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scene: add functions to place node on top/bottom
These are very common operations for compositors (including tinywl) to perform.
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2 changed files with 26 additions and 0 deletions
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@ -139,6 +139,14 @@ void wlr_scene_node_place_above(struct wlr_scene_node *node,
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*/
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void wlr_scene_node_place_below(struct wlr_scene_node *node,
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struct wlr_scene_node *sibling);
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/**
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* Move the node above all of its sibling nodes.
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*/
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void wlr_scene_node_raise_to_top(struct wlr_scene_node *node);
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/**
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* Move the node below all of its sibling nodes.
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*/
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void wlr_scene_node_lower_to_bottom(struct wlr_scene_node *node);
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/**
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* Move the node to another location in the tree.
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*/
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@ -470,6 +470,24 @@ void wlr_scene_node_place_below(struct wlr_scene_node *node,
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scene_node_damage_whole(sibling);
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}
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void wlr_scene_node_raise_to_top(struct wlr_scene_node *node) {
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struct wlr_scene_node *current_top = wl_container_of(
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node->parent->state.children.prev, current_top, state.link);
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if (node == current_top) {
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return;
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}
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wlr_scene_node_place_above(node, current_top);
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}
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void wlr_scene_node_lower_to_bottom(struct wlr_scene_node *node) {
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struct wlr_scene_node *current_bottom = wl_container_of(
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node->parent->state.children.prev, current_bottom, state.link);
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if (node == current_bottom) {
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return;
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}
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wlr_scene_node_place_below(node, current_bottom);
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}
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void wlr_scene_node_reparent(struct wlr_scene_node *node,
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struct wlr_scene_node *new_parent) {
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assert(node->type != WLR_SCENE_NODE_ROOT && new_parent != NULL);
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