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https://github.com/glfw/glfw.git
synced 2024-11-21 20:44:35 +00:00
Wayland: Clarify fallback decoration struct name
We now have three window decoration paths in the Wayland backend: libdecor decorations, XDG decorations and fallback decorations. This makes it clearer when code relates to the fallback decoration path, which should increasingly (hopefully) not get used.
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d3a7362430
commit
5e97447dd5
@ -414,7 +414,7 @@ typedef struct _GLFWwindowWayland
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struct wl_buffer* buffer;
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struct wl_buffer* buffer;
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_GLFWdecorationWayland top, left, right, bottom;
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_GLFWdecorationWayland top, left, right, bottom;
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_GLFWdecorationSideWayland focus;
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_GLFWdecorationSideWayland focus;
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} decorations;
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} fallback;
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} _GLFWwindowWayland;
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} _GLFWwindowWayland;
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// Wayland-specific global data
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// Wayland-specific global data
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100
src/wl_window.c
100
src/wl_window.c
@ -226,25 +226,25 @@ static void createFallbackDecorations(_GLFWwindow* window)
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if (!_glfw.wl.viewporter)
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if (!_glfw.wl.viewporter)
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return;
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return;
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if (!window->wl.decorations.buffer)
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if (!window->wl.fallback.buffer)
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window->wl.decorations.buffer = createShmBuffer(&image);
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window->wl.fallback.buffer = createShmBuffer(&image);
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if (!window->wl.decorations.buffer)
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if (!window->wl.fallback.buffer)
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return;
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return;
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createFallbackDecoration(window, &window->wl.decorations.top, window->wl.surface,
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createFallbackDecoration(window, &window->wl.fallback.top, window->wl.surface,
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window->wl.decorations.buffer,
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window->wl.fallback.buffer,
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0, -GLFW_CAPTION_HEIGHT,
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0, -GLFW_CAPTION_HEIGHT,
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window->wl.width, GLFW_CAPTION_HEIGHT);
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window->wl.width, GLFW_CAPTION_HEIGHT);
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createFallbackDecoration(window, &window->wl.decorations.left, window->wl.surface,
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createFallbackDecoration(window, &window->wl.fallback.left, window->wl.surface,
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window->wl.decorations.buffer,
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window->wl.fallback.buffer,
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-GLFW_BORDER_SIZE, -GLFW_CAPTION_HEIGHT,
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-GLFW_BORDER_SIZE, -GLFW_CAPTION_HEIGHT,
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GLFW_BORDER_SIZE, window->wl.height + GLFW_CAPTION_HEIGHT);
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GLFW_BORDER_SIZE, window->wl.height + GLFW_CAPTION_HEIGHT);
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createFallbackDecoration(window, &window->wl.decorations.right, window->wl.surface,
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createFallbackDecoration(window, &window->wl.fallback.right, window->wl.surface,
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window->wl.decorations.buffer,
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window->wl.fallback.buffer,
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window->wl.width, -GLFW_CAPTION_HEIGHT,
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window->wl.width, -GLFW_CAPTION_HEIGHT,
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GLFW_BORDER_SIZE, window->wl.height + GLFW_CAPTION_HEIGHT);
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GLFW_BORDER_SIZE, window->wl.height + GLFW_CAPTION_HEIGHT);
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createFallbackDecoration(window, &window->wl.decorations.bottom, window->wl.surface,
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createFallbackDecoration(window, &window->wl.fallback.bottom, window->wl.surface,
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window->wl.decorations.buffer,
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window->wl.fallback.buffer,
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-GLFW_BORDER_SIZE, window->wl.height,
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-GLFW_BORDER_SIZE, window->wl.height,
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window->wl.width + GLFW_BORDER_SIZE * 2, GLFW_BORDER_SIZE);
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window->wl.width + GLFW_BORDER_SIZE * 2, GLFW_BORDER_SIZE);
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}
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}
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@ -264,10 +264,10 @@ static void destroyFallbackDecoration(_GLFWdecorationWayland* decoration)
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static void destroyFallbackDecorations(_GLFWwindow* window)
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static void destroyFallbackDecorations(_GLFWwindow* window)
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{
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{
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destroyFallbackDecoration(&window->wl.decorations.top);
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destroyFallbackDecoration(&window->wl.fallback.top);
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destroyFallbackDecoration(&window->wl.decorations.left);
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destroyFallbackDecoration(&window->wl.fallback.left);
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destroyFallbackDecoration(&window->wl.decorations.right);
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destroyFallbackDecoration(&window->wl.fallback.right);
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destroyFallbackDecoration(&window->wl.decorations.bottom);
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destroyFallbackDecoration(&window->wl.fallback.bottom);
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}
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}
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static void xdgDecorationHandleConfigure(void* userData,
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static void xdgDecorationHandleConfigure(void* userData,
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@ -325,28 +325,28 @@ static void resizeWindow(_GLFWwindow* window)
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{
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{
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resizeFramebuffer(window);
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resizeFramebuffer(window);
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if (!window->wl.decorations.top.surface)
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if (!window->wl.fallback.top.surface)
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return;
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return;
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wp_viewport_set_destination(window->wl.decorations.top.viewport,
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wp_viewport_set_destination(window->wl.fallback.top.viewport,
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window->wl.width, GLFW_CAPTION_HEIGHT);
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window->wl.width, GLFW_CAPTION_HEIGHT);
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wl_surface_commit(window->wl.decorations.top.surface);
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wl_surface_commit(window->wl.fallback.top.surface);
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wp_viewport_set_destination(window->wl.decorations.left.viewport,
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wp_viewport_set_destination(window->wl.fallback.left.viewport,
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GLFW_BORDER_SIZE, window->wl.height + GLFW_CAPTION_HEIGHT);
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GLFW_BORDER_SIZE, window->wl.height + GLFW_CAPTION_HEIGHT);
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wl_surface_commit(window->wl.decorations.left.surface);
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wl_surface_commit(window->wl.fallback.left.surface);
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wl_subsurface_set_position(window->wl.decorations.right.subsurface,
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wl_subsurface_set_position(window->wl.fallback.right.subsurface,
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window->wl.width, -GLFW_CAPTION_HEIGHT);
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window->wl.width, -GLFW_CAPTION_HEIGHT);
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wp_viewport_set_destination(window->wl.decorations.right.viewport,
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wp_viewport_set_destination(window->wl.fallback.right.viewport,
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GLFW_BORDER_SIZE, window->wl.height + GLFW_CAPTION_HEIGHT);
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GLFW_BORDER_SIZE, window->wl.height + GLFW_CAPTION_HEIGHT);
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wl_surface_commit(window->wl.decorations.right.surface);
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wl_surface_commit(window->wl.fallback.right.surface);
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wl_subsurface_set_position(window->wl.decorations.bottom.subsurface,
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wl_subsurface_set_position(window->wl.fallback.bottom.subsurface,
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-GLFW_BORDER_SIZE, window->wl.height);
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-GLFW_BORDER_SIZE, window->wl.height);
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wp_viewport_set_destination(window->wl.decorations.bottom.viewport,
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wp_viewport_set_destination(window->wl.fallback.bottom.viewport,
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window->wl.width + GLFW_BORDER_SIZE * 2, GLFW_BORDER_SIZE);
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window->wl.width + GLFW_BORDER_SIZE * 2, GLFW_BORDER_SIZE);
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wl_surface_commit(window->wl.decorations.bottom.surface);
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wl_surface_commit(window->wl.fallback.bottom.surface);
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}
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}
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void _glfwUpdateContentScaleWayland(_GLFWwindow* window)
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void _glfwUpdateContentScaleWayland(_GLFWwindow* window)
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@ -466,7 +466,7 @@ static void acquireMonitor(_GLFWwindow* window)
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setIdleInhibitor(window, GLFW_TRUE);
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setIdleInhibitor(window, GLFW_TRUE);
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if (window->wl.decorations.top.surface)
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if (window->wl.fallback.top.surface)
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destroyFallbackDecorations(window);
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destroyFallbackDecorations(window);
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}
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}
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@ -522,7 +522,7 @@ static void xdgToplevelHandleConfigure(void* userData,
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if (width && height)
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if (width && height)
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{
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{
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if (window->wl.decorations.top.surface)
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if (window->wl.fallback.top.surface)
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{
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{
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window->wl.pending.width = _glfw_max(0, width - GLFW_BORDER_SIZE * 2);
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window->wl.pending.width = _glfw_max(0, width - GLFW_BORDER_SIZE * 2);
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window->wl.pending.height =
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window->wl.pending.height =
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@ -882,7 +882,7 @@ static GLFWbool createXdgShellObjects(_GLFWwindow* window)
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int minwidth = window->minwidth;
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int minwidth = window->minwidth;
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int minheight = window->minheight;
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int minheight = window->minheight;
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if (window->wl.decorations.top.surface)
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if (window->wl.fallback.top.surface)
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{
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{
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minwidth += GLFW_BORDER_SIZE * 2;
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minwidth += GLFW_BORDER_SIZE * 2;
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minheight += GLFW_CAPTION_HEIGHT + GLFW_BORDER_SIZE;
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minheight += GLFW_CAPTION_HEIGHT + GLFW_BORDER_SIZE;
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@ -896,7 +896,7 @@ static GLFWbool createXdgShellObjects(_GLFWwindow* window)
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int maxwidth = window->maxwidth;
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int maxwidth = window->maxwidth;
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int maxheight = window->maxheight;
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int maxheight = window->maxheight;
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if (window->wl.decorations.top.surface)
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if (window->wl.fallback.top.surface)
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{
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{
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maxwidth += GLFW_BORDER_SIZE * 2;
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maxwidth += GLFW_BORDER_SIZE * 2;
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maxheight += GLFW_CAPTION_HEIGHT + GLFW_BORDER_SIZE;
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maxheight += GLFW_CAPTION_HEIGHT + GLFW_BORDER_SIZE;
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@ -1025,7 +1025,7 @@ static void incrementCursorImage(_GLFWwindow* window)
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{
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{
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_GLFWcursor* cursor;
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_GLFWcursor* cursor;
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if (!window || window->wl.decorations.focus != GLFW_MAIN_WINDOW)
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if (!window || window->wl.fallback.focus != GLFW_MAIN_WINDOW)
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return;
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return;
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cursor = window->wl.currentCursor;
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cursor = window->wl.currentCursor;
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@ -1276,16 +1276,16 @@ static void pointerHandleEnter(void* userData,
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_GLFWwindow* window = wl_surface_get_user_data(surface);
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_GLFWwindow* window = wl_surface_get_user_data(surface);
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if (surface == window->wl.decorations.top.surface)
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if (surface == window->wl.fallback.top.surface)
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window->wl.decorations.focus = GLFW_TOP_DECORATION;
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window->wl.fallback.focus = GLFW_TOP_DECORATION;
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else if (surface == window->wl.decorations.left.surface)
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else if (surface == window->wl.fallback.left.surface)
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window->wl.decorations.focus = GLFW_LEFT_DECORATION;
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window->wl.fallback.focus = GLFW_LEFT_DECORATION;
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else if (surface == window->wl.decorations.right.surface)
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else if (surface == window->wl.fallback.right.surface)
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window->wl.decorations.focus = GLFW_RIGHT_DECORATION;
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window->wl.fallback.focus = GLFW_RIGHT_DECORATION;
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else if (surface == window->wl.decorations.bottom.surface)
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else if (surface == window->wl.fallback.bottom.surface)
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window->wl.decorations.focus = GLFW_BOTTOM_DECORATION;
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window->wl.fallback.focus = GLFW_BOTTOM_DECORATION;
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else
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else
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window->wl.decorations.focus = GLFW_MAIN_WINDOW;
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window->wl.fallback.focus = GLFW_MAIN_WINDOW;
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_glfw.wl.serial = serial;
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_glfw.wl.serial = serial;
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_glfw.wl.pointerEnterSerial = serial;
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_glfw.wl.pointerEnterSerial = serial;
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@ -1340,7 +1340,7 @@ static void pointerHandleMotion(void* userData,
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const char* cursorName = NULL;
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const char* cursorName = NULL;
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switch (window->wl.decorations.focus)
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switch (window->wl.fallback.focus)
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{
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{
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case GLFW_MAIN_WINDOW:
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case GLFW_MAIN_WINDOW:
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_glfw.wl.cursorPreviousName = NULL;
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_glfw.wl.cursorPreviousName = NULL;
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@ -1431,7 +1431,7 @@ static void pointerHandleButton(void* userData,
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return;
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return;
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if (button == BTN_LEFT)
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if (button == BTN_LEFT)
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{
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{
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switch (window->wl.decorations.focus)
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switch (window->wl.fallback.focus)
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{
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{
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case GLFW_MAIN_WINDOW:
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case GLFW_MAIN_WINDOW:
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break;
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break;
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@ -1473,7 +1473,7 @@ static void pointerHandleButton(void* userData,
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}
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}
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else if (button == BTN_RIGHT)
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else if (button == BTN_RIGHT)
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{
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{
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if (window->wl.decorations.focus != GLFW_MAIN_WINDOW &&
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if (window->wl.fallback.focus != GLFW_MAIN_WINDOW &&
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window->wl.xdg.toplevel)
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window->wl.xdg.toplevel)
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{
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{
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xdg_toplevel_show_window_menu(window->wl.xdg.toplevel,
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xdg_toplevel_show_window_menu(window->wl.xdg.toplevel,
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@ -1485,7 +1485,7 @@ static void pointerHandleButton(void* userData,
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}
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}
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// Don’t pass the button to the user if it was related to a decoration.
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// Don’t pass the button to the user if it was related to a decoration.
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if (window->wl.decorations.focus != GLFW_MAIN_WINDOW)
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if (window->wl.fallback.focus != GLFW_MAIN_WINDOW)
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return;
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return;
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_glfw.wl.serial = serial;
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_glfw.wl.serial = serial;
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@ -2100,8 +2100,8 @@ void _glfwDestroyWindowWayland(_GLFWwindow* window)
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destroyShellObjects(window);
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destroyShellObjects(window);
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if (window->wl.decorations.buffer)
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if (window->wl.fallback.buffer)
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wl_buffer_destroy(window->wl.decorations.buffer);
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wl_buffer_destroy(window->wl.fallback.buffer);
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if (window->wl.egl.window)
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if (window->wl.egl.window)
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wl_egl_window_destroy(window->wl.egl.window);
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wl_egl_window_destroy(window->wl.egl.window);
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@ -2205,7 +2205,7 @@ void _glfwSetWindowSizeLimitsWayland(_GLFWwindow* window,
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minwidth = minheight = 0;
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minwidth = minheight = 0;
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else
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else
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{
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{
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if (window->wl.decorations.top.surface)
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if (window->wl.fallback.top.surface)
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{
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{
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minwidth += GLFW_BORDER_SIZE * 2;
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minwidth += GLFW_BORDER_SIZE * 2;
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minheight += GLFW_CAPTION_HEIGHT + GLFW_BORDER_SIZE;
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minheight += GLFW_CAPTION_HEIGHT + GLFW_BORDER_SIZE;
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@ -2216,7 +2216,7 @@ void _glfwSetWindowSizeLimitsWayland(_GLFWwindow* window,
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maxwidth = maxheight = 0;
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maxwidth = maxheight = 0;
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else
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else
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{
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{
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if (window->wl.decorations.top.surface)
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if (window->wl.fallback.top.surface)
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{
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{
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maxwidth += GLFW_BORDER_SIZE * 2;
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maxwidth += GLFW_BORDER_SIZE * 2;
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maxheight += GLFW_CAPTION_HEIGHT + GLFW_BORDER_SIZE;
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maxheight += GLFW_CAPTION_HEIGHT + GLFW_BORDER_SIZE;
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@ -2279,7 +2279,7 @@ void _glfwGetWindowFrameSizeWayland(_GLFWwindow* window,
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int* left, int* top,
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int* left, int* top,
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int* right, int* bottom)
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int* right, int* bottom)
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{
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{
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if (window->wl.decorations.top.surface)
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if (window->wl.fallback.top.surface)
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{
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{
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if (top)
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if (top)
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*top = GLFW_CAPTION_HEIGHT;
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*top = GLFW_CAPTION_HEIGHT;
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@ -2926,7 +2926,7 @@ void _glfwSetCursorWayland(_GLFWwindow* window, _GLFWcursor* cursor)
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// If we're not in the correct window just save the cursor
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// If we're not in the correct window just save the cursor
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// the next time the pointer enters the window the cursor will change
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// the next time the pointer enters the window the cursor will change
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if (window != _glfw.wl.pointerFocus ||
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if (window != _glfw.wl.pointerFocus ||
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window->wl.decorations.focus != GLFW_MAIN_WINDOW)
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window->wl.fallback.focus != GLFW_MAIN_WINDOW)
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{
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{
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return;
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return;
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}
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}
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