xwm: Simplify override-redirect handling

This commit is contained in:
Victoria Brekenfeld 2023-01-27 19:51:23 +01:00
parent 4ed3aceefc
commit 5d4afa5641
5 changed files with 55 additions and 210 deletions

View file

@ -29,6 +29,7 @@ use smithay::{
reexports::wayland_server::protocol::wl_surface::WlSurface,
utils::{Buffer as BufferCoords, IsAlive, Logical, Physical, Point, Rectangle, Scale, Size},
wayland::{seat::WaylandFocus, shell::wlr_layer::Layer},
xwayland::X11Surface,
};
use std::collections::HashMap;
@ -36,7 +37,7 @@ use super::{
element::CosmicMapped,
focus::{FocusStack, FocusStackMut},
grabs::{ResizeEdge, ResizeGrab},
CosmicMappedRenderElement, CosmicSurface, Ordering,
CosmicMappedRenderElement, CosmicSurface,
};
#[derive(Debug)]
@ -395,7 +396,7 @@ impl Workspace {
&self,
renderer: &mut R,
output: &Output,
override_redirect_windows: &[super::OverrideRedirectWindow],
override_redirect_windows: &[X11Surface],
xwm_state: impl Iterator<Item = &'a mut XWaylandState>,
) -> Result<Vec<WorkspaceRenderElement<R>>, OutputNotMapped>
where
@ -433,19 +434,12 @@ impl Workspace {
render_elements.extend(
override_redirect_windows
.iter()
.filter(|or| {
or.above != Ordering::Below
&& or
.surface
.geometry()
.intersection(output.geometry())
.is_some()
})
.filter(|or| or.geometry().intersection(output.geometry()).is_some())
.flat_map(|or| {
AsRenderElements::<R>::render_elements::<WorkspaceRenderElement<R>>(
&or.surface,
or,
renderer,
(or.surface.geometry().loc - output.geometry().loc)
(or.geometry().loc - output.geometry().loc)
.to_physical_precise_round(output_scale),
Scale::from(output_scale),
)
@ -503,25 +497,16 @@ impl Workspace {
lower
};
let mut window_elements = Vec::new();
// OR windows above all
window_elements.extend(
render_elements.extend(
override_redirect_windows
.iter()
.filter(|or| {
or.above == Ordering::Above
&& or
.surface
.geometry()
.intersection(output.geometry())
.is_some()
})
.filter(|or| or.geometry().intersection(output.geometry()).is_some())
.flat_map(|or| {
AsRenderElements::<R>::render_elements::<WorkspaceRenderElement<R>>(
&or.surface,
or,
renderer,
(or.surface.geometry().loc - output.geometry().loc)
(or.geometry().loc - output.geometry().loc)
.to_physical_precise_round(output_scale),
Scale::from(output_scale),
)
@ -529,7 +514,7 @@ impl Workspace {
);
// floating surfaces
window_elements.extend(
render_elements.extend(
self.floating_layer
.render_output::<R>(renderer, output)?
.into_iter()
@ -537,66 +522,16 @@ impl Workspace {
);
//tiling surfaces
window_elements.extend(
render_elements.extend(
self.tiling_layer
.render_output::<R>(renderer, output)?
.into_iter()
.map(WorkspaceRenderElement::from),
);
// Sort other OR windows in between
for or in override_redirect_windows.iter().filter(|or| {
matches!(or.above, Ordering::AboveWindow(_))
&& or
.surface
.geometry()
.intersection(output.geometry())
.is_some()
}) {
let pos = window_elements
.iter()
.position(|w| Ordering::AboveWindow(w.id().clone()) == or.above)
.unwrap_or(0);
for element in AsRenderElements::<R>::render_elements::<WorkspaceRenderElement<R>>(
&or.surface,
renderer,
(or.surface.geometry().loc - output.geometry().loc)
.to_physical_precise_round(output_scale),
Scale::from(output_scale),
)
.into_iter()
.rev()
{
window_elements.insert(pos, element);
}
}
// OR windows below all
window_elements.extend(
override_redirect_windows
.iter()
.filter(|or| {
or.above == Ordering::Below
&& or
.surface
.geometry()
.intersection(output.geometry())
.is_some()
})
.flat_map(|or| {
AsRenderElements::<R>::render_elements::<WorkspaceRenderElement<R>>(
&or.surface,
renderer,
(or.surface.geometry().loc - output.geometry().loc)
.to_physical_precise_round(output_scale),
Scale::from(output_scale),
)
}),
);
for xwm in xwm_state.flat_map(|state| state.xwm.as_mut()) {
if let Err(err) =
xwm.update_stacking_order_upwards(window_elements.iter().rev().map(|e| e.id()))
xwm.update_stacking_order_upwards(render_elements.iter().rev().map(|e| e.id()))
{
slog_scope::warn!(
"Failed to update Xwm ({:?}) stacking order: {}",
@ -606,8 +541,6 @@ impl Workspace {
}
}
render_elements.extend(window_elements.into_iter());
// bottom and background layer surfaces
{
render_elements.extend(