tokyo4j [Wed, 1 Oct 2025 05:25:43 +0000 (14:25 +0900)]
osd-classic: add theme options for selected window item
This commit adds new theme options:
- osd.window-switcher.style-classic.item.active.border.color
- osd.window-switcher.style-classic.item.active.bg.color
These theme options configures the border/background of selected window
item in the `classic` style window switcher. Their default values are
identical to `thumbnail` style window switcher, which means the default
border color is now `osd.label.text.color` with 50% opacity and the
default background color is now `osd.label.text.color` with 15% opacity.
tokyo4j [Fri, 10 Oct 2025 08:30:55 +0000 (17:30 +0900)]
view: fix unexpected view->tiled with SnapToEdge against centered view
In 2ac4811, I was missing that windows can be tiled to "center".
As a result, after executing
`<action name="SnapToEdge" combined="yes" direction="left" />` against a
center-tiled window, `view->tiled` is set to `CENTER|LEFT`.
tokyo4j [Wed, 1 Oct 2025 19:06:48 +0000 (04:06 +0900)]
osd-thumbnail: update default colors of selected window item
Previously, the default values of
`osd.window-switcher.style-thumbnail.item.active.{bg,border}.color`
were blue. But they caused the selected window title in the window
switcher to be unreadable due to duplicated colors of the text and
background with Openbox themes like Numix.
Instead, this commit updates them to follow other themes configurations.
The default border color of the selected window item is now
`osd.label.text.color` with 50% opacity and the background is
`osd.label.text.color` with 15% opacity.
For subpixel antialiasing to work, the background color is calculated by
manually blending `osd.label.text.color` and `osd.bg.color`, rather than
just updating the alpha with 50% or 15%.
38a1a9b broke `t/xml.c` due to `macros.h` requiring `wlr/version.h`.
This commit fixes it by adding `wlroots` as a direct dependency of the
test executables.
In file included from ../subprojects/libsfdo/common/dirs.c:5:
../subprojects/libsfdo/include/common/membuild.h: In function ‘sfdo_membuild_validate’:
../subprojects/libsfdo/include/common/membuild.h:29:65: error: unused parameter ‘membuild’ [-Werror=unused-parameter]
29 | static inline void sfdo_membuild_validate(struct sfdo_membuild *membuild) {
...because `sfdo_membuild_validate()` contains nothing but an `assert()`
and that therefore results in an `unused-parameter` warning with `NDEBUG`.
action: allow SnapToEdge to combine two cardinal directions
This patch adds `combine` argument to (Toggle)SnapToEdge actions.
This allows to snap a window to e.g. up-left by running two actions:
- `<action name="SnapToEdge" direction="left" combine="yes" />`
- `<action name="SnapToEdge" direction="up" combine="yes" />`
Then running `<action name="SnapToEdge" direction="down" combine="yes" />`
snaps it to left again. This behavior is almost the same as KWin, except
that snapping a up-right-tiled window to right doesn't move it to the
right-adjacent output, but makes it right-tiled first.
This clarifies the semantics of cursor_context returned by
get_cursor_context() as I described in cursor.h; when cursor is on a
subsurface (e.g. xdg/x11/layer/session-lock), the returned ctx.surface
and ctx.node points to the subsurface rather than its parent.
desktop: let get_cursor_context() return layer-popup subsurface
With this change, when a layer-popup has a subsurface and cursor is on
it, wl_pointer.enter/motion events are sent to the subsurface rather
than its parent layer-popup surface. I think this follows wayland spec
more closely.
Tested with my demo: https://github.com/tokyo4j/wayland-demo/tree/layer-popup
desktop: don't use LAB_NODE_LAYER_SUBSURFACE node type
Instead, set ctx.type = LAB_NODE_LAYER_SURFACE for both layer-surfaces
and layer-subsurfaces.
This patch preserves the existing behaviors:
- Pressing a subsurface of an on-demand layer-surface gives pointer
focus to the subsurface, but gives keyboard focus to the parent
layer-surface (related: a5fcbfaf).
- Pressing a subsurface of a layer-surface doesn't close a popup
(related: a89bcc3c).
Attaching LAB_NODE_NONE node-descriptor to ssd->tree looks strange, this
patch uses new LAB_NODE_SSD_ROOT instead. The node-descriptor attached to
ssd->tree is needed for get_cursor_context() to detect cursor hovering on
borders/extents.
I also updated get_cursor_context() to make my intent clearer.
desktop.c: don't print errors when cursor is on resize-indicator
In f347a81, I thought there are only window contents and SSD under
`view->scene_tree` and forgot about the resize-indicator.
I also refactored the logic around it:
- Remove `ret.node->type == WLR_SCENE_NODE_BUFFER` check since it's
already done by `lab_wlr_surface_from_node()`
- Eliminate duplicated call to `lab_wlr_surface_from_node()`
John Lindgren [Wed, 3 Sep 2025 09:32:44 +0000 (05:32 -0400)]
ssd: unify struct ssd_part with struct node_descriptor
struct ssd_part and struct node_descriptor seem to have essentially the
same purpose: tag a wlr_scene_node with some extra data indicating what
we're using it for.
Also, as with enum ssd_part_type (now lab_node_type), ssd_part is used
for several types of nodes that are not part of SSD.
So instead of the current chaining (node_descriptor -> ssd_part), let's
flatten/unify the two structs.
In detail:
- First, merge node_descriptor_type into lab_node_type.
- Add a separate view pointer in node_descriptor, since in the case of
SSD buttons we need separate view and button data pointers.
- Rename ssd_part_button to simply ssd_button. It no longer contains
an ssd_part as base.
- Add node_try_ssd_button_from_node() which replaces
node_ssd_part_from_node() + button_try_from_ssd_part().
- Factor out ssd_button_free() to be called in node descriptor destroy.
- Finally, get_cursor_context() needs a little reorganization to handle
the unified structs.
Overall, this simplifies the code a bit, and in my opinion makes it
easier to understand. No functional change intended.
Fixes up f347a81. This mistake didn't cause misbehaviors because the
ssd_part bound to ssd->tree is just a placeholder to let
get_cursor_context() call ssd_get_resizing_type() when the cursor is on
border/extents.
- Rename `scaled_scene_buffer` to `scaled_buffer`. This makes it clear
that `scaled_{font,img,icon}_buffers` are implementations of it.
- Move the files from `src/common` to `src/scaled-buffer` as
`scaled_icon_buffer` heavily depends on `server` and `view` etc.
John Lindgren [Mon, 1 Sep 2025 16:07:52 +0000 (12:07 -0400)]
interactive: un-maximize only axes that are being resized
When resizing in only one axis (horizontal/vertical), there's no reason
to un-maximize the other axis.
Supporting logic was landed in the previous commit and in ebd39dfe0d1d
(which fixed the client-initiated resize case), so all that remains is
to make a small change in interactive_begin().
John Lindgren [Mon, 1 Sep 2025 15:49:24 +0000 (11:49 -0400)]
view: expose view_set_maximized() instead of view_restore_to()
view_restore_to() (which is just set_maximized() + view_move_resize())
hasn't aged well and doesn't line up with typical usage anymore:
- it's missing view_set_untiled(), which has to be called separately
- it always forces view_move_resize() even when that's not needed
- it doesn't allow un-maximizing only one axis (see next commit)
- the fullscreen check is unnecessary (already checked in callers)
Eliminate it and just expose view_set_maximized() instead.
view: restore initially-maximized window position after unplug/plug
`update_last_layout_geometry()` stores `view->natural_geometry` in
`view->last_layout_geometry`, but it's empty for initially-maximized
windows, so their positions were not restored after outputs are
unplugged and plugged (also when VT switching in wlroots 0.19.0).
This commit sets the fallback natural geometry (at the center of the
output) so that initially-maximized windows reappears in the same output.
tokyo4j [Sat, 30 Aug 2025 19:41:08 +0000 (04:41 +0900)]
overlay: refactor
- Use a single `lab_scene_rect` for both overlay background and outlines,
like I described in the TODO comment in ffd4005.
- Simplify the resource management by destroying the overlay tree when
it's hidden. I think its overhead is pretty minimal.
- Share a single `lab_scene_rect` for both region/edge overlays.