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@ -86,7 +86,7 @@ static void view_for_each_surface(struct roots_view *view,
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wlr_wl_shell_surface_for_each_surface(view->wl_shell_surface, iterator,
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user_data);
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break;
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#ifdef WLR_HAS_XWAYLAND
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#if WLR_HAS_XWAYLAND
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case ROOTS_XWAYLAND_VIEW:
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wlr_surface_for_each_surface(view->wlr_surface, iterator, user_data);
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break;
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@ -94,7 +94,7 @@ static void view_for_each_surface(struct roots_view *view,
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}
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}
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#ifdef WLR_HAS_XWAYLAND
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#if WLR_HAS_XWAYLAND
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static void xwayland_children_for_each_surface(
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struct wlr_xwayland_surface *surface,
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wlr_surface_iterator_func_t iterator, struct layout_data *layout_data,
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@ -164,7 +164,7 @@ static void output_for_each_surface(struct roots_output *output,
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view_for_each_surface(view, layout_data, iterator, user_data);
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#ifdef WLR_HAS_XWAYLAND
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#if WLR_HAS_XWAYLAND
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if (view->type == ROOTS_XWAYLAND_VIEW) {
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xwayland_children_for_each_surface(view->xwayland_surface,
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iterator, layout_data, user_data);
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@ -400,7 +400,7 @@ static bool has_standalone_surface(struct roots_view *view) {
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return wl_list_empty(&view->xdg_surface->popups);
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case ROOTS_WL_SHELL_VIEW:
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return wl_list_empty(&view->wl_shell_surface->popups);
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#ifdef WLR_HAS_XWAYLAND
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#if WLR_HAS_XWAYLAND
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case ROOTS_XWAYLAND_VIEW:
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return wl_list_empty(&view->xwayland_surface->children);
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#endif
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@ -530,7 +530,7 @@ static void render_output(struct roots_output *output) {
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// During normal rendering the xwayland window tree isn't traversed
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// because all windows are rendered. Here we only want to render
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// the fullscreen window's children so we have to traverse the tree.
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#ifdef WLR_HAS_XWAYLAND
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#if WLR_HAS_XWAYLAND
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if (view->type == ROOTS_XWAYLAND_VIEW) {
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xwayland_children_for_each_surface(view->xwayland_surface,
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render_surface, &data.layout, &data);
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@ -593,7 +593,7 @@ static bool view_accept_damage(struct roots_output *output,
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if (output->fullscreen_view == view) {
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return true;
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}
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#ifdef WLR_HAS_XWAYLAND
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#if WLR_HAS_XWAYLAND
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if (output->fullscreen_view->type == ROOTS_XWAYLAND_VIEW &&
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view->type == ROOTS_XWAYLAND_VIEW) {
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// Special case: accept damage from children
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