scene_output->y);
}
- memcpy(&output->usable_area, &usable_area, sizeof(output->usable_area));
+ output->usable_area = usable_area;
/* Find topmost keyboard interactive layer, if such a layer exists */
uint32_t layers_above_views[] = {
}
/* Finally re-arrange all views based on usable_area */
- if (old_usable_area.width != output->usable_area.width
- || old_usable_area.height != output->usable_area.height) {
+ if (!wlr_box_equal(&old_usable_area, &usable_area)) {
desktop_arrange_all_views(server);
}
cursor_update_focus(output->server);