opt: optimize code struct

This commit is contained in:
DreamMaoMao 2025-07-04 11:22:56 +08:00
parent 71bcc9dc6a
commit b94788daf2

View file

@ -3331,10 +3331,9 @@ void get_layer_target_geometry(LayerSurface *l, struct wlr_box *target_box) {
}
void maplayersurfacenotify(struct wl_listener *listener, void *data) {
int ji;
LayerSurface *l = wl_container_of(listener, l, map);
struct wlr_layer_surface_v1 *layer_surface = l->layer_surface;
int ji;
l->mapped = 1;
@ -3345,10 +3344,9 @@ void maplayersurfacenotify(struct wl_listener *listener, void *data) {
l->mon->last_surface_ws_name[sizeof(l->mon->last_surface_ws_name) - 1] =
'\0'; // 确保字符串以null结尾
struct wlr_box box;
get_layer_target_geometry(l, &box);
// 初始化几何位置
get_layer_target_geometry(l, &l->geom);
// 更新几何位置
l->noanim = 0;
l->dirty = false;
l->noblur = 0;
@ -3373,6 +3371,7 @@ void maplayersurfacenotify(struct wl_listener *listener, void *data) {
}
}
// 初始化阴影
if (layer_surface->current.exclusive_zone == 0 &&
layer_surface->current.layer != ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM &&
layer_surface->current.layer != ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND) {
@ -3382,12 +3381,9 @@ void maplayersurfacenotify(struct wl_listener *listener, void *data) {
wlr_scene_node_set_enabled(&l->shadow->node, true);
}
// 初始化动画
if (animations && layer_animations && !l->noanim) {
l->animation.action = OPEN;
l->geom.x = box.x;
l->geom.y = box.y;
l->geom.width = box.width;
l->geom.height = box.height;
layer_set_pending_state(l);
}
// 刷新布局让窗口能感应到exclude_zone变化以及设置独占表面
@ -3409,7 +3405,6 @@ void commitlayersurfacenotify(struct wl_listener *listener, void *data) {
struct wlr_scene_tree *scene_layer =
layers[layermap[layer_surface->current.layer]];
struct wlr_layer_surface_v1_state old_state;
struct wlr_layer_surface_v1 *wlr_layer_surface = l->layer_surface;
struct wlr_box box;
if (l->layer_surface->initial_commit) {
@ -3428,9 +3423,8 @@ void commitlayersurfacenotify(struct wl_listener *listener, void *data) {
get_layer_target_geometry(l, &box);
if (animations && layer_animations && !l->noanim && l->mapped &&
wlr_layer_surface->current.layer != ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM &&
wlr_layer_surface->current.layer !=
ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND &&
layer_surface->current.layer != ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM &&
layer_surface->current.layer != ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND &&
!wlr_box_equal(&box, &l->geom)) {
l->geom.x = box.x;
@ -3442,16 +3436,12 @@ void commitlayersurfacenotify(struct wl_listener *listener, void *data) {
layer_set_pending_state(l);
}
// wlr_scene_node_set_position(&l->scene->node, 10, 10);
// wlr_output_schedule_frame(l->mon->wlr_output);
if (blur && blur_layer) {
// 设置非背景layer模糊
if (!l->noblur &&
wlr_layer_surface->current.layer !=
ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM &&
wlr_layer_surface->current.layer !=
layer_surface->current.layer != ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM &&
layer_surface->current.layer !=
ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND) {
wlr_scene_node_for_each_buffer(&l->scene->node,
@ -3461,7 +3451,7 @@ void commitlayersurfacenotify(struct wl_listener *listener, void *data) {
if (blur) {
// 如果背景层发生变化,标记优化的模糊背景缓存需要更新
if (wlr_layer_surface->current.layer ==
if (layer_surface->current.layer ==
ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND) {
if (l->mon) {
wlr_scene_optimized_blur_mark_dirty(l->mon->blur);