Use "raycasting" for determining focus for floating windows

Floating containers and their surfaces are ordered in "raised last".
This is used to detect the topmost surface and thus the focus.
This commit is contained in:
Jonathan Buch 2018-10-03 11:05:30 +02:00
parent 7727d54faf
commit 7e978d7a4c
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GPG Key ID: 9C46821E98B3343B

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@ -151,10 +151,10 @@ struct sway_container *container_find_child(struct sway_container *container,
return NULL;
}
static void surface_at_view(struct sway_container *con, double lx, double ly,
static struct sway_container *surface_at_view(struct sway_container *con, double lx, double ly,
struct wlr_surface **surface, double *sx, double *sy) {
if (!sway_assert(con->view, "Expected a view")) {
return;
return NULL;
}
struct sway_view *view = con->view;
double view_sx = lx - view->x + view->geometry.x;
@ -184,7 +184,9 @@ static void surface_at_view(struct sway_container *con, double lx, double ly,
*sx = _sx;
*sy = _sy;
*surface = _surface;
return con;
}
return NULL;
}
/**
@ -354,46 +356,16 @@ static bool surface_is_popup(struct wlr_surface *surface) {
struct sway_container *container_at(struct sway_workspace *workspace,
double lx, double ly,
struct wlr_surface **surface, double *sx, double *sy) {
struct sway_container *c;
// Focused view's popups
struct sway_seat *seat = input_manager_current_seat(input_manager);
struct sway_container *focus = seat_get_focused_container(seat);
bool is_floating = focus && container_is_floating_or_child(focus);
// Focused view's popups
if (focus && focus->view) {
surface_at_view(focus, lx, ly, surface, sx, sy);
if (*surface && surface_is_popup(*surface)) {
return focus;
}
*surface = NULL;
}
// If focused is floating, focused view's non-popups
if (focus && focus->view && is_floating) {
// only switch to unfocused container if focused container has no menus open
bool has_subsurfaces = wl_list_length(&focus->view->surface->subsurfaces) > 0;
c = floating_container_at(lx, ly, surface, sx, sy);
if (!has_subsurfaces && c && c->view && *surface && c != focus) {
struct sway_container *c = NULL;
// First cast a ray to handle floating windows
for (int i = workspace->floating->length - 1; i >= 0; --i) {
struct sway_container *cn = workspace->floating->items[i];
if (cn->view && (c = surface_at_view(cn, lx, ly, surface, sx, sy))) {
return c;
}
}
surface_at_view(focus, lx, ly, surface, sx, sy);
if (*surface) {
return focus;
}
*surface = NULL;
}
// Floating (non-focused)
if ((c = floating_container_at(lx, ly, surface, sx, sy))) {
return c;
}
// If focused is tiling, focused view's non-popups
if (focus && focus->view && !is_floating) {
surface_at_view(focus, lx, ly, surface, sx, sy);
if (*surface) {
return focus;
}
*surface = NULL;
}
// Tiling (non-focused)
if ((c = tiling_container_at(&workspace->node, lx, ly, surface, sx, sy))) {
return c;