don't focus layers without keyboard_interactive

This commit is contained in:
vaxerski 2022-07-01 20:14:33 +02:00
parent 3d294b1aaa
commit 6f4f164071
3 changed files with 11 additions and 8 deletions

View file

@ -625,15 +625,17 @@ CWindow* CCompositor::getWindowForPopup(wlr_xdg_popup* popup) {
return nullptr;
}
wlr_surface* CCompositor::vectorToLayerSurface(const Vector2D& pos, std::list<SLayerSurface*>* layerSurfaces, Vector2D* sCoords) {
wlr_surface* CCompositor::vectorToLayerSurface(const Vector2D& pos, std::list<SLayerSurface*>* layerSurfaces, Vector2D* sCoords, SLayerSurface** ppLayerSurfaceFound) {
for (auto it = layerSurfaces->rbegin(); it != layerSurfaces->rend(); it++) {
if ((*it)->fadingOut || !(*it)->layerSurface || ((*it)->layerSurface && !(*it)->layerSurface->mapped))
continue;
const auto SURFACEAT = wlr_layer_surface_v1_surface_at((*it)->layerSurface, pos.x - (*it)->geometry.x, pos.y - (*it)->geometry.y, &sCoords->x, &sCoords->y);
if (SURFACEAT)
if (SURFACEAT) {
*ppLayerSurfaceFound = *it;
return SURFACEAT;
}
}
return nullptr;

View file

@ -101,7 +101,7 @@ public:
CWindow* vectorToWindow(const Vector2D&);
CWindow* vectorToWindowIdeal(const Vector2D&);
CWindow* vectorToWindowTiled(const Vector2D&);
wlr_surface* vectorToLayerSurface(const Vector2D&, std::list<SLayerSurface*>*, Vector2D*);
wlr_surface* vectorToLayerSurface(const Vector2D&, std::list<SLayerSurface*>*, Vector2D*, SLayerSurface**);
wlr_surface* vectorWindowToSurface(const Vector2D&, CWindow*, Vector2D& sl);
CWindow* windowFromCursor();
CWindow* windowFloatingFromCursor();

View file

@ -117,10 +117,11 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
Vector2D surfaceCoords;
Vector2D surfacePos = Vector2D(-1337, -1337);
CWindow* pFoundWindow = nullptr;
SLayerSurface* pFoundLayerSurface = nullptr;
// overlay is above fullscreen
if (!foundSurface)
foundSurface = g_pCompositor->vectorToLayerSurface(mouseCoords, &PMONITOR->m_aLayerSurfaceLists[ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &surfaceCoords);
foundSurface = g_pCompositor->vectorToLayerSurface(mouseCoords, &PMONITOR->m_aLayerSurfaceLists[ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &surfaceCoords, &pFoundLayerSurface);
// then, we check if the workspace doesnt have a fullscreen window
const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(PMONITOR->activeWorkspace);
@ -148,7 +149,7 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
}
if (!foundSurface)
foundSurface = g_pCompositor->vectorToLayerSurface(mouseCoords, &PMONITOR->m_aLayerSurfaceLists[ZWLR_LAYER_SHELL_V1_LAYER_TOP], &surfaceCoords);
foundSurface = g_pCompositor->vectorToLayerSurface(mouseCoords, &PMONITOR->m_aLayerSurfaceLists[ZWLR_LAYER_SHELL_V1_LAYER_TOP], &surfaceCoords, &pFoundLayerSurface);
// then windows
if (!foundSurface) {
@ -169,10 +170,10 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
// then surfaces below
if (!foundSurface)
foundSurface = g_pCompositor->vectorToLayerSurface(mouseCoords, &PMONITOR->m_aLayerSurfaceLists[ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &surfaceCoords);
foundSurface = g_pCompositor->vectorToLayerSurface(mouseCoords, &PMONITOR->m_aLayerSurfaceLists[ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &surfaceCoords, &pFoundLayerSurface);
if (!foundSurface)
foundSurface = g_pCompositor->vectorToLayerSurface(mouseCoords, &PMONITOR->m_aLayerSurfaceLists[ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &surfaceCoords);
foundSurface = g_pCompositor->vectorToLayerSurface(mouseCoords, &PMONITOR->m_aLayerSurfaceLists[ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &surfaceCoords, &pFoundLayerSurface);
if (!foundSurface) {
if (m_ecbClickBehavior == CLICKMODE_KILL)
@ -213,7 +214,7 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
} else {
g_pCompositor->focusWindow(pFoundWindow, foundSurface);
}
} else
} else if (pFoundLayerSurface && pFoundLayerSurface->layerSurface->current.keyboard_interactive)
g_pCompositor->focusSurface(foundSurface);
wlr_seat_pointer_notify_enter(g_pCompositor->m_sSeat.seat, foundSurface, surfaceLocal.x, surfaceLocal.y);