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Fullscreen rendering and input fixes.
* Render background when using fullscreen, because transparency. * Check that fullscreen surface allows input. * Don't look for surfaces in top layer if there's a fullscreen view.
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@ -280,11 +280,11 @@ static void render_output(struct sway_output *output, struct timespec *when,
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struct sway_container *workspace = output_get_active_workspace(output);
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render_layer(output, &output->layers[ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND]);
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if (workspace->sway_workspace->fullscreen) {
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render_container(output, workspace->sway_workspace->fullscreen->swayc);
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} else {
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render_layer(output,
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&output->layers[ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND]);
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render_layer(output, &output->layers[ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM]);
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render_container(output, workspace);
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@ -84,19 +84,22 @@ static struct sway_container *container_at_cursor(struct sway_cursor *cursor,
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ox, oy, sx, sy))) {
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return ws;
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}
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if (ws->sway_workspace->fullscreen) {
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struct wlr_surface *wlr_surface = ws->sway_workspace->fullscreen->surface;
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if (wlr_surface_point_accepts_input(wlr_surface, ox, oy)) {
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*sx = ox;
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*sy = oy;
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*surface = wlr_surface;
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return ws->sway_workspace->fullscreen->swayc;
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}
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return NULL;
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}
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if ((*surface = layer_surface_at(output,
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&output->layers[ZWLR_LAYER_SHELL_V1_LAYER_TOP],
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ox, oy, sx, sy))) {
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return ws;
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}
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if (ws->sway_workspace->fullscreen) {
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*sx = ox;
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*sy = oy;
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*surface = ws->sway_workspace->fullscreen->surface;
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return ws->sway_workspace->fullscreen->swayc;
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}
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struct sway_container *c;
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if ((c = container_at(ws, cursor->cursor->x, cursor->cursor->y,
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surface, sx, sy))) {
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