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authorJoan Bruguera Micó <joanbrugueram@gmail.com>2024-07-20 22:34:01 +0000
committerSimon Ser <contact@emersion.fr>2024-09-20 19:41:52 +0200
commit100f92a189b89e3c3199c87d4884a101e5c99742 (patch)
tree900a53a46730212399b0fb0aed4325b31538696e
parent19ca790a9f304bb138e531719a8a42f145f835f9 (diff)
layer-shell: Restore interactive layer focus code
Commit 188811f80861 ("scene_graph: Port layer_shell") accidentally removed code in `arrange_layers` to handle focus on layer shell surfaces with keyboard interactivity. Due to this, layer shell surfaces requesting exclusive keyboard interactivity may not get automatically focused, and layer shell surfaces giving up exclusive keyboard interactivity can remain focused. Add the previous code back to fix the problem. Note the non-rename change included in b4d7e84d3852 ("desktop: Rename layers to shell_layers") is not included as it also seems accidental. Fixes: #7936 (cherry picked from commit 4d4c88f0a73f6ee3da1c99355f04362ef2ad68c9)
-rw-r--r--sway/desktop/layer_shell.c37
1 files changed, 37 insertions, 0 deletions
diff --git a/sway/desktop/layer_shell.c b/sway/desktop/layer_shell.c
index 6221b7b9..b136a24e 100644
--- a/sway/desktop/layer_shell.c
+++ b/sway/desktop/layer_shell.c
@@ -90,6 +90,43 @@ void arrange_layers(struct sway_output *output) {
} else {
arrange_popups(root->layers.popup);
}
+
+ // Find topmost keyboard interactive layer, if such a layer exists
+ struct wlr_scene_tree *layers_above_shell[] = {
+ output->layers.shell_overlay,
+ output->layers.shell_top,
+ };
+ size_t nlayers = sizeof(layers_above_shell) / sizeof(layers_above_shell[0]);
+ struct wlr_scene_node *node;
+ struct sway_layer_surface *topmost = NULL;
+ for (size_t i = 0; i < nlayers; ++i) {
+ wl_list_for_each_reverse(node,
+ &layers_above_shell[i]->children, link) {
+ struct sway_layer_surface *surface = scene_descriptor_try_get(node,
+ SWAY_SCENE_DESC_LAYER_SHELL);
+ if (surface && surface->layer_surface->current.keyboard_interactive
+ == ZWLR_LAYER_SURFACE_V1_KEYBOARD_INTERACTIVITY_EXCLUSIVE &&
+ surface->layer_surface->surface->mapped) {
+ topmost = surface;
+ break;
+ }
+ }
+ if (topmost != NULL) {
+ break;
+ }
+ }
+
+ struct sway_seat *seat;
+ wl_list_for_each(seat, &server.input->seats, link) {
+ seat->has_exclusive_layer = false;
+ if (topmost != NULL) {
+ seat_set_focus_layer(seat, topmost->layer_surface);
+ } else if (seat->focused_layer &&
+ seat->focused_layer->current.keyboard_interactive
+ != ZWLR_LAYER_SURFACE_V1_KEYBOARD_INTERACTIVITY_EXCLUSIVE) {
+ seat_set_focus_layer(seat, NULL);
+ }
+ }
}
static struct wlr_scene_tree *sway_layer_get_scene(struct sway_output *output,