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https://github.com/hyprwm/Hyprland
synced 2024-11-26 13:45:58 +01:00
Implement proper z-system
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parent
462781b16f
commit
c21881be25
3 changed files with 27 additions and 7 deletions
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@ -242,8 +242,7 @@ bool CCompositor::windowExists(CWindow* pWindow) {
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CWindow* CCompositor::vectorToWindow(const Vector2D& pos) {
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CWindow* CCompositor::vectorToWindow(const Vector2D& pos) {
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const auto PMONITOR = getMonitorFromVector(pos);
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const auto PMONITOR = getMonitorFromVector(pos);
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// first loop over floating cuz they're above
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// first loop over floating cuz they're above, m_lWindows should be sorted bottom->top, for tiled it doesn't matter.
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// TODO: make an actual Z-system
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for (auto& w : m_lWindows) {
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for (auto& w : m_lWindows) {
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wlr_box box = {w.m_vRealPosition.x, w.m_vRealPosition.y, w.m_vRealSize.x, w.m_vRealSize.y};
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wlr_box box = {w.m_vRealPosition.x, w.m_vRealPosition.y, w.m_vRealSize.x, w.m_vRealSize.y};
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if (wlr_box_contains_point(&box, pos.x, pos.y) && w.m_bIsMapped && w.m_bIsFloating && isWorkspaceVisible(w.m_iWorkspaceID))
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if (wlr_box_contains_point(&box, pos.x, pos.y) && w.m_bIsMapped && w.m_bIsFloating && isWorkspaceVisible(w.m_iWorkspaceID))
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@ -272,8 +271,7 @@ CWindow* CCompositor::vectorToWindowTiled(const Vector2D& pos) {
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CWindow* CCompositor::vectorToWindowIdeal(const Vector2D& pos) {
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CWindow* CCompositor::vectorToWindowIdeal(const Vector2D& pos) {
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const auto PMONITOR = getMonitorFromVector(pos);
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const auto PMONITOR = getMonitorFromVector(pos);
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// first loop over floating cuz they're above
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// first loop over floating cuz they're above, m_lWindows should be sorted bottom->top, for tiled it doesn't matter.
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// TODO: make an actual Z-system
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for (auto& w : m_lWindows) {
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for (auto& w : m_lWindows) {
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wlr_box box = {w.m_vRealPosition.x, w.m_vRealPosition.y, w.m_vRealSize.x, w.m_vRealSize.y};
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wlr_box box = {w.m_vRealPosition.x, w.m_vRealPosition.y, w.m_vRealSize.x, w.m_vRealSize.y};
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if (w.m_bIsFloating && w.m_bIsMapped && wlr_box_contains_point(&box, m_sWLRCursor->x, m_sWLRCursor->y) && isWorkspaceVisible(w.m_iWorkspaceID))
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if (w.m_bIsFloating && w.m_bIsMapped && wlr_box_contains_point(&box, m_sWLRCursor->x, m_sWLRCursor->y) && isWorkspaceVisible(w.m_iWorkspaceID))
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@ -292,8 +290,7 @@ CWindow* CCompositor::vectorToWindowIdeal(const Vector2D& pos) {
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CWindow* CCompositor::windowFromCursor() {
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CWindow* CCompositor::windowFromCursor() {
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const auto PMONITOR = getMonitorFromCursor();
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const auto PMONITOR = getMonitorFromCursor();
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// first loop over floating cuz they're above
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// first loop over floating cuz they're above, m_lWindows should be sorted bottom->top, for tiled it doesn't matter.
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// TODO: make an actual Z-system
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for (auto& w : m_lWindows) {
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for (auto& w : m_lWindows) {
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wlr_box box = {w.m_vRealPosition.x, w.m_vRealPosition.y, w.m_vRealSize.x, w.m_vRealSize.y};
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wlr_box box = {w.m_vRealPosition.x, w.m_vRealPosition.y, w.m_vRealSize.x, w.m_vRealSize.y};
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if (wlr_box_contains_point(&box, m_sWLRCursor->x, m_sWLRCursor->y) && w.m_bIsMapped && w.m_bIsFloating && isWorkspaceVisible(w.m_iWorkspaceID))
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if (wlr_box_contains_point(&box, m_sWLRCursor->x, m_sWLRCursor->y) && w.m_bIsMapped && w.m_bIsFloating && isWorkspaceVisible(w.m_iWorkspaceID))
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@ -533,3 +530,15 @@ bool CCompositor::isWindowActive(CWindow* pWindow) {
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return PSURFACE == m_pLastFocus || pWindow == m_pLastWindow;
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return PSURFACE == m_pLastFocus || pWindow == m_pLastWindow;
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}
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}
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void CCompositor::moveWindowToTop(CWindow* pWindow) {
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if (!windowValidMapped(pWindow))
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return;
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for (auto it = m_lWindows.begin(); it != m_lWindows.end(); ++it) {
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if (&(*it) == pWindow) {
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m_lWindows.splice(m_lWindows.end(), m_lWindows, it);
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break;
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}
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}
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}
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@ -94,6 +94,7 @@ public:
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CWindow* getFullscreenWindowOnWorkspace(const int&);
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CWindow* getFullscreenWindowOnWorkspace(const int&);
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bool doesSeatAcceptInput(wlr_surface*);
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bool doesSeatAcceptInput(wlr_surface*);
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bool isWindowActive(CWindow*);
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bool isWindowActive(CWindow*);
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void moveWindowToTop(CWindow*);
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private:
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private:
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void initAllSignals();
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void initAllSignals();
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@ -304,6 +304,8 @@ void CHyprDwindleLayout::changeWindowFloatingMode(CWindow* pWindow) {
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pWindow->m_vRealSize = PSAVEDSIZE;
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pWindow->m_vRealSize = PSAVEDSIZE;
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} else {
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} else {
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onWindowRemoved(pWindow);
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onWindowRemoved(pWindow);
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g_pCompositor->moveWindowToTop(pWindow);
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}
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}
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}
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}
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@ -327,6 +329,7 @@ void CHyprDwindleLayout::onBeginDragWindow() {
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if (!DRAGGINGWINDOW->m_bIsFloating) {
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if (!DRAGGINGWINDOW->m_bIsFloating) {
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DRAGGINGWINDOW->m_bDraggingTiled = true;
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DRAGGINGWINDOW->m_bDraggingTiled = true;
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changeWindowFloatingMode(DRAGGINGWINDOW);
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changeWindowFloatingMode(DRAGGINGWINDOW);
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DRAGGINGWINDOW->m_bIsFloating = true;
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} else {
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} else {
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DRAGGINGWINDOW->m_bDraggingTiled = false;
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DRAGGINGWINDOW->m_bDraggingTiled = false;
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}
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}
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@ -339,8 +342,11 @@ void CHyprDwindleLayout::onBeginDragWindow() {
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void CHyprDwindleLayout::onEndDragWindow() {
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void CHyprDwindleLayout::onEndDragWindow() {
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const auto DRAGGINGWINDOW = g_pInputManager->currentlyDraggedWindow;
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const auto DRAGGINGWINDOW = g_pInputManager->currentlyDraggedWindow;
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if (DRAGGINGWINDOW->m_bDraggingTiled)
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if (DRAGGINGWINDOW->m_bDraggingTiled) {
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DRAGGINGWINDOW->m_bIsFloating = false;
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changeWindowFloatingMode(DRAGGINGWINDOW);
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changeWindowFloatingMode(DRAGGINGWINDOW);
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}
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}
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}
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void CHyprDwindleLayout::onMouseMove(const Vector2D& mousePos) {
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void CHyprDwindleLayout::onMouseMove(const Vector2D& mousePos) {
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@ -419,6 +425,8 @@ void CHyprDwindleLayout::onWindowCreatedFloating(CWindow* pWindow) {
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g_pXWaylandManager->setWindowSize(pWindow, pWindow->m_vRealSize);
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g_pXWaylandManager->setWindowSize(pWindow, pWindow->m_vRealSize);
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g_pCompositor->fixXWaylandWindowsOnWorkspace(PMONITOR->activeWorkspace);
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g_pCompositor->fixXWaylandWindowsOnWorkspace(PMONITOR->activeWorkspace);
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g_pCompositor->moveWindowToTop(pWindow);
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}
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}
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void CHyprDwindleLayout::fullscreenRequestForWindow(CWindow* pWindow) {
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void CHyprDwindleLayout::fullscreenRequestForWindow(CWindow* pWindow) {
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@ -466,6 +474,8 @@ void CHyprDwindleLayout::fullscreenRequestForWindow(CWindow* pWindow) {
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g_pXWaylandManager->setWindowSize(pWindow, pWindow->m_vRealSize);
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g_pXWaylandManager->setWindowSize(pWindow, pWindow->m_vRealSize);
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}
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}
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g_pCompositor->moveWindowToTop(pWindow);
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// we need to fix XWayland windows by sending them to NARNIA
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// we need to fix XWayland windows by sending them to NARNIA
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// because otherwise they'd still be recieving mouse events
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// because otherwise they'd still be recieving mouse events
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g_pCompositor->fixXWaylandWindowsOnWorkspace(PMONITOR->activeWorkspace);
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g_pCompositor->fixXWaylandWindowsOnWorkspace(PMONITOR->activeWorkspace);
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