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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.
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9704152414
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@ -927,11 +927,14 @@ void view_update_size(struct sway_view *view) {
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void view_center_and_clip_surface(struct sway_view *view) {
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struct sway_container *con = view->container;
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bool clip_to_geometry = true;
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if (container_is_floating(con)) {
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// We always center the current coordinates rather than the next, as the
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// geometry immediately affects the currently active rendering.
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int x = (int) fmax(0, (con->current.content_width - view->geometry.width) / 2);
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int y = (int) fmax(0, (con->current.content_height - view->geometry.height) / 2);
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clip_to_geometry = !view->using_csd;
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wlr_scene_node_set_position(&view->content_tree->node, x, y);
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} else {
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@ -940,12 +943,16 @@ void view_center_and_clip_surface(struct sway_view *view) {
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// only make sure to clip the content if there is content to clip
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if (!wl_list_empty(&con->view->content_tree->children)) {
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wlr_scene_subsurface_tree_set_clip(&con->view->content_tree->node, &(struct wlr_box){
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.x = con->view->geometry.x,
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.y = con->view->geometry.y,
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.width = con->current.content_width,
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.height = con->current.content_height,
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});
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struct wlr_box clip = {0};
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if (clip_to_geometry) {
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clip = (struct wlr_box){
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.x = con->view->geometry.x,
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.y = con->view->geometry.y,
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.width = con->current.content_width,
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.height = con->current.content_height,
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};
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}
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wlr_scene_subsurface_tree_set_clip(&con->view->content_tree->node, &clip);
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}
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}
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