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layers: restrict layer-shell on-demand focus on map
...so that clients with on-demand keyboard interactivity in the background/bottom/top layers do not steal focus. The reason for this is to avoid desktop components like panels and desktops from stealing keyboard focus if they are re-started. We still let such clients in the overlay layer get focus on map so that for example labnag with its default <prompt> setting take keyboard focus on map, whilst still letting users click on something else to move focus away. Fixes: #3167
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a672e8a9fd
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1 changed files with 26 additions and 2 deletions
28
src/layers.c
28
src/layers.c
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@ -382,12 +382,19 @@ handle_unmap(struct wl_listener *listener, void *data)
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layer->being_unmapped = false;
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}
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static bool
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is_overlay(struct wlr_layer_surface_v1 *layer_surface)
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{
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return layer_surface->current.layer == ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY;
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}
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static void
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handle_map(struct wl_listener *listener, void *data)
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{
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struct lab_layer_surface *layer = wl_container_of(listener, layer, map);
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struct wlr_output *wlr_output =
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layer->scene_layer_surface->layer_surface->output;
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struct wlr_layer_surface_v1 *layer_surface =
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layer->scene_layer_surface->layer_surface;
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struct wlr_output *wlr_output = layer_surface->output;
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if (wlr_output) {
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output_update_usable_area(wlr_output->data);
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}
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@ -399,6 +406,23 @@ handle_map(struct wl_listener *listener, void *data)
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* the scene. See wlr_scene_surface_create() documentation.
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*/
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/*
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* Layer-shell clients with exclusive interactivity always get focus,
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* whereas on-demand ones only get it when in the overlay layer. We
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* could make this configurable, but for the time being this default
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* behaviour strikes a balance between:
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*
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* 1. Giving overlay, on-demand clients (like labnag with the default
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* <prompt> settings) keyboard focus.
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* 2. Preventing desktop components like panels and desktops from
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* stealing keyboard focus on re-start. On compositor start, this
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* is not really a problem, but if any such client restarts later,
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* focus-stealing is unlikely to be desirable.
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*/
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if (!is_overlay(layer_surface) && is_on_demand(layer_surface)) {
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return;
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}
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struct seat *seat = &layer->server->seat;
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layer_try_set_focus(seat, layer->scene_layer_surface->layer_surface);
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}
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