Fix layer sufaces holding focus after unmap
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a0c30de132
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472e2b2624
@ -117,7 +117,17 @@ pub const LayerSurface = struct {
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}
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}
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}
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}
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// This gives exclusive focus to a keyboard interactive top or overlay layer
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// surface if there is one.
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layer_surface.output.arrangeLayers();
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layer_surface.output.arrangeLayers();
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// Ensure that focus is given to the appropriate view if there is no
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// other top/overlay layer surface to grab focus.
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it = layer_surface.output.root.server.input_manager.seats.first;
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while (it) |node| : (it = node.next) {
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const seat = &node.data;
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seat.focus(null);
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}
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}
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}
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fn handleCommit(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
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fn handleCommit(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
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@ -259,7 +259,10 @@ pub const Output = struct {
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var it = self.layers[layer].last;
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var it = self.layers[layer].last;
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while (it) |node| : (it = node.prev) {
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while (it) |node| : (it = node.prev) {
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const layer_surface = &node.data;
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const layer_surface = &node.data;
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if (layer_surface.wlr_layer_surface.current.keyboard_interactive) {
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// Only mapped surfaces may gain focus
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if (layer_surface.mapped and
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layer_surface.wlr_layer_surface.current.keyboard_interactive)
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{
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break :outer layer_surface;
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break :outer layer_surface;
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}
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}
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}
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}
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@ -161,7 +161,8 @@ pub const Seat = struct {
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std.debug.assert(self.focused_layer == null);
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std.debug.assert(self.focused_layer == null);
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current_focus.setActivated(false);
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current_focus.setActivated(false);
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self.focused_view = null;
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self.focused_view = null;
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} else if (self.focused_layer) |current_focus| {
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}
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if (self.focused_layer) |current_focus| {
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std.debug.assert(self.focused_view == null);
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std.debug.assert(self.focused_view == null);
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self.focused_layer = null;
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self.focused_layer = null;
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}
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}
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