Use "raycasting" for determining focus for floating windows
Floating containers and their surfaces are ordered in "raised last".
This is used to detect the topmost surface and thus the focus.
@@ -151,10 +151,10 @@ struct sway_container *container_find_child(struct sway_container *container,
return NULL;
}
-static void surface_at_view(struct sway_container *con, double lx, double ly,
+static struct sway_container *surface_at_view(struct sway_container *con, double lx, double ly,
struct wlr_surface **surface, double *sx, double *sy) {
if (!sway_assert(con->view, "Expected a view")) {
- return;
+ return NULL;
}
struct sway_view *view = con->view;
double view_sx = lx - view->x + view->geometry.x;
@@ -184,7 +184,9 @@ static void surface_at_view(struct sway_container *con, double lx, double ly,
*sx = _sx;
*sy = _sy;
*surface = _surface;
+ return con;
}
+ return NULL;
}
/**
@@ -354,46 +356,16 @@ static bool surface_is_popup(struct wlr_surface *surface) {
struct sway_container *container_at(struct sway_workspace *workspace,
double lx, double ly,
struct wlr_surface **surface, double *sx, double *sy) {
- struct sway_container *c;
- // Focused view's popups
- struct sway_seat *seat = input_manager_current_seat(input_manager);
- struct sway_container *focus = seat_get_focused_container(seat);
- bool is_floating = focus && container_is_floating_or_child(focus);
- // Focused view's popups
- if (focus && focus->view) {
- surface_at_view(focus, lx, ly, surface, sx, sy);
- if (*surface && surface_is_popup(*surface)) {
- return focus;
- }
- *surface = NULL;
- }
- // If focused is floating, focused view's non-popups
- if (focus && focus->view && is_floating) {
- // only switch to unfocused container if focused container has no menus open
- bool has_subsurfaces = wl_list_length(&focus->view->surface->subsurfaces) > 0;
- c = floating_container_at(lx, ly, surface, sx, sy);
- if (!has_subsurfaces && c && c->view && *surface && c != focus) {
- return c;
- }
+ struct sway_container *c = NULL;
- surface_at_view(focus, lx, ly, surface, sx, sy);
- if (*surface) {
- return focus;
- }
- *surface = NULL;
- }
- // Floating (non-focused)
- if ((c = floating_container_at(lx, ly, surface, sx, sy))) {
+ // First cast a ray to handle floating windows
+ for (int i = workspace->floating->length - 1; i >= 0; --i) {
+ struct sway_container *cn = workspace->floating->items[i];
+ if (cn->view && (c = surface_at_view(cn, lx, ly, surface, sx, sy))) {
return c;
}
- // If focused is tiling, focused view's non-popups
- if (focus && focus->view && !is_floating) {
- surface_at_view(focus, lx, ly, surface, sx, sy);
- if (*surface) {
- return focus;
- }
- *surface = NULL;
}
+
// Tiling (non-focused)
if ((c = tiling_container_at(&workspace->node, lx, ly, surface, sx, sy))) {
return c;
