- set_margin (wayland_layer.rs:234): correct arg order to (top, right, bottom, left). The previous code passed rect.x as the right margin, a no-op under TOP+LEFT anchoring, so the overlay's x offset was silently dropped. Comment updated to document the protocol's true shape. - click handler (wayland_layer.rs:466): drop 'state.exited = true' after send_swap. Flipping exited destroyed the badge but left OverlayHub.by_slot still holding the slot, so the hub refused to respawn it. The compositor's zwlr_layer_surface::Closed event is the only path that drives thread teardown — the click now just fires the swap IPC and returns. - CHANGELOG entries. cargo test 96+/0; clippy clean.
84 lines
6.6 KiB
Markdown
84 lines
6.6 KiB
Markdown
# Changelog
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## 0.1.0 — unreleased
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- Rust CLI daemon: `enboxer run|press|status|macros|doctor`
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- YAML profile: maps, targets (`current` / `others` / `all` / groups), `game_binds`
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- Configurable `passthrough` (empty by default; example profile uses ESDF)
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- Hyprland 0.56 Lua binds installed only while a managed game or VFX overlay is focused
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- Key delivery via `hl.dsp.send_shortcut` / `send_key_state` (no game injection)
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- Stock loot map: assist → CTM on → Interact with Target once → delay → CTM off
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- Video FX: `grim` region capture, overlay viewer, hover pass-through to source slot
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- Unit tests for hotkey parse, passthrough, targets, loot sequence, example profile load
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- Bind IPC line no longer duplicated `ipc` (Hyprland hotkeys actually reach the daemon)
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- Video FX overlay is `mpv` (`--wayland-app-id=enboxer-vfx`) with JSON reload; `grim` capture
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- `enboxer run` clears binds on ctrl-c; empty `window_match` matches nothing
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- Live check: `send_shortcut` to an unfocused XWayland window; overlay window class `enboxer-vfx`
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- Per-character `assist_key` / `follow_key`; map steps using `bind: assist|follow` resolve to the current main's keys
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- Layout wizard `borderless` toggle installs a Hyprland `window_rule` (rounding 0, border_size 0) on `run`
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- Layout page: drag canvas over the monitor rectangle; tile moves clamp to the monitor bounds
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- T8: clipboard IPC verb `clipboard` reads `wl-paste` / `xclip` and delivers Ctrl+V to every non-leader captured slot; GUI button on Session page; routing plan unit-tested
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- T11: named-profiles list in File menu (`Load named…` submenu) with Refresh; listing helper unit-tested against a tempdir
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- T12: unit test for `type_to_others` routing (`others_clients` helper, excludes leader, per-char × per-slot plan) and for `apply_layout` short-circuiting when `ENBOXER_ALLOW_LAYOUT` is unset
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- T9 (real): `src/wayland_layer.rs` — `zwlr_layer_shell_v1` Wayland client with shm-backed buffers, 3×5 bitmap digit glyphs, `wl_pointer` click routing; per-slot `OverlayHandle` via `OverlayHub` in `session::run`. Live path gated behind `ENBOXER_ENABLE_OVERLAY=1`; `cargo test` does not connect to Wayland
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- T10 (real): `src/toplevel_export.rs` — `zwlr_export_dmabuf_unstable_v1` Wayland client; per-frame format negotiation (ARGB8888 / XRGB8888), synthetic-PNG fallback for tests. Live path gated behind `ENBOXER_ENABLE_TOPLEVEL=1`; `gbm_bo_map` is documented as the upgrade step for actual pixel reads
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- T13: mirror-mode mouse click broadcast — `hypr::deliver_click` posts compositor pointer events to every non-leader captured slot; press-and-hold guard deferred
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- T14: round-robin bind target (`round_robin` / `rr`) — rotates through ALL slots including the leader, in slot-number order, wrapping; per-map cursor
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- T15: Teams + Lutris launcher. `src/team.rs` (Team, list_teams, teams_dir, current_team), `src/lutris.rs` (LutrisGame parser, `load_all` with bad-YAML tolerance), `src/launcher.rs` (SpawnPlan merging Lutris config with per-character wine-prefix override). GUI: Teams menu (New / Switch / Refresh / Show / Delete) and Launch menu (per-character + Launch all); Lutris picker visible only in the New-team flow. Direct Wine spawn — never calls `lutris` CLI
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- `game_binds.interact` example uses **Alt+J** (Master's request). Interact with Target is a built-in WoW keybind; enBoxer just routes the keystroke.
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- `docs/MACROS.md` rewritten for current retail (The War Within era, 2026): rename "CTM" → Auto-Interact (the CVar), document Alt+J for Interact with Target, document per-character Assist / Follow macro override, add optional Pet Attack / Target Last Target keybinds.
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## Unreleased — Interact chain (ISBoxer-style mapped key)
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- **Smart interact shortcut.** A step with `bind: interact` now expands at
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compile time into the full CTM-on → Interact-with-Target → sleep
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`walk_delay_ms` → CTM-off chain, driven by `profile.interact` (`style`
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+ `walk_delay_ms`). One user keypress, four keystrokes dispatched to
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every captured slot. Styles:
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- `standard` (default): chain runs, CTM ends off.
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- `auto`: chain runs, CTM stays on (toggle via `ctm_off` later).
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- `hold`: press fires CTM-on + Alt+J; put `bind: ctm_off` in
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`release_steps` to fire it on hotkey release.
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- The example `loot` map (Alt+G) and `interact` map (Alt+I) now use the
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shortcut. A `loot_manual` map (Ctrl+Alt+G) exercises the explicit
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chain for users who want per-step control.
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- New tests: `interact_smart_shortcut_standard_emits_full_sequence`,
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`interact_smart_shortcut_auto_emits_two_no_tail`,
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`interact_smart_shortcut_hold_emits_press_only`. 92/92 unit tests pass;
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clippy clean.
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- Docs: `docs/MACROS.md` "Smart interact shortcut" section, `docs/NOTES.md`
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callout, `examples/profile.yaml` updated with comments.
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> Note: After this change, `bind: "interact"` is a single Alt+J send (game_binds.interact).
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> The full chain trigger is now `bind: "smart_interact"`. Examples and tests updated.
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- **Security:** IPC runtime dir is now `chmod 0o700` and the Unix socket is
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`chmod 0o600` immediately after `UnixListener::bind`. Any local user with
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read access could speak our IPC protocol (`Command::Type` etc.); this is
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the cheapest defense. Helpers: `profile::chmod_runtime_dir()` and
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`profile::chmod_socket(path)`.
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- **GUI:** New-team wizard now pads `profile.characters` to `slots` before
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stamping `lutris_game`. A wizard with 5 members and an empty character
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list previously saved a team with zero Launch rows; it now fills the
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rows with `Character::default()` and applies the Lutris game to each.
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- **GUI:** `arm_auto_apply` now waits for a client matching
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`profile.window_match.class` / `.title` regexes before firing
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`layout-apply`, instead of firing on the first non-empty client list.
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With no patterns configured it still requires a non-empty class on the
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matched client, so existing profiles behave the same. This prevents
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`layout-apply` against the desktop when only a terminal (or any
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unrelated window) is open.
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- **Profile:** `Character` derives `Default` (needed for the padding).
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- **Overlay:** `set_margin` arguments corrected to `(top, right, bottom,
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left)`. The previous `(rect.y, rect.x, 0, 0)` passed `rect.x` as the
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*right* margin, which is a no-op under TOP+LEFT anchoring — so the
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overlay's x offset was silently dropped. Now `(y, 0, 0, x)` which
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pushes the surface down by `y` and right by `x`.
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- **Overlay:** Left-click on a slot no longer sets `state.exited = true`.
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Doing so dropped the badge and left `OverlayHub.by_slot` still
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holding the slot, so the hub refused to respawn it. The compositor's
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`zwlr_layer_surface::Closed` event is the only path that tears the
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live thread down — click just sends the swap IPC and returns.
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