The phase-β sed pass renamed every C 'Window' identifier to
WNativeWindow. That correctly updated typedef uses but also rewrote
the string 'Window Maker', UI labels like 'Window Manager', 'Window
Placement', 'Window Title', 'Window List', 'Window System session',
etc., plus a number of comments referring to 'Window' as English.
Fixed all of those. The C type uses (WNativeWindow rootWin, etc.)
remain unchanged — only English-language occurrences are reverted.
Verified that wmaker now reports 'Window Maker 0.96.0' again and
build is clean across WINGs/, src/, WPrefs.app/.
Sed pass restricted to files outside src/backend/x11 and outside
*_x11.c — i.e. all code that should not depend on X11 typedefs.
Window → WNativeWindow (existing typedef in WMEvent.h)
Atom → WMNativeAtom
Pixmap → WMNativePixmap
Cursor → WMNativeCursor
Drawable → WMDrawable (existing typedef)
KeySym → WMNativeKeysym
Colormap → WMNativeColormap
X11 backend files keep using the original Xlib type names because
they make Xlib API calls that take those types. All typedefs are
ultimately 'unsigned long' so values pass through opaquely between
shared code and the backend.
Public WINGs API affected: WMSelectionCallback, WMSelectionProcs,
and a handful of widget signatures that took Atom/Window arguments
now take WMNativeAtom/WNativeWindow. Source-compatible at the
binary level; consumers must rebuild.
Time and XID typedefs left for a follow-up — both are heavily used
in field/variable names that need careful auditing. Display* and
GC stay in W_Screen for now; phase δ moves them into an X11-only
sub-struct.
Three interlocking problems were present in the Wayland stacking
implementation.
1. Wrong scene-graph nodes targeted by stacking operations
Each managed window groups its frame pixels and client surface under a
single wlr_scene_tree (fb->tree):
fb->tree
fb->scene_buf (frame decoration pixels)
child_frame_bufs (titlebar / resizebar sub-frames)
v->scene_node (client surface, reparented in)
wl_stacking_restack was raising fb->scene_buf -- a child inside fb->tree
-- instead of fb->tree itself, a no-op for inter-window ordering. Three
redundant loops then tried to separately raise the client surface and child
frames, also to no effect. wl_stacking_lower had the same bug.
Fix: raise/lower fb->tree in both functions so the entire window assembly
moves as one atomic unit.
2. Flat scene graph -- no structural level ordering
All nodes were direct children of scene->tree, so creation order and
raise_to_top calls determined Z-order. A normal window could accidentally
render above a floating window after any CommitStacking call.
Fix: introduce 9 wlr_scene_tree level buckets created at scene init time
in bottom-to-top order:
0 WL_LAYER_BACKGROUND background rect / wallpaper
1 WL_LAYER_DESKTOP WMDesktopLevel
2 WL_LAYER_SUNKEN WMSunkenLevel
3 WL_LAYER_NORMAL WMNormalLevel (default for new frames)
4 WL_LAYER_FLOATING WMFloatingLevel / WINGs dialogs
5 WL_LAYER_MENU WMMainMenuWindowLevel / OR-redirect windows
6 WL_LAYER_DOCK WMStatusWindowLevel / dock panel surface
7 WL_LAYER_FULLSCREEN WMFullscreenLevel
8 WL_LAYER_OVERLAY WMModalPanel / WMPopUp / XOR overlay
Every scene node is assigned to the correct bucket at creation.
A new stacking_set_level vtable slot called from AddToStackList moves
fb->tree to the right bucket whenever a window is added or its level
changes via ChangeStackingLevel. X11 backend implements it as a no-op.
3. XDG client surface not reparented into fb->tree
For XDG toplevels the map handler called wManageWindow before creating
view->scene_node, so the reparent inside wl_client_reparent was a no-op.
The client surface then lived as a flat sibling of fb->tree in
WL_LAYER_NORMAL, never moving with its frame during stacking operations.
Fix: after creating view->scene_node, check if frame_id is already set
and do the deferred reparent immediately.
4. Hit-testing broken by level-tree hierarchy
frame_buf_at walked up from the hit scene node to the first direct child
of scene->tree. With level buckets that stopped at the level_tree node
instead of fb->tree, making every window in the same bucket appear to be
the same window. Client surfaces were not blocking clicks on frames
beneath them, and titlebar sub-frames were not distinguished from the
top-level frame, breaking move and resize initiation.
Fix: rewrite frame_buf_at with a two-pass approach:
Pass 1 -- exact match: check if the topmost node is a child frame_buf
scene_buf such as titlebar, resizebar, or button; return it directly.
Pass 2 -- walk up stopping when parent is a level_tree bucket, then
match that window-root node to a top-level frame_buf tree.
Return NULL if the hit was on a client surface.
ROADMAP: mark A1 done.
When raising a frame_buf, also raise its children (titlebar,
resizebar) and the client surface inside it. When raising a
client surface, also raise its containing frame. This ensures
click-on-titlebar raises the entire window assembly.