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authorsrdusr <[email protected]>2026-04-20 00:48:00 +0200
committersrdusr <[email protected]>2026-04-20 00:48:00 +0200
commit436d42da6ef61a5ea20d5102c4baed7bf0993606 (patch)
tree5b013ae1877d81bfb67e422fdf56896d761076ed /crates/wayland/src/winit/render.rs
parent1f708f8aa09bf8bbce82314a76b7f34def90b798 (diff)
downloadsrdwm-436d42da6ef61a5ea20d5102c4baed7bf0993606.tar.gz
srdwm-436d42da6ef61a5ea20d5102c4baed7bf0993606.zip
Confirm Nemo's popup works; fix the two bugs that hid it, and shadow bleed across a monitor seam
Nemo's right-click context menu was the last open punch-list item, parked twice as untestable. It works: verified end to end in a throwaway nested compositor, menu and submenu both, at the correct position and stacking. The popup path itself needed no fix, so the POPUP-GEOM-DIAG/POPUP-GRAB-DIAG diagnostics are removed. Two real bugs turned up in the way of testing it. zwlr_virtual_pointer was a silent no-op on the winit backend. Every Motion/MotionAbsolute handler read UdevState::bounds() behind an early return when state.udev was None, and that field is Some only for the DRM backend. The protocol advertised its global, accepted create_virtual_pointer and accepted every request, then discarded all motion with no error and no log. That is the backend a nested instance runs on, so the only safe way to drive a throwaway compositor - a Wayland client of that compositor, which cannot reach any other session, unlike ydotool's /dev/uinput writes - did not work at all. Bounds now come from WindowManager::monitors() when udev is absent; both backends fill that list from Platform::monitors(). The winit backend's screencopy pass rendered no popups and no shadows. It re-renders the scene offscreen, and that second scene was missing tiers, so grim on a nested instance reported the opposite of the truth: a menu drawing perfectly on screen photographed as absent. The DRM backend never had this, since it serves screencopy from the on-screen frame it just drew. Border strips are still missing from that pass, called out in the code rather than left silent. Also fixed, from the "windows show a bit in the other monitor" report: shadow_rect expanded by SHADOW_SIZE on every side with no monitor-boundary awareness, so a window flush against a seam put its 24px shadow strip on the neighbouring screen. shadow_rect_clipped clips to the bounding box of the monitors the window's geometry actually touches - not just its assigned one, since a window straddling a seam really does occupy both and clipping there would cut its shadow off mid-body. The bitmap's own extent stays unclipped, because the src rectangle indexes into it; only the fragment list is clipped. Six tests on the incident's own numbers. Not confirmed on screen: the nested backend cannot produce a second monitor. New tool: tools/virtual-pointer-click, a scriptable virtual-pointer driver that acknowledges each command after its round-trip, so a test script can put a screenshot between a move and the click that follows it. 489 tests pass, clippy clean.
Diffstat (limited to 'crates/wayland/src/winit/render.rs')
-rw-r--r--crates/wayland/src/winit/render.rs9
1 files changed, 7 insertions, 2 deletions
diff --git a/crates/wayland/src/winit/render.rs b/crates/wayland/src/winit/render.rs
index a07e074..dff425f 100644
--- a/crates/wayland/src/winit/render.rs
+++ b/crates/wayland/src/winit/render.rs
@@ -210,6 +210,10 @@ impl WaylandPlatform {
// it correctly. The border strips and titlebar bitmap are
// different: outside `geometry`, so they still need `occluders`'
// explicit clip against whichever window is stacked in front.
+ // See the matching push in `udev/render.rs` - this backend only
+ // ever has the one output, so the clip is a no-op here, but reading
+ // the same source keeps the two shadow paths from drifting.
+ let monitor_bounds: Vec<srdwm_core::Rect> = self.wm.borrow().monitors().iter().map(|m| m.full_geometry).collect();
let mut occluders: Vec<srdwm_core::Rect> = Vec::with_capacity(ids.len());
for id in ids {
let Some(w) = self.wm.borrow().window(id).cloned() else { continue };
@@ -405,11 +409,12 @@ impl WaylandPlatform {
// exactly where two windows' corners nearly meet, which this
// compositor's default cascade placement does constantly.
if let Some(shadow) = self.state.shadow_buffers.get(&id) {
- let rect = decoration::shadow_rect(frame);
+ let full = decoration::shadow_rect(frame);
+ let rect = decoration::shadow_rect_clipped(frame, &monitor_bounds);
for fragment in crate::elements::visible_border_fragments(rect, &occluders) {
let pos = (fragment.x as f64, fragment.y as f64);
let src = Rectangle::new(
- Point::from(((fragment.x - rect.x) as f64, (fragment.y - rect.y) as f64)),
+ Point::from(((fragment.x - full.x) as f64, (fragment.y - full.y) as f64)),
Size::from((fragment.width as f64, fragment.height as f64)),
);
match MemoryRenderBufferRenderElement::from_buffer(renderer, pos, shadow, None, Some(src), None, Kind::Unspecified) {