// Add layers to screen (XXX: are they sorted correctly?)
s->set_render_order(this->layers.layers);
- c->commit_changes();
-
- this->display->flush();
+ this->layout_commit();
return 0;
}
surface_id, layer_id, x, y, w, h);
}
+void App::layout_commit() {
+ this->controller->commit_changes();
+ this->display->flush();
+}
+
char const *App::api_activate_surface(char const *drawing_name) {
ST();
auto const &surface_id = this->lookup_id(drawing_name);
l.state.s = LayoutState::Single;
if (flush) {
- this->controller->commit_changes();
- this->display->flush();
+ this->layout_commit();
}
}
this->emit_syncdraw(drawing_name);
this->surface_set_layout(*surface_id);
- this->activate(*surface_id);
+ this->activate(*surface_id); // XXX do we need to activate after enddraw?
state.main = *surface_id;
state.sub = -1;
state.s = LayoutState::Single;
+ this->layout_commit();
this->enqueue_flushdraw(state.main);
} else {
bool can_split = this->can_split(state, *surface_id);
this->activate(*surface_id);
state.sub = *surface_id;
+ this->layout_commit();
this->enqueue_flushdraw(state.main);
this->enqueue_flushdraw(state.sub);
}
state.sub = -1;
state.s = LayoutState::Single;
+ this->layout_commit();
this->enqueue_flushdraw(state.main);
}
}
}
- // commit changes
- this->controller->commit_changes();
- this->display->flush();
-
// no error
return nullptr;
}
state.sub = -1;
state.s = LayoutState::Single;
+ this->layout_commit();
this->enqueue_flushdraw(state.sub);
} else {
this->deactivate(*surface_id);
state.sub = -1;
state.s = LayoutState::Single;
+ this->layout_commit();
this->enqueue_flushdraw(state.main);
} else {
return "Surface is not active";
}
- this->controller->commit_changes();
- this->display->flush();
-
return nullptr;
}