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#define _XOPEN_SOURCE 500
#include <assert.h>
#include <pwd.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <wlr/util/log.h>
#include <xkbcommon/xkbcommon.h>
#include "swaylock/swaylock.h"
#include "swaylock/seat.h"
#include "loop.h"
#include "unicode.h"
void clear_password_buffer(struct swaylock_password *pw) {
// Use volatile keyword so so compiler can't optimize this out.
volatile char *buffer = pw->buffer;
volatile char zero = '\0';
for (size_t i = 0; i < sizeof(pw->buffer); ++i) {
buffer[i] = zero;
}
pw->len = 0;
}
static bool backspace(struct swaylock_password *pw) {
if (pw->len != 0) {
pw->buffer[--pw->len] = 0;
return true;
}
return false;
}
static void append_ch(struct swaylock_password *pw, uint32_t codepoint) {
size_t utf8_size = utf8_chsize(codepoint);
if (pw->len + utf8_size + 1 >= sizeof(pw->buffer)) {
// TODO: Display error
return;
}
utf8_encode(&pw->buffer[pw->len], codepoint);
pw->buffer[pw->len + utf8_size] = 0;
pw->len += utf8_size;
}
static void clear_indicator(int fd, short mask, void *data) {
struct swaylock_state *state = data;
state->clear_indicator_timer = NULL;
state->auth_state = AUTH_STATE_IDLE;
damage_state(state);
}
static void schedule_indicator_clear(struct swaylock_state *state) {
if (state->clear_indicator_timer) {
loop_remove_event(state->eventloop, state->clear_indicator_timer);
}
state->clear_indicator_timer = loop_add_timer(
state->eventloop, 3000, clear_indicator, state);
}
void swaylock_handle_key(struct swaylock_state *state,
xkb_keysym_t keysym, uint32_t codepoint) {
switch (keysym) {
case XKB_KEY_KP_Enter: /* fallthrough */
case XKB_KEY_Return:
if (state->args.ignore_empty && state->password.len == 0) {
break;
}
state->auth_state = AUTH_STATE_VALIDATING;
damage_state(state);
while (wl_display_dispatch(state->display) != -1 && state->run_display) {
bool ok = 1;
struct swaylock_surface *surface;
wl_list_for_each(surface, &state->surfaces, link) {
if (surface->dirty) {
ok = 0;
}
}
if (ok) {
break;
}
}
wl_display_flush(state->display);
if (attempt_password(&state->password)) {
state->run_display = false;
break;
}
state->auth_state = AUTH_STATE_INVALID;
damage_state(state);
break;
case XKB_KEY_Delete:
case XKB_KEY_BackSpace:
if (backspace(&state->password)) {
state->auth_state = AUTH_STATE_BACKSPACE;
} else {
state->auth_state = AUTH_STATE_CLEAR;
}
damage_state(state);
schedule_indicator_clear(state);
break;
case XKB_KEY_Escape:
clear_password_buffer(&state->password);
state->auth_state = AUTH_STATE_CLEAR;
damage_state(state);
schedule_indicator_clear(state);
break;
case XKB_KEY_Caps_Lock:
/* The state is getting active after this
* so we need to manually toggle it */
state->xkb.caps_lock = !state->xkb.caps_lock;
state->auth_state = AUTH_STATE_INPUT_NOP;
damage_state(state);
schedule_indicator_clear(state);
break;
case XKB_KEY_Shift_L:
case XKB_KEY_Shift_R:
case XKB_KEY_Control_L:
case XKB_KEY_Control_R:
case XKB_KEY_Meta_L:
case XKB_KEY_Meta_R:
case XKB_KEY_Alt_L:
case XKB_KEY_Alt_R:
case XKB_KEY_Super_L:
case XKB_KEY_Super_R:
state->auth_state = AUTH_STATE_INPUT_NOP;
damage_state(state);
schedule_indicator_clear(state);
break;
case XKB_KEY_u:
if (state->xkb.control) {
clear_password_buffer(&state->password);
state->auth_state = AUTH_STATE_CLEAR;
damage_state(state);
schedule_indicator_clear(state);
break;
}
// fallthrough
default:
if (codepoint) {
append_ch(&state->password, codepoint);
state->auth_state = AUTH_STATE_INPUT;
damage_state(state);
schedule_indicator_clear(state);
}
break;
}
}