Running `printf "foo\nbar\n" | bemenu --filter foo` no results would
show up until something set the dirty state (like interacting with the
keyboard, e.g. deleting a character).
This would only happen on wayland, due to the render implementation not
considering the dirty state when the window was not yet created and then
just overwriting `menu->dirty` with `false`.
Signed-off-by: Robert Günzler <r@gnzler.io>
With this new version, the pointer click doesnt select the highlighted
element.
To fix the issue we initialize correctly the bm_pointer struct.
We also stop trying to use our pointer enums as bitflags with |=
If an unexpected error was returned from a Wayland API during rendering (e.g.
from wl_display_flush), the code did set input.sym = XKB_KEY_Escape, so that
the next call to poll_key would return BM_KEY_ESCAPE and bemenu would quit.
However, this has been broken since #135, because input.key_pending was not
set, so the "fake" XKB_KEY_Escape is just ignored, bemenu doesn't quit, but
instead, it enters an infinite loop and keeps a CPU core at 100% usage.
The "quick fix" would be to just set input.key_pending wherever input.sym was
set to XKB_KEY_Escape. However, to make error handling less error-prone,
decouple it from input handling and add an error flag to (bm_menu_)render.
If the pointer suddenly enters a window but moves no further, we may only get
a POINTER_EVENT_ENTER but no further POINTER_EVENT_MOTION events, so we also
need to handle this event to properly update the selected item.
The issue can be reproduced by moving the mouse programatically, e.g. on Sway:
swaymsg seat - cursor set 200 200
After the changes of the previous commit, the event loop flow on Wayland is:
1. Render windows if window->render_pending is set
2. Wait for events [NOTE: this includes the frame callback]
3. Schedule render if menu->dirty is set
4. Handle events (return from render) and repeat
This can still miss renders since the menu->dirty flag is set in step (4),
but the menu->dirty flag is checked in step (3). So if the event loop only
does a single iteration (quite unusual as most user actions cause multiple
events), we can get stuck on step (2) for a while.
In order to avoid this problem, this changes the event loop order to:
1. Schedule render if menu->dirty is set
2. Wait for events [NOTE: this includes the frame callback]
3. Render windows if window->render_pending is set
4. Handle events (return from render) and repeat
Script (for Sway) to reproduce the issue / verify the fix:
#!/usr/bin/env sh
mousesety() { swaymsg seat - cursor set 200 "$1" >/dev/null; sleep 0.2; }
{ while true; do mousesety 200; mousesety 300; mousesety 400; done } &
trap 'kill $!' EXIT
export BEMENU_BACKEND=wayland BEMENU_OPTS='--list 40 --hb #0000FF'
yes | head -30 | bemenu
Fixes: #274
Fixes: #275
Despite the fix in the previous commit (3d7e47c4e6), the following command:
{ echo one; echo two; } | BEMENU_BACKEND=wayland bemenu --grab
Will likely still show the 'Loading...' text after all items are available.
A related problem (also on Wayland) is that when pressing two keys (for the
filter) almost simultaneously, sometimes only one of the keys will be rendered.
The other key will only be shown on the next render. For example:
- Filter shows "s"
- User presses the "o" and "n" keys simultaneously
- Filter shows "so" ["n" appears to have been lost]
- User presses the "g" key
- Filter shows "song" [now the "n" has been rendered]
Both problems have the same root cause: If two events that cause a render happen
"close enough" to each other, often the second event will not cause a render.
As far as I can tell, the cause is that the "dirty && render_pending" render
check should not check the dirty flag at all, just "render_pending".
With "dirty && render_pending", if two events happen in close succession:
- On the first event, generally dirty==true, render_pending==true, a render
will happen, the frame callback will be set, and both flags will be cleared.
- For the second event, generally dirty==true and render_pending==false.
dirty will be unset and nothing will happen.
- When the frame triggers, render_pending is set, but no render will happen
because dirty==false
With just "render_pending" (the change in this commit):
- On the first event, generally dirty==true, render_pending==false, the frame
callback will be set, and dirty will be cleared.
- For the second event, generally dirty==true and render_pending==false.
dirty will be unset and nothing will happen.
- When the frame triggers, render_pending is set, then a render will be done.
Currently, on the Wayland backend, the following command:
{ echo one; sleep 1; echo two; } | BEMENU_BACKEND=wayland bemenu --grab
Will keep showing the 'Loading...' text even after all items are available.
The items will only be shown after some input, e.g. a key press, happens.
This was a regression introduced by 5a095705d2878be423311fbfe5258fdcf9253c8e
(versions 0.6.5+). A dirty flag was added to avoid unnecessary redraws,
however, this flag is not reset between the renders before/after the items are
loaded, so the bm_menu_render call after the items are loaded is ignored
(on Wayland, which is the only renderer that currently uses the dirty flag).
Fix the issue by setting the dirty flag when the filter changes, so it will be
reset when changing from "Loading..." to empty and cause a redraw.
We add a dirty flag on the menu to track if the menu actually need a
redraw. With it, we will not redraw if the touch is hold on the same
entry by example.
It works on Wayland and X11 and acts as a complement to margin. Exact
behavior is as follows:
- If width factor is 0, width minus margin is used.
- If width multiplied by factor is greater than width minus margin,
width minus is used. (so margin may be used to make sure that bemenu
is at least N pixels away from the view border)
- Otherwise width multiplied by factor is used.
I think it's fine to disable warnings about floating point numbers
comparision. We don't do any arithmetics on them anyway, so we can't
suffer from inaccuracy.