}
interactive_end(view);
- if (view->server->seat.pressed.view == view) {
- view->server->seat.pressed.view = NULL;
- view->server->seat.pressed.surface = NULL;
+ struct server *server = view->server;
+ if (server->seat.pressed.view == view) {
+ server->seat.pressed.view = NULL;
+ server->seat.pressed.surface = NULL;
}
- if (view->server->cycle_view == view) {
+ if (server->cycle_view == view) {
/* If we are the current OSD selected view, cycle
* to the next because we are dying. */
- view->server->cycle_view = desktop_cycle_view(view->server,
- view->server->cycle_view, LAB_CYCLE_DIR_BACKWARD);
+ server->cycle_view = desktop_cycle_view(server,
+ server->cycle_view, LAB_CYCLE_DIR_BACKWARD);
/* If we cycled back to ourselves, then we have no windows.
* just remove it and close the OSD for good. */
- if (view->server->cycle_view == view || !view->server->cycle_view) {
- view->server->cycle_view = NULL;
- osd_finish(view->server);
+ if (server->cycle_view == view || !server->cycle_view) {
+ server->cycle_view = NULL;
+ osd_finish(server);
}
}
- if (view->server->cycle_view) {
+ if (server->cycle_view) {
/* Update the OSD to reflect the view has now gone. */
- osd_update(view->server);
+ osd_update(server);
}
if (view->scene_tree) {
*/
if (view->fullscreen) {
struct output *output =
- output_from_wlr_output(view->server, view->fullscreen);
+ output_from_wlr_output(server, view->fullscreen);
uint32_t top = ZWLR_LAYER_SHELL_V1_LAYER_TOP;
wlr_scene_node_set_enabled(&output->layer_tree[top]->node, true);
}