renderer: separate workspace window render logic
Makes the logic used to render stuff over the windows (special, popups, ime, lockscreen) unified by yeeting the workspace window logic (which is separate cuz fullscreen windows) into their own funcs. Fixes #2053
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2 changed files with 79 additions and 129 deletions
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@ -77,7 +77,8 @@ class CHyprRenderer {
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private:
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void arrangeLayerArray(CMonitor*, const std::vector<std::unique_ptr<SLayerSurface>>&, bool, wlr_box*);
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void renderWorkspaceWithFullscreenWindow(CMonitor*, CWorkspace*, timespec*);
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void renderWorkspaceWindowsFullscreen(CMonitor*, CWorkspace*, timespec*); // renders workspace windows (fullscreen) (tiled, floating, pinned, but no special)
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void renderWorkspaceWindows(CMonitor*, CWorkspace*, timespec*); // renders workspace windows (no fullscreen) (tiled, floating, pinned, but no special)
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void renderWindow(CWindow*, CMonitor*, timespec*, bool, eRenderPassMode, bool ignorePosition = false, bool ignoreAllGeometry = false);
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void renderLayer(SLayerSurface*, CMonitor*, timespec*);
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void renderSessionLockSurface(SSessionLockSurface*, CMonitor*, timespec*);
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