+
+ if (state.main == -1) {
+ this->try_layout(
+ state, LayoutState{*surface_id}, [&] (LayoutState const &nl) {
+ this->surface_set_layout(*surface_id);
+ // XXX do we need to activate after enddraw?
+ this->activate(*surface_id);
+ state = nl;
+ this->layout_commit();
+ this->emit_syncdraw(drawing_name);
+ this->enqueue_flushdraw(state.main);
+ });
+ } else {
+ bool can_split = this->can_split(state, *surface_id);
+
+ if (can_split) {
+ this->try_layout(
+ state,
+ LayoutState{state.main, *surface_id},
+ [&] (LayoutState const &nl) {
+ std::string main =
+ std::move(*this->lookup_name(state.main));
+
+ this->surface_set_layout(state.main, surface_id);
+ this->activate(*surface_id);
+ if (state.sub != -1) {
+ this->deactivate(state.sub);
+ }
+ state = nl;
+
+ this->layout_commit();
+ this->emit_syncdraw(drawing_name);
+ this->emit_syncdraw(main.c_str());
+ this->enqueue_flushdraw(state.main);
+ this->enqueue_flushdraw(state.sub);
+ });
+ } else {
+ this->try_layout(
+ state, LayoutState{*surface_id}, [&] (LayoutState const &nl) {
+ this->surface_set_layout(*surface_id);
+ this->deactivate(state.main);
+ this->activate(*surface_id);
+ if (state.sub != -1) {
+ this->deactivate(state.sub);
+ }
+ state = nl;
+
+ this->layout_commit();
+ this->emit_syncdraw(drawing_name);
+ this->enqueue_flushdraw(state.main);
+ });
+ }
+ }