Fix reversed order of window rendering

This commit is contained in:
Ottatop 2023-09-02 20:26:11 -05:00
parent ce5ed0db69
commit 87a8f29298
6 changed files with 30 additions and 29 deletions

View file

@ -236,6 +236,8 @@ pub fn run_winit() -> anyhow::Result<()> {
let full_redraw = &mut backend.full_redraw;
*full_redraw = full_redraw.saturating_sub(1);
state.focus_state.fix_up_focus(&mut state.space);
let output_render_elements = crate::render::generate_render_elements(
&state.space,
&state.windows,

View file

@ -50,9 +50,7 @@ impl FocusState {
/// to back to correct their z locations.
pub fn fix_up_focus(&self, space: &mut Space<WindowElement>) {
for win in self.focus_stack.iter() {
if let Some(loc) = space.element_location(win) {
space.map_element(win.clone(), loc, false);
}
space.raise_element(win, false);
}
}
}

View file

@ -130,7 +130,7 @@ impl CompositorHandler for State {
// correct focus layering
// TODO: maybe do this at the end of every event loop cycle instead?
self.focus_state.fix_up_focus(&mut self.space);
// self.focus_state.fix_up_focus(&mut self.space);
}
fn client_compositor_state<'a>(&self, client: &'a Client) -> &'a CompositorClientState {

View file

@ -2,7 +2,7 @@
use itertools::{Either, Itertools};
use smithay::{
desktop::layer_map_for_output,
desktop::{layer_map_for_output, space::SpaceElement},
output::Output,
utils::{Logical, Point, Rectangle, Size},
};
@ -462,13 +462,27 @@ impl State {
}
}
// TODO: don't use the focused output, use the outputs the two windows are on
let output = self
.focus_state
.focused_output
.clone()
.expect("no focused output");
self.update_windows(&output);
// self.re_layout(&output);
// Some windows just don't want to commit on a timely basis, like VS Code on Wayland,
// unless their sizes change. In this case, if the two windows have the same size,
// just map them to the other's location instead of going through update_windows().
if win1.geometry().size == win2.geometry().size {
let win1_loc = self.space.element_location(win1);
let win2_loc = self.space.element_location(win2);
if let Some(win1_loc) = win1_loc {
if let Some(win2_loc) = win2_loc {
self.space.map_element(win1.clone(), win2_loc, false);
self.space.map_element(win2.clone(), win1_loc, false);
}
}
} else {
// TODO: don't use the focused output, use the outputs the two windows are on
let output = self
.focus_state
.focused_output
.clone()
.expect("no focused output");
self.update_windows(&output);
}
}
}

View file

@ -271,14 +271,8 @@ where
overlay,
} = layer_render_elements(output, renderer);
let tags = space
.outputs()
.flat_map(|op| {
op.with_state(|state| state.focused_tags().cloned().collect::<Vec<_>>())
})
.collect::<Vec<_>>();
let window_render_elements: Vec<WaylandSurfaceRenderElement<R>> =
Tag::tag_render_elements(&tags, windows, space, renderer);
Tag::tag_render_elements(windows, space, renderer);
let mut output_render_elements =
Vec::<OutputRenderElements<R, WaylandSurfaceRenderElement<R>>>::new();

View file

@ -120,7 +120,6 @@ impl Tag {
/// Get the render_elements for the provided tags.
pub fn tag_render_elements<R, C>(
tags: &[Tag],
windows: &[WindowElement],
space: &Space<WindowElement>,
renderer: &mut R,
@ -132,14 +131,8 @@ impl Tag {
{
let elements = windows
.iter()
.filter(|win| {
win.with_state(|state| {
state
.tags
.iter()
.any(|tag| tags.iter().any(|tag2| tag == tag2))
})
})
.rev() // rev because I treat the focus stack backwards vs how the renderer orders it
.filter(|win| win.is_on_active_tag(space.outputs()))
.flat_map(|win| {
// subtract win.geometry().loc to align decorations correctly
let loc = (space.element_location(win).unwrap_or((0, 0).into())