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scene: unify intersection logic in wlr_scene_node_at
Let's extract the common bits.
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b25759cd20
commit
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1 changed files with 13 additions and 18 deletions
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@ -445,36 +445,31 @@ struct wlr_scene_node *wlr_scene_node_at(struct wlr_scene_node *node,
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}
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}
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bool intersects = false;
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switch (node->type) {
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case WLR_SCENE_NODE_ROOT:
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case WLR_SCENE_NODE_TREE:
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break;
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case WLR_SCENE_NODE_SURFACE:;
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struct wlr_scene_surface *scene_surface = wlr_scene_surface_from_node(node);
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if (wlr_surface_point_accepts_input(scene_surface->surface, lx, ly)) {
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if (nx != NULL) {
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*nx = lx;
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}
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if (ny != NULL) {
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*ny = ly;
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}
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return &scene_surface->node;
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}
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intersects = wlr_surface_point_accepts_input(scene_surface->surface, lx, ly);
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break;
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case WLR_SCENE_NODE_RECT:;
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struct wlr_scene_rect *rect = scene_rect_from_node(node);
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if (lx >= 0 && lx < rect->width && ly >= 0 && ly < rect->height) {
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if (nx != NULL) {
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*nx = lx;
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}
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if (ny != NULL) {
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*ny = ly;
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}
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return &rect->node;
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}
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intersects = lx >= 0 && lx < rect->width && ly >= 0 && ly < rect->height;
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break;
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}
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if (intersects) {
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if (nx != NULL) {
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*nx = lx;
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}
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if (ny != NULL) {
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*ny = ly;
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}
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return node;
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}
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return NULL;
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}
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