Everything implementing `AsGlowRenderer` implements `Renderer` and various
other traits, and by making `AsGlowRenderer` depend on these trait,
things requiring `AsGlowRenderer` can avoid listing those traits as
well.
Looks like implied trait bounds still won't work for the
`Self::TexutureId` and `Self::Error` requirements? So those are not
included here.
Everything implementing `AsGlowRenderer` implements `Renderer` and various
other traits, and by making `AsGlowRenderer` depend on these trait,
things requiring `AsGlowRenderer` can avoid listing those traits as
well.
Looks like implied trait bounds still won't work for the
`Self::TexutureId` and `Self::Error` requirements? So those are not
included here.
Since `copy_clone()` preserved IDs, `traverse_pre_order_ids()` can be
called on the old tree, without collecting into a `Vec`.
Then we can also `copy_clone()` only if there's actually a change, and
also only call `push_tree()` in that case.
(Once the `LazyCell::get()` stabilization is released, we could use
that here, but `Option::get_or_insert_with()` may be more readable
anyway.)
With this, `cleanup_drag()` should be pretty low-cost, so we shouldn't
have to worry about whether or not it's redundant.
I hoped to split this up into multiple commits, but the api
changes to `shell/workspace.rs` were to invasive to feasibly do this.
Here is a rough list of changes:
- Fullscreen windows aren't mapped to other layers anymore
- This they need their own logic for:
- Sending frames
- Dmabuf Feedback
- Primary outputs
- On commit handlers
- cursor tests
- They get their own unmap/remap logic
- They get a new restore state similar to minimized windows
- Refactored the minimized window state to reuse as much as possible
here
- They need to be part of focus stacks, which means adjusting them
to a new type `FocusTarget` as they previously only handled
`CosmicMapped`.
- Various shell handlers (minimize, move, menu) now have dedicated
logic for fullscreen surfaces
- This was partially necessary due to relying on CosmicSurface now,
partially because they should've had their own logic from the
start. E.g. the context menu is now reflecting the fullscreen
state
- Fullscreen windows may be rendered behind other windows now, when they
loose focus.
- This needed changes to input handling / rendering