Implement proper z-system

This commit is contained in:
vaxerski 2022-04-04 16:25:30 +02:00
parent 462781b16f
commit c21881be25
3 changed files with 27 additions and 7 deletions

View file

@ -242,8 +242,7 @@ bool CCompositor::windowExists(CWindow* pWindow) {
CWindow* CCompositor::vectorToWindow(const Vector2D& pos) { CWindow* CCompositor::vectorToWindow(const Vector2D& pos) {
const auto PMONITOR = getMonitorFromVector(pos); const auto PMONITOR = getMonitorFromVector(pos);
// first loop over floating cuz they're above // first loop over floating cuz they're above, m_lWindows should be sorted bottom->top, for tiled it doesn't matter.
// TODO: make an actual Z-system
for (auto& w : m_lWindows) { for (auto& w : m_lWindows) {
wlr_box box = {w.m_vRealPosition.x, w.m_vRealPosition.y, w.m_vRealSize.x, w.m_vRealSize.y}; wlr_box box = {w.m_vRealPosition.x, w.m_vRealPosition.y, w.m_vRealSize.x, w.m_vRealSize.y};
if (wlr_box_contains_point(&box, pos.x, pos.y) && w.m_bIsMapped && w.m_bIsFloating && isWorkspaceVisible(w.m_iWorkspaceID)) if (wlr_box_contains_point(&box, pos.x, pos.y) && w.m_bIsMapped && w.m_bIsFloating && isWorkspaceVisible(w.m_iWorkspaceID))
@ -272,8 +271,7 @@ CWindow* CCompositor::vectorToWindowTiled(const Vector2D& pos) {
CWindow* CCompositor::vectorToWindowIdeal(const Vector2D& pos) { CWindow* CCompositor::vectorToWindowIdeal(const Vector2D& pos) {
const auto PMONITOR = getMonitorFromVector(pos); const auto PMONITOR = getMonitorFromVector(pos);
// first loop over floating cuz they're above // first loop over floating cuz they're above, m_lWindows should be sorted bottom->top, for tiled it doesn't matter.
// TODO: make an actual Z-system
for (auto& w : m_lWindows) { for (auto& w : m_lWindows) {
wlr_box box = {w.m_vRealPosition.x, w.m_vRealPosition.y, w.m_vRealSize.x, w.m_vRealSize.y}; wlr_box box = {w.m_vRealPosition.x, w.m_vRealPosition.y, w.m_vRealSize.x, w.m_vRealSize.y};
if (w.m_bIsFloating && w.m_bIsMapped && wlr_box_contains_point(&box, m_sWLRCursor->x, m_sWLRCursor->y) && isWorkspaceVisible(w.m_iWorkspaceID)) if (w.m_bIsFloating && w.m_bIsMapped && wlr_box_contains_point(&box, m_sWLRCursor->x, m_sWLRCursor->y) && isWorkspaceVisible(w.m_iWorkspaceID))
@ -292,8 +290,7 @@ CWindow* CCompositor::vectorToWindowIdeal(const Vector2D& pos) {
CWindow* CCompositor::windowFromCursor() { CWindow* CCompositor::windowFromCursor() {
const auto PMONITOR = getMonitorFromCursor(); const auto PMONITOR = getMonitorFromCursor();
// first loop over floating cuz they're above // first loop over floating cuz they're above, m_lWindows should be sorted bottom->top, for tiled it doesn't matter.
// TODO: make an actual Z-system
for (auto& w : m_lWindows) { for (auto& w : m_lWindows) {
wlr_box box = {w.m_vRealPosition.x, w.m_vRealPosition.y, w.m_vRealSize.x, w.m_vRealSize.y}; wlr_box box = {w.m_vRealPosition.x, w.m_vRealPosition.y, w.m_vRealSize.x, w.m_vRealSize.y};
if (wlr_box_contains_point(&box, m_sWLRCursor->x, m_sWLRCursor->y) && w.m_bIsMapped && w.m_bIsFloating && isWorkspaceVisible(w.m_iWorkspaceID)) if (wlr_box_contains_point(&box, m_sWLRCursor->x, m_sWLRCursor->y) && w.m_bIsMapped && w.m_bIsFloating && isWorkspaceVisible(w.m_iWorkspaceID))
@ -533,3 +530,15 @@ bool CCompositor::isWindowActive(CWindow* pWindow) {
return PSURFACE == m_pLastFocus || pWindow == m_pLastWindow; return PSURFACE == m_pLastFocus || pWindow == m_pLastWindow;
} }
void CCompositor::moveWindowToTop(CWindow* pWindow) {
if (!windowValidMapped(pWindow))
return;
for (auto it = m_lWindows.begin(); it != m_lWindows.end(); ++it) {
if (&(*it) == pWindow) {
m_lWindows.splice(m_lWindows.end(), m_lWindows, it);
break;
}
}
}

View file

@ -94,6 +94,7 @@ public:
CWindow* getFullscreenWindowOnWorkspace(const int&); CWindow* getFullscreenWindowOnWorkspace(const int&);
bool doesSeatAcceptInput(wlr_surface*); bool doesSeatAcceptInput(wlr_surface*);
bool isWindowActive(CWindow*); bool isWindowActive(CWindow*);
void moveWindowToTop(CWindow*);
private: private:
void initAllSignals(); void initAllSignals();

View file

@ -304,6 +304,8 @@ void CHyprDwindleLayout::changeWindowFloatingMode(CWindow* pWindow) {
pWindow->m_vRealSize = PSAVEDSIZE; pWindow->m_vRealSize = PSAVEDSIZE;
} else { } else {
onWindowRemoved(pWindow); onWindowRemoved(pWindow);
g_pCompositor->moveWindowToTop(pWindow);
} }
} }
@ -327,6 +329,7 @@ void CHyprDwindleLayout::onBeginDragWindow() {
if (!DRAGGINGWINDOW->m_bIsFloating) { if (!DRAGGINGWINDOW->m_bIsFloating) {
DRAGGINGWINDOW->m_bDraggingTiled = true; DRAGGINGWINDOW->m_bDraggingTiled = true;
changeWindowFloatingMode(DRAGGINGWINDOW); changeWindowFloatingMode(DRAGGINGWINDOW);
DRAGGINGWINDOW->m_bIsFloating = true;
} else { } else {
DRAGGINGWINDOW->m_bDraggingTiled = false; DRAGGINGWINDOW->m_bDraggingTiled = false;
} }
@ -339,8 +342,11 @@ void CHyprDwindleLayout::onBeginDragWindow() {
void CHyprDwindleLayout::onEndDragWindow() { void CHyprDwindleLayout::onEndDragWindow() {
const auto DRAGGINGWINDOW = g_pInputManager->currentlyDraggedWindow; const auto DRAGGINGWINDOW = g_pInputManager->currentlyDraggedWindow;
if (DRAGGINGWINDOW->m_bDraggingTiled) if (DRAGGINGWINDOW->m_bDraggingTiled) {
DRAGGINGWINDOW->m_bIsFloating = false;
changeWindowFloatingMode(DRAGGINGWINDOW); changeWindowFloatingMode(DRAGGINGWINDOW);
}
} }
void CHyprDwindleLayout::onMouseMove(const Vector2D& mousePos) { void CHyprDwindleLayout::onMouseMove(const Vector2D& mousePos) {
@ -419,6 +425,8 @@ void CHyprDwindleLayout::onWindowCreatedFloating(CWindow* pWindow) {
g_pXWaylandManager->setWindowSize(pWindow, pWindow->m_vRealSize); g_pXWaylandManager->setWindowSize(pWindow, pWindow->m_vRealSize);
g_pCompositor->fixXWaylandWindowsOnWorkspace(PMONITOR->activeWorkspace); g_pCompositor->fixXWaylandWindowsOnWorkspace(PMONITOR->activeWorkspace);
g_pCompositor->moveWindowToTop(pWindow);
} }
void CHyprDwindleLayout::fullscreenRequestForWindow(CWindow* pWindow) { void CHyprDwindleLayout::fullscreenRequestForWindow(CWindow* pWindow) {
@ -466,6 +474,8 @@ void CHyprDwindleLayout::fullscreenRequestForWindow(CWindow* pWindow) {
g_pXWaylandManager->setWindowSize(pWindow, pWindow->m_vRealSize); g_pXWaylandManager->setWindowSize(pWindow, pWindow->m_vRealSize);
} }
g_pCompositor->moveWindowToTop(pWindow);
// we need to fix XWayland windows by sending them to NARNIA // we need to fix XWayland windows by sending them to NARNIA
// because otherwise they'd still be recieving mouse events // because otherwise they'd still be recieving mouse events
g_pCompositor->fixXWaylandWindowsOnWorkspace(PMONITOR->activeWorkspace); g_pCompositor->fixXWaylandWindowsOnWorkspace(PMONITOR->activeWorkspace);