This brings the behavior closer to what we had before the scene
graph refactor.
The main difference now is that the order has changed from background to
overlay instead of from overlay to background. This ordering seems to
make more sense in the cases I've tested and the old ordering was just
cargo-cult anyways.
Now with 50% less pointer warping!
The new implementation requires the user to move the cursor into the
constraint region before the constraint is activated in order to keep
behavior more predictable.
This replaces the old View.fromWlrSurface function and is more general.
This commit also moves the xdg activation request_activate listener to
Server as it has no reason to be in View.
This is more reliable since it uses absolute coordinates instead of a
relative movement which could cause the cursor position to get out of
sync with the view.
This is the same approach used for resize.
- Move the decision whether a configure should be tracked or not into
the xdg toplevel/xwayland code.
- Only track configures for xdg toplevels with the transaction system
if the dimensions of the view are affected.
Currently we may resize fullscreen views when they become visible/not
visible when switching tags even if their fullscreen state remains
constant. This is suboptimal, and as it turns out also much more complex
to implement.
We need to initialize the geometry on map to ensure the first commit is
handled correctly.
Also we don't care about the x/y of the geometry, only the width/height.
In commitTransaction() we currently the current view state to determine
whether or not to enable the view's scene tree. However we don't update
the view's current state until after that check.
Moving fullscreen views between outputs now works properly.
A case in which we did not inform the client that it is no longer
fullscreen has been fixed as well.
The race is as follows:
1. Output A commits and sets render state to pending_lock_surface
2. Output B commits and sets render state to pending_lock_surface
3. Output A presents and sets render state to lock_surface
4. maybeLock() does not lock because waiting on output B
5. Output A commits and sets render state to pending_lock_surface
6. Output B presents and sets render state to lock_surface
4. maybeLock() does not lock because waiting on output A
The scene_layer_surface may be destroyed before handleDestroy is called,
which means we can't rely on it to access the wlr_layer_surface in
destroyPopups().