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container: retain focus position on floating enable
When a tiling container is floated, the focus stack needs to be appropraitely modified to return the container to its original position in the tree upon floating disable, like i3.
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1a72049c04
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@ -821,6 +821,8 @@ void container_set_floating(struct sway_container *container, bool enable) {
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struct sway_seat *seat = input_manager_current_seat();
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struct sway_seat *seat = input_manager_current_seat();
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struct sway_workspace *workspace = container->pending.workspace;
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struct sway_workspace *workspace = container->pending.workspace;
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struct sway_container *focus = seat_get_focused_container(seat);
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bool set_focus = focus == container;
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if (enable) {
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if (enable) {
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struct sway_container *old_parent = container->pending.parent;
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struct sway_container *old_parent = container->pending.parent;
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@ -835,6 +837,10 @@ void container_set_floating(struct sway_container *container, bool enable) {
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container_floating_set_default_size(container);
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container_floating_set_default_size(container);
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container_floating_resize_and_center(container);
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container_floating_resize_and_center(container);
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if (old_parent) {
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if (old_parent) {
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if (set_focus) {
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seat_set_raw_focus(seat, &old_parent->node);
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seat_set_raw_focus(seat, &container->node);
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}
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container_reap_empty(old_parent);
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container_reap_empty(old_parent);
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}
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}
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} else {
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} else {
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@ -846,7 +852,11 @@ void container_set_floating(struct sway_container *container, bool enable) {
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struct sway_container *reference =
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struct sway_container *reference =
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seat_get_focus_inactive_tiling(seat, workspace);
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seat_get_focus_inactive_tiling(seat, workspace);
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if (reference) {
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if (reference) {
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container_add_sibling(reference, container, 1);
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if (reference->view) {
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container_add_sibling(reference, container, 1);
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} else {
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container_add_child(reference, container);
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}
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container->pending.width = reference->pending.width;
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container->pending.width = reference->pending.width;
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container->pending.height = reference->pending.height;
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container->pending.height = reference->pending.height;
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} else {
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} else {
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