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