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