diff options
| author | Joan Bruguera Micó <joanbrugueram@gmail.com> | 2024-07-20 22:34:01 +0000 |
|---|---|---|
| committer | Alexander Orzechowski <alex@ozal.ski> | 2024-07-22 17:03:26 -0400 |
| commit | 4d4c88f0a73f6ee3da1c99355f04362ef2ad68c9 (patch) | |
| tree | e6937f2a9ce1e9af32e0045feb75a1fdddc0832f | |
| parent | 3f327b3db0c1fc6985c0ed3231e1bd6296584dad (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
| -rw-r--r-- | sway/desktop/layer_shell.c | 37 |
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, |
