remove useless wlr_scene_node_reparent() calls
These don't do anything because wlr_scene_node_reparent() is immediately called again by setfloating() through setmon(). They are also a source of confusion because if you change the wlr_scene_node_reparent() call in applyrules() it takes a while to understand why it doesn't work.
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5c936efc42
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2
dwl.c
2
dwl.c
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@ -453,7 +453,6 @@ applyrules(Client *c)
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}
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}
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}
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}
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}
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}
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wlr_scene_node_reparent(&c->scene->node, layers[c->isfloating ? LyrFloat : LyrTile]);
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setmon(c, mon, newtags);
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setmon(c, mon, newtags);
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}
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}
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@ -1546,7 +1545,6 @@ mapnotify(struct wl_listener *listener, void *data)
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/* TODO: https://github.com/djpohly/dwl/pull/334#issuecomment-1330166324 */
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/* TODO: https://github.com/djpohly/dwl/pull/334#issuecomment-1330166324 */
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if (c->type == XDGShell && (p = client_get_parent(c))) {
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if (c->type == XDGShell && (p = client_get_parent(c))) {
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c->isfloating = 1;
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c->isfloating = 1;
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wlr_scene_node_reparent(&c->scene->node, layers[LyrFloat]);
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setmon(c, p->mon, p->tags);
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setmon(c, p->mon, p->tags);
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} else {
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} else {
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applyrules(c);
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applyrules(c);
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