support entirely while being the most used de.
https://www.phoronix.com/review/x_wayland_situation
This explains teh problems of teh x11 system
https://www.linuxteck.com/x11-vs-wayland/?utm_source=chatgpt.com
wayland improvements for security, frame memory usage and fixing the tearing
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Game Engine - With Mist a maze game
# What?
### The engine
- A high performance - low level game engine that provides abstactions for 2d games to be built on.
- A scene system
- A scene is a set of scene elements used to create it,
- For example, a scene for menu, for game over screen, and most importantly, for the main game scene.
- A scene element can be one of,
- A basic geometric shape
- A text, with localization codes and text db
- An image
- A game world
- A scripted element, for stuff like minimaps
- each element has coordinates on screen and z ordering.
- And they can handle clicks / keyboard events and have scripts attached to each.
- The bus
- any event can be fired on the bus by any object and then used by other objects for actions like enemy attacking player or something,
- they can be scoped with lifetime rules for tighter control and avoiding a event mess
- A game world is just the game world (everything is coordinates in the world map relative, and this object controls the camera), \
and it can be defined as topdown or side (for z ordering rules).
- everything is an entity
- with specail entities for tiling spritesheets where a set of tiles can be defined and the engine will place the right kind of tile based on the scenario \
(for example in a maze if i define a spritesheet with tiles for corner / edge peices and then tell the maze as a grid of cells with 1 for wall and 0 \
for empty it will automatically place the correct tile from that list.)
- and support for maze generation and solving algorithms, which can be used with tiling entity to create maze maps but also just usable for anything.
- Every entity is just a set of components added to it to form something in a game "world"
- An entity joins together components to create an entity
- Components are:
1. Body
- Shape (Dynamic or static)
- Mass, physics interactions
- Coordinates
2. Spritesheet (state based or singleton)/(animated or static)
- State based is for like player sprite can switch between states like facing direction etc.
- It will have an api to load and manage game sprites with animations handled automatically.
- The developer can define sprite locations for static and for dynamic a list of files or pixel \
areas within a bitmap image for each animation frame and the fps of the animation.
3. Render, only for those that dont use a Spritesheet
- Can be used for rendering a box or other simple shapes / text for fine grained control, this is automatically handled if a spritesheet exists.
4. Controlles
- Can be used to connect a script to run on every game loop for this object (delta based)
- Event Subscription
- Can be used to subscribe to global / scoped events in the game event bus. (input can be handled through this or in update)
5. Light
- Light level info for fog light shader
- In debug mode the collisions will be visible and other info like coords etc. logged for that game "world"
- It will have a physics engine for physics calculations like collisions, velocity, friction, forces, los, etc. attached to the game world
- It applies to all objects with collision bodies
- It has a center property that explains where the objects center is relative to the shape, and the size of the shape
- it has a mass which shows its inertia
- And they can be static or dynamic, rigid is used for walls and dynamic is for player / enemies etc. \
with an api to simulate a force on a dynamic object, with collision handling with other static objects to stop it and with other dynamic \
objects for firing collision events (for exmple checking if player collides with enemy)
- it also has setting for adding gravity (added for side view games.), or defining friction force relative to a coefficient defined per object for texturing.
- Calculations for interacting these objects in the world and updating their positions based on velocity / forces each game loop.
- Lighting support for fog based systems and shaders for common scenarios like clouds / fog and api to create custom shaders
- A light system to render torches/light systems
- With api to implement shaders for special effects
- These are GPU accelerated shaders
- owned by world
- An api for game "world" persistence. and generic data store.
- Normal classes / logic can be written outside and reused in the system.
- The scripting is done in mruby with most common ruby gems available. (the actual project will be in c++)
- The scene can be defined and setup in a markup-style custom ruby DSL.
- And special predefined scenes for menu / settings types with settings having predefined settings for keybinds used.
- And the godot style project settings where we can define key value pairs with datatype for value that can be used as globals. \
and interfaced through autogenerated settings scene, or hidden but used as globals internally.
- And as a sample game implemented using it I will make mist.
### Mist - A maze game
- The main focus of the game is to show off all features of this engine.
- It also focuses on maze generation and solving with choices to select different types of maze generation algorithms and solving ai for npc's
- The main game has 4 modes
1. _Classic_ - A finite maze is generated on world creation and player has to fight enemies, collect resources / weapons and find the exit to win
2. _Tutorial_ - A smaller map with basic elements and npc's for player to inteact with and tooltips for helping them learn how the game works
3. _Infinite_ - A maze is procedurally generated as the player walks using predefined seeds and memory optimizations to allow storing such information, \
the goal is to get as far from spawn as possible without dying.
4. _Editor Mode_ - A mode in which teh user controls the map itself and can test out various maze generation algorithms and place npcs / rooms and tweak \
game rules to create custom game scenarios.
# Who?
- This game engine is targeted towards basic to intermediate indie developers trying out 2d game development for 2d open world like scenarios with \
physics etc. (in both topdown or side view mode)
- They can use the scene editor to make scene setups for all the visible stuff in teh game and then write scripts for behaviour of it using ruby syntax, \
which is a high level OOP interpreted langauge with a low learning curve due to its simple to learn syntax, and tons of helper functions for rapid development.
- It could be used by educators for teaching game development basics to students and getting hands on experience.
- This engine also indirectly effects the gamers, the end users as they are the ones to feel any performance costs when enjoying the games.
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#!/usr/bin/env bash
set -e
Xephyr :1 -screen 1280x720 &> /dev/null &
pid=$!
trap "kill $pid" EXIT
sleep 1
DISPLAY=:1 cabal run exe:kutu -- --script $1