compositor: drop unused vectorToWindow func

This commit is contained in:
Vaxry 2023-11-17 15:29:51 +00:00
parent 1d9bfa60a1
commit 84bc0a73f6
2 changed files with 0 additions and 41 deletions

View file

@ -630,46 +630,6 @@ bool CCompositor::windowExists(CWindow* pWindow) {
return false;
}
CWindow* CCompositor::vectorToWindow(const Vector2D& pos) {
const auto PMONITOR = getMonitorFromVector(pos);
if (PMONITOR->specialWorkspaceID) {
for (auto& w : m_vWindows | std::views::reverse) {
auto box = w->getWindowMainSurfaceBox();
if (w->m_bIsFloating && w->m_iWorkspaceID == PMONITOR->specialWorkspaceID && w->m_bIsMapped && box.containsPoint(pos) && !w->isHidden() && !w->m_bNoFocus)
return w.get();
}
for (auto& w : m_vWindows) {
auto box = w->getWindowMainSurfaceBox();
if (w->m_iWorkspaceID == PMONITOR->specialWorkspaceID && box.containsPoint(pos) && w->m_bIsMapped && !w->m_bIsFloating && !w->isHidden() && !w->m_bNoFocus)
return w.get();
}
}
// pinned
for (auto& w : m_vWindows | std::views::reverse) {
auto box = w->getWindowMainSurfaceBox();
if (box.containsPoint(pos) && w->m_bIsMapped && w->m_bIsFloating && !w->isHidden() && w->m_bPinned && !w->m_bNoFocus)
return w.get();
}
// first loop over floating cuz they're above, m_vWindows should be sorted bottom->top, for tiled it doesn't matter.
for (auto& w : m_vWindows | std::views::reverse) {
auto box = w->getWindowMainSurfaceBox();
if (box.containsPoint(pos) && w->m_bIsMapped && w->m_bIsFloating && isWorkspaceVisible(w->m_iWorkspaceID) && !w->isHidden() && !w->m_bPinned && !w->m_bNoFocus)
return w.get();
}
for (auto& w : m_vWindows) {
auto box = w->getWindowMainSurfaceBox();
if (box.containsPoint(pos) && w->m_bIsMapped && !w->m_bIsFloating && PMONITOR->activeWorkspace == w->m_iWorkspaceID && !w->isHidden() && !w->m_bNoFocus)
return w.get();
}
return nullptr;
}
CWindow* CCompositor::vectorToWindowTiled(const Vector2D& pos) {
const auto PMONITOR = getMonitorFromVector(pos);

View file

@ -137,7 +137,6 @@ class CCompositor {
void focusSurface(wlr_surface*, CWindow* pWindowOwner = nullptr);
bool windowExists(CWindow*);
bool windowValidMapped(CWindow*);
CWindow* vectorToWindow(const Vector2D&);
CWindow* vectorToWindowIdeal(const Vector2D&); // used only for finding a window to focus on, basically a "findFocusableWindow"
CWindow* vectorToWindowTiled(const Vector2D&);
wlr_surface* vectorToLayerSurface(const Vector2D&, std::vector<std::unique_ptr<SLayerSurface>>*, Vector2D*, SLayerSurface**);