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	rootston: fix rotated subsurfaces
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					 2 changed files with 19 additions and 4 deletions
				
			
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					@ -102,8 +102,8 @@ struct roots_view *view_at(struct roots_desktop *desktop, double lx, double ly,
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			// Rotated coordinates
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								// Rotated coordinates
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			double rx = cos(view->rotation)*ox - sin(view->rotation)*oy,
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								double rx = cos(view->rotation)*ox - sin(view->rotation)*oy,
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				ry = cos(view->rotation)*oy + sin(view->rotation)*ox;
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									ry = cos(view->rotation)*oy + sin(view->rotation)*ox;
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			view_sx = (double)box.width/2 + rx;
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								view_sx = rx + (double)box.width/2;
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			view_sy = (double)box.height/2 + ry;
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								view_sy = ry + (double)box.height/2;
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		}
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							}
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		double sub_x, sub_y;
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							double sub_x, sub_y;
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					@ -56,9 +56,24 @@ static void render_surface(struct wlr_surface *surface,
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		struct wlr_subsurface *subsurface;
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							struct wlr_subsurface *subsurface;
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		wl_list_for_each(subsurface, &surface->subsurface_list, parent_link) {
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							wl_list_for_each(subsurface, &surface->subsurface_list, parent_link) {
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								double sx = subsurface->surface->current->subsurface_position.x,
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									sy = subsurface->surface->current->subsurface_position.y;
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								double sw = subsurface->surface->current->buffer_width,
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									sh = subsurface->surface->current->buffer_height;
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								if (rotation != 0.0) {
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									// Coordinates relative to the center of the subsurface
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									double ox = sx - (double)width/2 + sw/2,
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										oy = sy - (double)height/2 + sh/2;
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									// Rotated coordinates
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									double rx = cos(-rotation)*ox - sin(-rotation)*oy,
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										ry = cos(-rotation)*oy + sin(-rotation)*ox;
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									sx = rx + (double)width/2 - sw/2;
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									sy = ry + (double)height/2 - sh/2;
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								}
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			render_surface(subsurface->surface, desktop, wlr_output, when,
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								render_surface(subsurface->surface, desktop, wlr_output, when,
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				lx + subsurface->surface->current->subsurface_position.x,
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									lx + sx,
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				ly + subsurface->surface->current->subsurface_position.y,
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									ly + sy,
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				rotation);
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									rotation);
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		}
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							}
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	}
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						}
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