tree/view: Do not clip to geometry if using CSD

If a floating window is using CSD, the geometry should not be used to
define the clipping region. Otherwise drop shadows and such may be
clipped excessively.
This commit is contained in:
thal 2024-03-02 17:17:51 -06:00 committed by Simon Ser
parent 9704152414
commit a168b20299

View file

@ -927,11 +927,14 @@ void view_update_size(struct sway_view *view) {
void view_center_and_clip_surface(struct sway_view *view) {
struct sway_container *con = view->container;
bool clip_to_geometry = true;
if (container_is_floating(con)) {
// We always center the current coordinates rather than the next, as the
// geometry immediately affects the currently active rendering.
int x = (int) fmax(0, (con->current.content_width - view->geometry.width) / 2);
int y = (int) fmax(0, (con->current.content_height - view->geometry.height) / 2);
clip_to_geometry = !view->using_csd;
wlr_scene_node_set_position(&view->content_tree->node, x, y);
} else {
@ -940,12 +943,16 @@ void view_center_and_clip_surface(struct sway_view *view) {
// only make sure to clip the content if there is content to clip
if (!wl_list_empty(&con->view->content_tree->children)) {
wlr_scene_subsurface_tree_set_clip(&con->view->content_tree->node, &(struct wlr_box){
struct wlr_box clip = {0};
if (clip_to_geometry) {
clip = (struct wlr_box){
.x = con->view->geometry.x,
.y = con->view->geometry.y,
.width = con->current.content_width,
.height = con->current.content_height,
});
};
}
wlr_scene_subsurface_tree_set_clip(&con->view->content_tree->node, &clip);
}
}