layout: Remove affectsInputRegion
This can easy be worked around by adding things to the uiGroup instead, so there's really no reason to have it here still. https://bugzilla.gnome.org/show_bug.cgi?id=700735
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@ -137,7 +137,6 @@ const Monitor = new Lang.Class({
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const defaultParams = {
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trackFullscreen: false,
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affectsStruts: false,
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affectsInputRegion: true
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};
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const LayoutManager = new Lang.Class({
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@ -732,11 +731,10 @@ const LayoutManager = new Lang.Class({
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// @actor: an actor to add to the chrome
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// @params: (optional) additional params
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//
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// Adds @actor to the chrome, and (unless %affectsInputRegion in
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// @params is %false) extends the input region to include it.
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// Changes in @actor's size, position, and visibility will
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// automatically result in appropriate changes to the input
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// region.
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// Adds @actor to the chrome, and extends the input region
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// to include it. Changes in @actor's size, position, and
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// visibility will automatically result in appropriate changes
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// to the input region.
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//
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// If %affectsStruts in @params is %true (and @actor is along a
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// screen edge), then @actor's size and position will also affect
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@ -950,7 +948,7 @@ const LayoutManager = new Lang.Class({
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for (i = 0; i < this._trackedActors.length; i++) {
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let actorData = this._trackedActors[i];
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if (!(actorData.affectsInputRegion && wantsInputRegion) && !actorData.affectsStruts)
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if (!wantsInputRegion && !actorData.affectsStruts)
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continue;
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let [x, y] = actorData.actor.get_transformed_position();
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@ -960,7 +958,7 @@ const LayoutManager = new Lang.Class({
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w = Math.round(w);
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h = Math.round(h);
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if (actorData.affectsInputRegion && wantsInputRegion && actorData.actor.get_paint_visibility())
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if (wantsInputRegion && actorData.actor.get_paint_visibility())
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rects.push(new Meta.Rectangle({ x: x, y: y, width: w, height: h }));
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if (actorData.affectsStruts) {
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@ -107,7 +107,7 @@ const OsdWindow = new Lang.Class({
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Lang.bind(this, this._monitorsChanged));
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this._monitorsChanged();
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Main.layoutManager.addChrome(this.actor, { affectsInputRegion: false });
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Main.uiGroup.add_child(this.actor);
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},
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setIcon: function(icon) {
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