core: fix missing damage when window closed

If window is closed when fading is not enabled, the window might be destroyed
before we can add the window extent to damage.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
Yuxuan Shui 2019-03-27 15:30:37 +00:00
parent ad3ec8cada
commit 8155e5e453
No known key found for this signature in database
GPG Key ID: 37C999F617EA1A47
1 changed files with 13 additions and 13 deletions

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@ -228,12 +228,10 @@ static bool run_fade(session_t *ps, win **_w, unsigned steps) {
w->opacity = w->opacity_tgt; w->opacity = w->opacity_tgt;
} }
if (w->opacity == w->opacity_tgt) { if (w->opacity == w->opacity_tgt) {
// We have reached target opacity, wrapping up. // We have reached target opacity.
// Note, we reach here after we have rendered the window with the target // We don't call win_check_fade_finished here because that could destroy
// opacity at least once. If the window is destroyed because it is faded // the window, but we still need the damage info from this window
// out, there is no need to add damage here.
log_debug("Fading finished for window %#010x %s", w->id, w->name); log_debug("Fading finished for window %#010x %s", w->id, w->name);
win_check_fade_finished(ps, _w);
return false; return false;
} }
@ -454,6 +452,16 @@ static win *paint_preprocess(session_t *ps, bool *fade_running) {
*fade_running = true; *fade_running = true;
} }
// Add window to damaged area if its opacity changes
// If was_painted == false, and to_paint is also false, we don't care
// If was_painted == false, but to_paint is true, damage will be added in
// the loop below
if (was_painted && w->opacity != opacity_old) {
add_damage_from_win(ps, w);
}
win_check_fade_finished(ps, &w);
if (!w) { if (!w) {
// the window might have been destroyed because fading finished // the window might have been destroyed because fading finished
continue; continue;
@ -473,14 +481,6 @@ static win *paint_preprocess(session_t *ps, bool *fade_running) {
if (was_painted && w->mode != mode_old) { if (was_painted && w->mode != mode_old) {
w->reg_ignore_valid = false; w->reg_ignore_valid = false;
} }
// Add window to damaged area if its opacity changes
// If was_painted == false, and to_paint is also false, we don't care
// If was_painted == false, but to_paint is true, damage will be added in
// the loop below
if (was_painted && w->opacity != opacity_old) {
add_damage_from_win(ps, w);
}
} }
// Opacity will not change, from now on. // Opacity will not change, from now on.