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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.
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1 changed files with 0 additions and 18 deletions
18
output.c
18
output.c
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@ -27,15 +27,6 @@
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#include "server.h"
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#include "server.h"
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#include "view.h"
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#include "view.h"
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static void
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render_overlay(struct wlr_renderer *renderer, struct wlr_output *output, int width, int height)
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{
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struct wlr_box box = { .width = width, .height = height };
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float color[4] = { 0.0, 0.0, 0.0, 0.3 };
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wlr_render_rect(renderer, &box, color, output->transform_matrix);
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}
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/* Used to move all of the data necessary to render a surface from the
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/* Used to move all of the data necessary to render a surface from the
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* top-level frame handler to the per-surface render function. */
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* top-level frame handler to the per-surface render function. */
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struct render_data {
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struct render_data {
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@ -131,15 +122,6 @@ handle_output_frame(struct wl_listener *listener, void *data)
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rdata.x = view->x;
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rdata.x = view->x;
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rdata.y = view->y;
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rdata.y = view->y;
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view_for_each_surface(view, render_surface, &rdata);
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view_for_each_surface(view, render_surface, &rdata);
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/* If this view is on top of the stack and has
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children, draw an overlay over it. */
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// TODO: replace this hacky mess with a transient_for
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// pointer in cg_view or something and then draw an
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// overlay over this cg_view only.
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if (&view->link == output->server->views.prev &&
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view_has_children(output->server, view)) {
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render_overlay(renderer, output->wlr_output, width, height);
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}
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}
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}
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drag_icons_for_each_surface(output->server, render_surface, &rdata);
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drag_icons_for_each_surface(output->server, render_surface, &rdata);
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