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macos: create new windows with slight origin offset
When creating new windows, it is better if we create them with a slight offset to where they were created before so that they are visible to the user separately from what they might be overshadowing.
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@ -24,6 +24,9 @@
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#include "gdkmacossurface-private.h"
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#include "gdkmacostoplevelsurface-private.h"
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#define WARP_OFFSET_X 15
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#define WARP_OFFSET_Y 15
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static void
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_gdk_macos_display_position_toplevel_with_parent (GdkMacosDisplay *self,
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GdkMacosSurface *surface,
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@ -79,6 +82,22 @@ _gdk_macos_display_position_toplevel_with_parent (GdkMacosDisplay *self,
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*y = surface_rect.y - surface->shadow_top;
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}
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static inline gboolean
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has_surface_at_origin (const GList *surfaces,
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int x,
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int y)
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{
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for (const GList *iter = surfaces; iter; iter = iter->next)
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{
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GdkMacosSurface *surface = iter->data;
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if (surface->root_x == x && surface->root_y == y)
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return TRUE;
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}
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return FALSE;
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}
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static void
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_gdk_macos_display_position_toplevel (GdkMacosDisplay *self,
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GdkMacosSurface *surface,
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@ -87,6 +106,7 @@ _gdk_macos_display_position_toplevel (GdkMacosDisplay *self,
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{
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cairo_rectangle_int_t surface_rect;
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GdkRectangle workarea;
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const GList *surfaces;
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GdkMonitor *monitor;
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CGPoint mouse;
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@ -109,10 +129,27 @@ _gdk_macos_display_position_toplevel (GdkMacosDisplay *self,
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if (surface_rect.y < workarea.y)
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surface_rect.y = workarea.y;
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/* TODO: If there is another window at this same position, perhaps we should move it */
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*x = surface_rect.x - surface->shadow_left;
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*y = surface_rect.y - surface->shadow_top;
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/* Try to see if there are any other surfaces at this origin and if so,
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* adjust until we get something better.
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*/
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surfaces = _gdk_macos_display_get_surfaces (self);
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while (has_surface_at_origin (surfaces, *x, *y))
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{
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*x += WARP_OFFSET_X;
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*y += WARP_OFFSET_Y;
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/* If we reached the bottom right, just bail and try the workspace origin */
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if (*x + surface->shadow_left + WARP_OFFSET_X > workarea.x + workarea.width ||
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*y + surface->shadow_top + WARP_OFFSET_Y > workarea.y + workarea.height)
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{
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*x = workarea.x - surface->shadow_left;
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*y = workarea.y - surface->shadow_top;
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return;
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}
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}
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}
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/*<private>
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