river: always render floating views above layout views
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@ -423,8 +423,9 @@ fn handleRequestSetCursor(
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}
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/// Find the topmost surface under the output layout coordinates lx/ly
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/// returns the surface if found and sets the sx/sy parametes to the
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/// returns the surface if found and sets the sx/sy parameters to the
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/// surface coordinates.
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/// This function must be kept in sync with the rendering order in render.zig.
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fn surfaceAt(self: Self, lx: f64, ly: f64, sx: *f64, sy: *f64) ?*wlr.Surface {
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const root = self.seat.input_manager.server.root;
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const wlr_output = root.output_layout.outputAt(lx, ly) orelse return null;
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@ -490,15 +491,31 @@ fn layerSurfaceAt(layer: std.TailQueue(LayerSurface), ox: f64, oy: f64, sx: *f64
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/// Find the topmost visible view surface (incl. popups) at ox,oy.
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fn viewSurfaceAt(output: Output, ox: f64, oy: f64, sx: *f64, sy: *f64) ?*wlr.Surface {
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// Focused views are rendered on top, so look for them first.
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// focused, floating views
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var it = ViewStack(View).iter(output.views.first, .forward, output.current.tags, surfaceAtFilter);
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while (it.next()) |view| {
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if (view.current.focus == 0) continue;
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if (view.current.focus == 0 or !view.current.float) continue;
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if (view.surfaceAt(ox, oy, sx, sy)) |found| return found;
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}
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// non-focused, floating views
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it = ViewStack(View).iter(output.views.first, .forward, output.current.tags, surfaceAtFilter);
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while (it.next()) |view| {
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if (view.current.focus != 0 or !view.current.float) continue;
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if (view.surfaceAt(ox, oy, sx, sy)) |found| return found;
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}
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// focused, non-floating views
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it = ViewStack(View).iter(output.views.first, .forward, output.current.tags, surfaceAtFilter);
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while (it.next()) |view| {
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if (view.current.focus == 0 or view.current.float) continue;
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if (view.surfaceAt(ox, oy, sx, sy)) |found| return found;
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}
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// non-focused, non-floating views
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it = ViewStack(View).iter(output.views.first, .forward, output.current.tags, surfaceAtFilter);
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while (it.next()) |view| {
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if (view.current.focus != 0 or view.current.float) continue;
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if (view.surfaceAt(ox, oy, sx, sy)) |found| return found;
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}
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@ -45,6 +45,7 @@ const SurfaceRenderData = struct {
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opacity: f32,
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};
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/// The rendering order in this function must be kept in sync with Cursor.surfaceAt()
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pub fn renderOutput(output: *Output) void {
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const config = &output.root.server.config;
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const renderer = output.wlr_output.backend.getRenderer().?;
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@ -76,22 +77,36 @@ pub fn renderOutput(output: *Output) void {
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renderLayer(output, output.getLayer(.background).*, &now, .toplevels);
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renderLayer(output, output.getLayer(.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 always iterate in reverse.
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// non-focused, non-floating views
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it = ViewStack(View).iter(output.views.last, .reverse, output.current.tags, renderFilter);
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while (it.next()) |view| {
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// Focused views are rendered on top of normal views, skip them for now
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if (view.current.focus != 0) continue;
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if (view.current.focus != 0 or view.current.float) continue;
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renderView(output, view, &now);
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if (view.draw_borders) renderBorders(output, view, &now);
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}
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// Render focused views
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// focused, non-floating views
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it = ViewStack(View).iter(output.views.last, .reverse, output.current.tags, renderFilter);
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while (it.next()) |view| {
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// Skip unfocused views since we already rendered them
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if (view.current.focus == 0) continue;
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if (view.current.focus == 0 or view.current.float) continue;
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renderView(output, view, &now);
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if (view.draw_borders) renderBorders(output, view, &now);
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}
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// non-focused, floating views
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it = ViewStack(View).iter(output.views.last, .reverse, output.current.tags, renderFilter);
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while (it.next()) |view| {
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if (view.current.focus != 0 or !view.current.float) continue;
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renderView(output, view, &now);
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if (view.draw_borders) renderBorders(output, view, &now);
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}
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// focused, floating views
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it = ViewStack(View).iter(output.views.last, .reverse, output.current.tags, renderFilter);
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while (it.next()) |view| {
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if (view.current.focus == 0 or !view.current.float) continue;
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renderView(output, view, &now);
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if (view.draw_borders) renderBorders(output, view, &now);
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}
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