destroy old client popups when focusing another client
Closes: https://github.com/djpohly/dwl/issues/408
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parent
0729f18dce
commit
72adab621f
24
dwl.c
24
dwl.c
@ -1203,7 +1203,9 @@ void
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focusclient(Client *c, int lift)
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{
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struct wlr_surface *old = seat->keyboard_state.focused_surface;
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int i, unused_lx, unused_ly;
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int i, unused_lx, unused_ly, old_client_type;
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Client *old_c = NULL;
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LayerSurface *old_l = NULL;
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if (locked)
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return;
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@ -1215,6 +1217,12 @@ focusclient(Client *c, int lift)
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if (c && client_surface(c) == old)
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return;
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if ((old_client_type = toplevel_from_wlr_surface(old, &old_c, &old_l)) == XDGShell) {
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struct wlr_xdg_popup *popup, *tmp;
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wl_list_for_each_safe(popup, tmp, &old_c->surface.xdg->popups, link)
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wlr_xdg_popup_destroy(popup);
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}
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/* Put the new client atop the focus stack and select its monitor */
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if (c && !client_is_unmanaged(c)) {
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wl_list_remove(&c->flink);
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@ -1235,19 +1243,17 @@ focusclient(Client *c, int lift)
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/* If an overlay is focused, don't focus or activate the client,
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* but only update its position in fstack to render its border with focuscolor
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* and focus it after the overlay is closed. */
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Client *w = NULL;
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LayerSurface *l = NULL;
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int type = toplevel_from_wlr_surface(old, &w, &l);
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if (type == LayerShell && wlr_scene_node_coords(&l->scene->node, &unused_lx, &unused_ly)
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&& l->layer_surface->current.layer >= ZWLR_LAYER_SHELL_V1_LAYER_TOP) {
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if (old_client_type == LayerShell && wlr_scene_node_coords(
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&old_l->scene->node, &unused_lx, &unused_ly)
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&& old_l->layer_surface->current.layer >= ZWLR_LAYER_SHELL_V1_LAYER_TOP) {
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return;
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} else if (w && w == exclusive_focus && client_wants_focus(w)) {
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} else if (old_c && old_c == exclusive_focus && client_wants_focus(old_c)) {
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return;
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/* Don't deactivate old client if the new one wants focus, as this causes issues with winecfg
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* and probably other clients */
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} else if (w && !client_is_unmanaged(w) && (!c || !client_wants_focus(c))) {
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} else if (old_c && !client_is_unmanaged(old_c) && (!c || !client_wants_focus(c))) {
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for (i = 0; i < 4; i++)
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wlr_scene_rect_set_color(w->border[i], bordercolor);
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wlr_scene_rect_set_color(old_c->border[i], bordercolor);
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client_activate_surface(old, 0);
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}
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