diff --git a/river/render.zig b/river/render.zig index 8fa0e26..c9ae1b6 100644 --- a/river/render.zig +++ b/river/render.zig @@ -75,8 +75,8 @@ pub fn renderOutput(output: *Output) void { // No fullscreen view, so render normal layers/views c.wlr_renderer_clear(wlr_renderer, &config.background_color); - renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now); - renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now); + renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now, .toplevels); + renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now, .toplevels); // The first view in the list is "on top" so iterate in reverse. it = ViewStack(View).iter(output.views.last, .reverse, output.current.tags, renderFilter); @@ -100,11 +100,16 @@ pub fn renderOutput(output: *Output) void { if (build_options.xwayland) renderXwaylandUnmanaged(output.*, &now); - renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now); + renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now, .toplevels); + + renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now, .popups); + renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now, .popups); + renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now, .popups); } // The overlay layer is rendered in both fullscreen and normal cases - renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now); + renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now, .toplevels); + renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now, .popups); renderDragIcons(output.*, &now); @@ -134,7 +139,12 @@ fn renderFilter(view: *View, filter_tags: u32) bool { } /// Render all surfaces on the passed layer -fn renderLayer(output: Output, layer: std.TailQueue(LayerSurface), now: *c.timespec) void { +fn renderLayer( + output: Output, + layer: std.TailQueue(LayerSurface), + now: *c.timespec, + role: enum { toplevels, popups }, +) void { var it = layer.first; while (it) |node| : (it = node.next) { const layer_surface = &node.data; @@ -145,11 +155,18 @@ fn renderLayer(output: Output, layer: std.TailQueue(LayerSurface), now: *c.times .when = now, .opacity = 1.0, }; - c.wlr_layer_surface_v1_for_each_surface( - layer_surface.wlr_layer_surface, - renderSurfaceIterator, - &rdata, - ); + switch (role) { + .toplevels => c.wlr_surface_for_each_surface( + layer_surface.wlr_layer_surface.surface, + renderSurfaceIterator, + &rdata, + ), + .popups => c.wlr_layer_surface_v1_for_each_popup( + layer_surface.wlr_layer_surface, + renderSurfaceIterator, + &rdata, + ), + } } }