scene: unify intersection logic in wlr_scene_node_at

Let's extract the common bits.
This commit is contained in:
Simon Ser 2021-09-20 18:32:44 +02:00 committed by Simon Zeni
parent b25759cd20
commit f6f0e010d1

View file

@ -445,34 +445,29 @@ struct wlr_scene_node *wlr_scene_node_at(struct wlr_scene_node *node,
}
}
bool intersects = false;
switch (node->type) {
case WLR_SCENE_NODE_ROOT:
case WLR_SCENE_NODE_TREE:
break;
case WLR_SCENE_NODE_SURFACE:;
struct wlr_scene_surface *scene_surface = wlr_scene_surface_from_node(node);
if (wlr_surface_point_accepts_input(scene_surface->surface, lx, ly)) {
if (nx != NULL) {
*nx = lx;
}
if (ny != NULL) {
*ny = ly;
}
return &scene_surface->node;
}
intersects = wlr_surface_point_accepts_input(scene_surface->surface, lx, ly);
break;
case WLR_SCENE_NODE_RECT:;
struct wlr_scene_rect *rect = scene_rect_from_node(node);
if (lx >= 0 && lx < rect->width && ly >= 0 && ly < rect->height) {
intersects = lx >= 0 && lx < rect->width && ly >= 0 && ly < rect->height;
break;
}
if (intersects) {
if (nx != NULL) {
*nx = lx;
}
if (ny != NULL) {
*ny = ly;
}
return &rect->node;
}
break;
return node;
}
return NULL;