:not() works for names, ids, classes and pseudoclasses based on states.
It does not yet work for positional pseudoclasses (like :last-child or
:even) as there is region madness going on with those.
The adjustment value being equal is checked by
gtk_adjustment_set_value() and the necessity of calc_layout() is handled
by the value_changed signal handler.
This is the expected behavior while the popover keeps the grab, leaving
this up to the toplevel implementation gives place to key handlers
connected there to handle the event otherwise, and maybe redirect key
events somewhere else.
NULL-plus-something could be seen by the compiler to attempt to do
arithmetic with void *, which is a GCCism. Instead, do the math normally
and cast the results as a void *.
https://bugzilla.gnome.org/show_bug.cgi?id=740605
Use xdg_surface_set_window_geometry() to tell the compositor about the
shadow widths, this makes some gnome-shell/mutter features (edge resistance,
frames around windows in the overview, side maximization, ...) work alright
with GTK+.
In order to add this, some other places in gdkwindow-wayland had to gain
some knowledge about margins:
- xdg_surface_configure() now syncs the shadow after applying the state,
and gdk_wayland_window_set_shadow_width() possibly reconfigures the
window in order to preserve window geometry. This is necessary to keep
shadows in sync with state/geometry changes, as this does not happen
all at once.
- xdg_popups relative to an xdg_surface are shown relative to buffer
coordinates, so the left/top margins must be added there.
https://bugzilla.gnome.org/show_bug.cgi?id=736742
This requires us to use GL_TRIANGLES and six verts per quad instead
of four, which makes me think it might not be worth it on
well-optimized GL drivers. However, from talking to some driver
developers about it, the GL_TRIANGLES should be faster, since this
means that there's one giant contiguous buffer instead of many small
buffers.
If we were really rendering a lot of quads, I'd use an element buffer
and GL_PRIMITIVE_RESTART, but we're really not ever rendering that
many quads, and the setup cost for that would just be too annoying.