output: do not render an overlay for now

There are better ways to do this (i.e., custom shaders). We will get
back to this later.
This commit is contained in:
Jente Hidskes 2019-01-30 20:01:55 +01:00
parent 41d4ccfe44
commit 7de253386c

View file

@ -27,15 +27,6 @@
#include "server.h"
#include "view.h"
static void
render_overlay(struct wlr_renderer *renderer, struct wlr_output *output, int width, int height)
{
struct wlr_box box = { .width = width, .height = height };
float color[4] = { 0.0, 0.0, 0.0, 0.3 };
wlr_render_rect(renderer, &box, color, output->transform_matrix);
}
/* Used to move all of the data necessary to render a surface from the
* top-level frame handler to the per-surface render function. */
struct render_data {
@ -131,15 +122,6 @@ handle_output_frame(struct wl_listener *listener, void *data)
rdata.x = view->x;
rdata.y = view->y;
view_for_each_surface(view, render_surface, &rdata);
/* If this view is on top of the stack and has
children, draw an overlay over it. */
// TODO: replace this hacky mess with a transient_for
// pointer in cg_view or something and then draw an
// overlay over this cg_view only.
if (&view->link == output->server->views.prev &&
view_has_children(output->server, view)) {
render_overlay(renderer, output->wlr_output, width, height);
}
}
drag_icons_for_each_surface(output->server, render_surface, &rdata);