steamos-compositor 1.14
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09f33e9374
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2 changed files with 16 additions and 6 deletions
10
debian/changelog
vendored
10
debian/changelog
vendored
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@ -1,3 +1,13 @@
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steamos-compositor (1.14) alchemist; urgency=low
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* Fix possible race condition crash when getting Motion events on out-of-date
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or yet-untracked windows.
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* Present the overlay if it's there and a game is running, not only if it
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has a window. This ties in with work in Steam to have the overlay window
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have the same lifetime as the application itself instead of its GL context.
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-- Pierre-Loup A. Griffais <pgriffais@valvesoftware.com> Fri, 22 Nov 2013 16:02:08 -0800
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steamos-compositor (1.13) alchemist; urgency=low
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steamos-compositor (1.13) alchemist; urgency=low
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* update copyright
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* update copyright
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@ -777,13 +777,13 @@ paint_debug_info (Display *dpy)
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win *overlay = find_win(dpy, currentOverlayWindow);
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win *overlay = find_win(dpy, currentOverlayWindow);
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win *notification = find_win(dpy, currentNotificationWindow);
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win *notification = find_win(dpy, currentNotificationWindow);
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if (overlay && gameFocused && overlay->opacity)
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if (overlay && gamesRunningCount && overlay->opacity)
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{
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{
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sprintf(messageBuffer, "Compositing overlay at opacity %f", overlay->opacity / (float)OPAQUE);
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sprintf(messageBuffer, "Compositing overlay at opacity %f", overlay->opacity / (float)OPAQUE);
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paint_message(messageBuffer, Y, 1.0f, 0.0f, 1.0f); Y += textYMax;
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paint_message(messageBuffer, Y, 1.0f, 0.0f, 1.0f); Y += textYMax;
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}
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}
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if (notification && gameFocused && notification->opacity)
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if (notification && gamesRunningCount && notification->opacity)
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{
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{
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sprintf(messageBuffer, "Compositing notification at opacity %f", notification->opacity / (float)OPAQUE);
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sprintf(messageBuffer, "Compositing notification at opacity %f", notification->opacity / (float)OPAQUE);
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paint_message(messageBuffer, Y, 1.0f, 0.0f, 1.0f); Y += textYMax;
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paint_message(messageBuffer, Y, 1.0f, 0.0f, 1.0f); Y += textYMax;
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@ -819,7 +819,7 @@ paint_all (Display *dpy)
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overlay = find_win(dpy, currentOverlayWindow);
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overlay = find_win(dpy, currentOverlayWindow);
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notification = find_win(dpy, currentNotificationWindow);
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notification = find_win(dpy, currentNotificationWindow);
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if (gameFocused)
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if (gamesRunningCount)
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{
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{
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if (overlay && overlay->damaged)
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if (overlay && overlay->damaged)
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overlayDamaged = True;
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overlayDamaged = True;
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@ -902,7 +902,7 @@ paint_all (Display *dpy)
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}
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}
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}
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}
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if (gameFocused && overlay)
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if (gamesRunningCount && overlay)
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{
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{
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if (overlay->opacity)
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if (overlay->opacity)
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{
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{
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@ -912,7 +912,7 @@ paint_all (Display *dpy)
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overlay->damaged = 0;
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overlay->damaged = 0;
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}
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}
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if (gameFocused && notification)
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if (gamesRunningCount && notification)
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{
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{
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if (notification->opacity)
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if (notification->opacity)
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{
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{
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@ -2079,7 +2079,7 @@ main (int argc, char **argv)
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case MotionNotify:
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case MotionNotify:
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{
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{
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win * w = find_win(dpy, ev.xmotion.window);
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win * w = find_win(dpy, ev.xmotion.window);
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if (w->id == currentFocusWindow)
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if (w && w->id == currentFocusWindow)
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{
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{
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// Some stuff likes to warp in-place
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// Some stuff likes to warp in-place
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if (cursorX == ev.xmotion.x && cursorY == ev.xmotion.y)
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if (cursorX == ev.xmotion.x && cursorY == ev.xmotion.y)
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