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-rw-r--r--river/Cursor.zig23
-rw-r--r--river/render.zig27
2 files changed, 41 insertions, 9 deletions
diff --git a/river/Cursor.zig b/river/Cursor.zig
index 69cc2dc..44cf8f3 100644
--- a/river/Cursor.zig
+++ b/river/Cursor.zig
@@ -423,8 +423,9 @@ fn handleRequestSetCursor(
}
/// Find the topmost surface under the output layout coordinates lx/ly
-/// returns the surface if found and sets the sx/sy parametes to the
+/// returns the surface if found and sets the sx/sy parameters to the
/// surface coordinates.
+/// This function must be kept in sync with the rendering order in render.zig.
fn surfaceAt(self: Self, lx: f64, ly: f64, sx: *f64, sy: *f64) ?*wlr.Surface {
const root = self.seat.input_manager.server.root;
const wlr_output = root.output_layout.outputAt(lx, ly) orelse return null;
@@ -490,15 +491,31 @@ fn layerSurfaceAt(layer: std.TailQueue(LayerSurface), ox: f64, oy: f64, sx: *f64
/// Find the topmost visible view surface (incl. popups) at ox,oy.
fn viewSurfaceAt(output: Output, ox: f64, oy: f64, sx: *f64, sy: *f64) ?*wlr.Surface {
- // Focused views are rendered on top, so look for them first.
+ // focused, floating views
var it = ViewStack(View).iter(output.views.first, .forward, output.current.tags, surfaceAtFilter);
while (it.next()) |view| {
- if (view.current.focus == 0) continue;
+ if (view.current.focus == 0 or !view.current.float) continue;
if (view.surfaceAt(ox, oy, sx, sy)) |found| return found;
}
+ // non-focused, floating views
it = ViewStack(View).iter(output.views.first, .forward, output.current.tags, surfaceAtFilter);
while (it.next()) |view| {
+ if (view.current.focus != 0 or !view.current.float) continue;
+ if (view.surfaceAt(ox, oy, sx, sy)) |found| return found;
+ }
+
+ // focused, non-floating views
+ it = ViewStack(View).iter(output.views.first, .forward, output.current.tags, surfaceAtFilter);
+ while (it.next()) |view| {
+ if (view.current.focus == 0 or view.current.float) continue;
+ if (view.surfaceAt(ox, oy, sx, sy)) |found| return found;
+ }
+
+ // non-focused, non-floating views
+ it = ViewStack(View).iter(output.views.first, .forward, output.current.tags, surfaceAtFilter);
+ while (it.next()) |view| {
+ if (view.current.focus != 0 or view.current.float) continue;
if (view.surfaceAt(ox, oy, sx, sy)) |found| return found;
}
diff --git a/river/render.zig b/river/render.zig
index 578a685..7357ed0 100644
--- a/river/render.zig
+++ b/river/render.zig
@@ -45,6 +45,7 @@ const SurfaceRenderData = struct {
opacity: f32,
};
+/// The rendering order in this function must be kept in sync with Cursor.surfaceAt()
pub fn renderOutput(output: *Output) void {
const config = &output.root.server.config;
const renderer = output.wlr_output.backend.getRenderer().?;
@@ -76,22 +77,36 @@ pub fn renderOutput(output: *Output) void {
renderLayer(output, output.getLayer(.background).*, &now, .toplevels);
renderLayer(output, output.getLayer(.bottom).*, &now, .toplevels);
- // The first view in the list is "on top" so iterate in reverse.
+ // The first view in the list is "on top" so always iterate in reverse.
+
+ // non-focused, non-floating views
it = ViewStack(View).iter(output.views.last, .reverse, output.current.tags, renderFilter);
while (it.next()) |view| {
- // Focused views are rendered on top of normal views, skip them for now
- if (view.current.focus != 0) continue;
+ if (view.current.focus != 0 or view.current.float) continue;
+ renderView(output, view, &now);
+ if (view.draw_borders) renderBorders(output, view, &now);
+ }
+ // focused, non-floating views
+ it = ViewStack(View).iter(output.views.last, .reverse, output.current.tags, renderFilter);
+ while (it.next()) |view| {
+ if (view.current.focus == 0 or view.current.float) continue;
renderView(output, view, &now);
if (view.draw_borders) renderBorders(output, view, &now);
}
- // Render focused views
+ // non-focused, floating views
it = ViewStack(View).iter(output.views.last, .reverse, output.current.tags, renderFilter);
while (it.next()) |view| {
- // Skip unfocused views since we already rendered them
- if (view.current.focus == 0) continue;
+ if (view.current.focus != 0 or !view.current.float) continue;
+ renderView(output, view, &now);
+ if (view.draw_borders) renderBorders(output, view, &now);
+ }
+ // focused, floating views
+ it = ViewStack(View).iter(output.views.last, .reverse, output.current.tags, renderFilter);
+ while (it.next()) |view| {
+ if (view.current.focus == 0 or !view.current.float) continue;
renderView(output, view, &now);
if (view.draw_borders) renderBorders(output, view, &now);
}