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https://github.com/hyprwm/Hyprland
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compositor: drop unused vectorToWindow func
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1d9bfa60a1
commit
84bc0a73f6
2 changed files with 0 additions and 41 deletions
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@ -630,46 +630,6 @@ bool CCompositor::windowExists(CWindow* pWindow) {
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return false;
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}
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CWindow* CCompositor::vectorToWindow(const Vector2D& pos) {
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const auto PMONITOR = getMonitorFromVector(pos);
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if (PMONITOR->specialWorkspaceID) {
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for (auto& w : m_vWindows | std::views::reverse) {
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auto box = w->getWindowMainSurfaceBox();
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if (w->m_bIsFloating && w->m_iWorkspaceID == PMONITOR->specialWorkspaceID && w->m_bIsMapped && box.containsPoint(pos) && !w->isHidden() && !w->m_bNoFocus)
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return w.get();
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}
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for (auto& w : m_vWindows) {
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auto box = w->getWindowMainSurfaceBox();
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if (w->m_iWorkspaceID == PMONITOR->specialWorkspaceID && box.containsPoint(pos) && w->m_bIsMapped && !w->m_bIsFloating && !w->isHidden() && !w->m_bNoFocus)
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return w.get();
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}
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}
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// pinned
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for (auto& w : m_vWindows | std::views::reverse) {
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auto box = w->getWindowMainSurfaceBox();
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if (box.containsPoint(pos) && w->m_bIsMapped && w->m_bIsFloating && !w->isHidden() && w->m_bPinned && !w->m_bNoFocus)
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return w.get();
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}
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// first loop over floating cuz they're above, m_vWindows should be sorted bottom->top, for tiled it doesn't matter.
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for (auto& w : m_vWindows | std::views::reverse) {
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auto box = w->getWindowMainSurfaceBox();
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if (box.containsPoint(pos) && w->m_bIsMapped && w->m_bIsFloating && isWorkspaceVisible(w->m_iWorkspaceID) && !w->isHidden() && !w->m_bPinned && !w->m_bNoFocus)
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return w.get();
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}
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for (auto& w : m_vWindows) {
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auto box = w->getWindowMainSurfaceBox();
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if (box.containsPoint(pos) && w->m_bIsMapped && !w->m_bIsFloating && PMONITOR->activeWorkspace == w->m_iWorkspaceID && !w->isHidden() && !w->m_bNoFocus)
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return w.get();
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}
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return nullptr;
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}
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CWindow* CCompositor::vectorToWindowTiled(const Vector2D& pos) {
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const auto PMONITOR = getMonitorFromVector(pos);
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@ -137,7 +137,6 @@ class CCompositor {
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void focusSurface(wlr_surface*, CWindow* pWindowOwner = nullptr);
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bool windowExists(CWindow*);
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bool windowValidMapped(CWindow*);
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CWindow* vectorToWindow(const Vector2D&);
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CWindow* vectorToWindowIdeal(const Vector2D&); // used only for finding a window to focus on, basically a "findFocusableWindow"
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CWindow* vectorToWindowTiled(const Vector2D&);
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wlr_surface* vectorToLayerSurface(const Vector2D&, std::vector<std::unique_ptr<SLayerSurface>>*, Vector2D*, SLayerSurface**);
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