layout: Don't require fullscreen-tracked actors to be toplevel

I don't know why this was ever here; We only have one
fullscreen-tracked actor.
This commit is contained in:
Jasper St. Pierre 2013-08-03 00:36:32 -04:00
parent bfb0235fc6
commit a4dea25d76

View File

@ -811,13 +811,10 @@ const LayoutManager = new Lang.Class({
let actorData = Params.parse(params, defaultParams); let actorData = Params.parse(params, defaultParams);
actorData.actor = actor; actorData.actor = actor;
actorData.isToplevel = actor.get_parent() == this.uiGroup;
actorData.visibleId = actor.connect('notify::visible', actorData.visibleId = actor.connect('notify::visible',
Lang.bind(this, this._queueUpdateRegions)); Lang.bind(this, this._queueUpdateRegions));
actorData.allocationId = actor.connect('notify::allocation', actorData.allocationId = actor.connect('notify::allocation',
Lang.bind(this, this._queueUpdateRegions)); Lang.bind(this, this._queueUpdateRegions));
actorData.parentSetId = actor.connect('parent-set',
Lang.bind(this, this._actorReparented));
// Note that destroying actor will unset its parent, so we don't // Note that destroying actor will unset its parent, so we don't
// need to connect to 'destroy' too. // need to connect to 'destroy' too.
@ -840,17 +837,6 @@ const LayoutManager = new Lang.Class({
this._queueUpdateRegions(); this._queueUpdateRegions();
}, },
_actorReparented: function(actor, oldParent) {
let newParent = actor.get_parent();
if (!newParent) {
this._untrackActor(actor);
} else {
let i = this._findActor(actor);
let actorData = this._trackedActors[i];
actorData.isToplevel = (newParent == this.uiGroup);
}
},
_updateVisibility: function() { _updateVisibility: function() {
let windowsVisible = Main.sessionMode.hasWindows && !this._inOverview; let windowsVisible = Main.sessionMode.hasWindows && !this._inOverview;
@ -861,8 +847,6 @@ const LayoutManager = new Lang.Class({
let actorData = this._trackedActors[i], visible; let actorData = this._trackedActors[i], visible;
if (!actorData.trackFullscreen) if (!actorData.trackFullscreen)
continue; continue;
if (!actorData.isToplevel)
continue;
if (!windowsVisible) if (!windowsVisible)
visible = true; visible = true;