rework renderlayer to zindex solution
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@ -269,6 +269,11 @@ impl LayerMap {
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pub fn cleanup(&mut self) {
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self.layers.retain(|layer| layer.alive())
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}
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/// Returns layers count
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pub fn len(&self) -> usize {
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self.layers.len()
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}
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}
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#[derive(Debug, Default)]
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@ -10,22 +10,22 @@ use std::{
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};
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use wayland_server::protocol::wl_surface::WlSurface;
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/// Enum for indicating on with layer a render element schould be draw
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#[derive(Debug, PartialEq, Eq)]
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#[non_exhaustive]
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pub enum RenderLayer {
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/// Bellow every other elements
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Bottom,
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/// Above WlrLayer::Background but bellow WlrLayer::Bottom
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AboveBackground,
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/// Right before programs windows are draw
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BeforeWindows,
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/// Right after programs windows are draw
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AfterWindows,
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/// Above WlrLayer::Top but bellow WlrLayer::Overlay
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BeforeOverlay,
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/// Above anything else
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Top,
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/// Indicates default values for some zindexs inside smithay
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#[derive(Debug)]
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#[repr(u8)]
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pub enum RenderZindex {
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/// WlrLayer::Background default zindex
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Background = 10,
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/// WlrLayer::Bottom default zindex
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Bottom = 20,
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/// Not used yet?
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Shell = 30,
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/// Default zindex for Windows
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Top = 40,
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/// Default Layer for RenderElements
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Overlay = 50,
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/// Default Layer for PopUps?
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PopUp = 60,
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}
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/// Elements rendered by [`Space::render_output`] in addition to windows, layers and popups.
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@ -35,57 +35,6 @@ pub type DynamicRenderElements<R> =
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pub(super) type SpaceElem<R> =
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dyn SpaceElement<R, <R as Renderer>::Frame, <R as Renderer>::Error, <R as Renderer>::TextureId>;
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/// Helper struct for iterating over diffrent layers of `DynamicRenderElements`
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pub(super) struct DynamicRenderElementMap<'a, R: Renderer>(pub(super) &'a [DynamicRenderElements<R>]);
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impl<'a, R> DynamicRenderElementMap<'a, R>
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where
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R: Renderer + ImportAll + 'static,
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R::TextureId: 'static,
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R::Error: 'static,
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R::Frame: 'static,
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{
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/// Iterate over `DynamicRenderElements` with layer `RenderLayer::Bottom`
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pub fn iter_bottom(&'a self) -> Box<dyn Iterator<Item = &SpaceElem<R>> + 'a> {
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self.iter_layer(RenderLayer::Bottom)
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}
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/// Iterate over `DynamicRenderElements with layer `RenderLayer::AboveBackground`
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pub fn iter_above_background(&'a self) -> Box<dyn Iterator<Item = &SpaceElem<R>> + 'a> {
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self.iter_layer(RenderLayer::AboveBackground)
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}
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/// Iterate over `DynamicRenderElements` with layer `RenderLayer::BeforeWindows`
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pub fn iter_before_windows(&'a self) -> Box<dyn Iterator<Item = &SpaceElem<R>> + 'a> {
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self.iter_layer(RenderLayer::BeforeWindows)
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}
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/// Iterate over `DynamicRenderElements` with layer `RenderLayer::AfterWindows`
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pub fn iter_after_windows(&'a self) -> Box<dyn Iterator<Item = &SpaceElem<R>> + 'a> {
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self.iter_layer(RenderLayer::AfterWindows)
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}
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/// Iterate over `DynamicRenderElements` with layer `RenderLayer::BeforeOverlay`
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pub fn iter_before_overlay(&'a self) -> Box<dyn Iterator<Item = &SpaceElem<R>> + 'a> {
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self.iter_layer(RenderLayer::BeforeOverlay)
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}
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/// Iterate over `DynamicRenderElements` with layer `RenderLayer::Top`
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pub fn iter_top(&'a self) -> Box<dyn Iterator<Item = &SpaceElem<R>> + 'a> {
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self.iter_layer(RenderLayer::Top)
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}
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/// Iterate over `DynamicRenderElements` with provided `layer`
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pub fn iter_layer(&'a self, layer: RenderLayer) -> Box<dyn Iterator<Item = &SpaceElem<R>> + 'a> {
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Box::new(
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self.0
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.iter()
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.filter(move |c| c.layer() == layer)
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.map(|c| c as &SpaceElem<R>),
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)
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}
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}
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/// Trait for custom elements to be rendered during [`Space::render_output`].
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pub trait RenderElement<R, F, E, T>
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where
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@ -132,9 +81,9 @@ where
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log: &slog::Logger,
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) -> Result<(), R::Error>;
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/// Returns they layer the elements schould be draw on, defaults to Top
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fn layer(&self) -> RenderLayer {
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RenderLayer::Top
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/// Returns z_index of RenderElement, reverf too [`RenderZindex`] for default values
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fn z_index(&self) -> u8 {
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RenderZindex::Overlay as u8
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}
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}
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@ -163,6 +112,9 @@ where
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damage: &[Rectangle<i32, Logical>],
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log: &slog::Logger,
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) -> Result<(), R::Error>;
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fn z_index(&self) -> u8; //{
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// 0
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//}
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}
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impl<R, F, E, T> SpaceElement<R, F, E, T> for Box<dyn RenderElement<R, F, E, T>>
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@ -196,6 +148,10 @@ where
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) -> Result<(), R::Error> {
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(&**self as &dyn RenderElement<R, F, E, T>).draw(renderer, frame, scale, damage, log)
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}
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fn z_index(&self) -> u8 {
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RenderElement::z_index(self.as_ref())
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}
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}
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/// Generic helper for drawing [`WlSurface`]s and their subsurfaces
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@ -5,7 +5,7 @@ use crate::{
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space::{Space, SpaceElement},
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},
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utils::{Logical, Point, Rectangle},
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wayland::output::Output,
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wayland::{output::Output, shell::wlr_layer::Layer},
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};
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use std::{
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any::TypeId,
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@ -13,6 +13,8 @@ use std::{
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collections::HashMap,
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};
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use super::RenderZindex;
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#[derive(Default)]
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pub struct LayerState {
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pub drawn: bool,
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@ -69,4 +71,19 @@ where
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}
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res
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}
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fn z_index(&self) -> u8 {
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if let Some(layer) = self.layer() {
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let z_index = match layer {
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Layer::Background => RenderZindex::Background,
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Layer::Bottom => RenderZindex::Bottom,
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Layer::Top => RenderZindex::Top,
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Layer::Overlay => RenderZindex::Overlay,
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};
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z_index as u8
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} else {
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//TODO: what to do when layersurface doesn't have a layer?
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0
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}
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}
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}
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@ -14,7 +14,6 @@ use crate::{
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TraversalAction,
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},
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output::Output,
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shell::wlr_layer::Layer as WlrLayer,
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},
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};
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use indexmap::{IndexMap, IndexSet};
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@ -605,27 +604,18 @@ impl Space {
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.collect::<Vec<_>>(),
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)?;
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let custom_elements = DynamicRenderElementMap(custom_elements);
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let mut render_elements: Vec<&SpaceElem<R>> =
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Vec::with_capacity(custom_elements.len() + layer_map.len() + self.windows.len());
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render_elements.append(&mut custom_elements.iter().map(|l| l as &SpaceElem<R>).collect());
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render_elements.append(&mut self.windows.iter().map(|l| l as &SpaceElem<R>).collect());
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render_elements.append(&mut layer_map.layers().map(|l| l as &SpaceElem<R>).collect());
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render_elements.sort_by_key(|e| e.z_index());
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// Then re-draw all windows & layers overlapping with a damage rect.
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for element in custom_elements
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.iter_bottom()
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.chain(
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layer_map
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.layers_on(WlrLayer::Background)
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.map(|l| l as &SpaceElem<R>),
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)
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.chain(custom_elements.iter_above_background())
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.chain(layer_map.layers_on(WlrLayer::Bottom).map(|l| l as &SpaceElem<R>))
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.chain(custom_elements.iter_before_windows())
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.chain(self.windows.iter().map(|w| w as &SpaceElem<R>))
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.chain(custom_elements.iter_after_windows())
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.chain(layer_map.layers_on(WlrLayer::Top).map(|l| l as &SpaceElem<R>))
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.chain(custom_elements.iter_before_overlay())
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.chain(layer_map.layers_on(WlrLayer::Overlay).map(|l| l as &SpaceElem<R>))
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.chain(custom_elements.iter_top())
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{
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for element in render_elements {
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let geo = element.geometry(self.id);
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if damage.iter().any(|d| d.overlaps(geo)) {
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let loc = element.location(self.id);
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@ -12,6 +12,8 @@ use crate::{
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};
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use std::any::TypeId;
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use super::RenderZindex;
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#[derive(Debug)]
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pub struct RenderPopup {
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location: Point<i32, Logical>,
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@ -126,4 +128,8 @@ where
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// popups are special, we track them, but they render with their parents
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Ok(())
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}
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fn z_index(&self) -> u8 {
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RenderZindex::PopUp as u8
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}
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}
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@ -13,6 +13,8 @@ use std::{
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collections::HashMap,
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};
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use super::RenderZindex;
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#[derive(Default)]
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pub struct WindowState {
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pub location: Point<i32, Logical>,
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@ -103,4 +105,8 @@ where
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}
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res
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}
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fn z_index(&self) -> u8 {
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RenderZindex::Top as u8
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}
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}
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