// Quick and dirty setup of layers
// XXX: This likely needs to be sorted by order (note, we don't (yet?)
// do any zorder arrangement).
- std::vector<unsigned> ls;
- ls.reserve(this->surface2layer.mapping.size());
for (auto const &i: this->surface2layer.mapping) {
c->layer_create(i.layer_id, o->width, o->height);
auto &l = layers[i.layer_id];
l->set_destination_rectangle(0, 0, o->width, o->height);
l->set_visibility(1);
logdebug("Setting up layer %s (%d) for surfaces %d-%d", i.name.c_str(), i.layer_id, i.id_min, i.id_max);
- ls.push_back(unsigned(i.layer_id));
}
- // Add layers to screen
- s->set_render_order(ls);
+ // Add layers to screen (XXX: are they sorted correctly?)
+ s->set_render_order(this->surface2layer.layers);
c->commit_changes();