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internal: Revert rounding of window size (#3153)
* Revert "renderer: round coords and size in renderWindow" This reverts commitfc0c1896e0
. * Revert "xwaylandmgr: round reported sizes" This reverts commit2985e20e6a
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@ -176,9 +176,9 @@ void CHyprXWaylandManager::setWindowSize(CWindow* pWindow, Vector2D size, bool f
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}
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if (pWindow->m_bIsX11)
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wlr_xwayland_surface_configure(pWindow->m_uSurface.xwayland, windowPos.x, windowPos.y, std::round(size.x), std::round(size.y));
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wlr_xwayland_surface_configure(pWindow->m_uSurface.xwayland, windowPos.x, windowPos.y, size.x, size.y);
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else
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wlr_xdg_toplevel_set_size(pWindow->m_uSurface.xdg->toplevel, std::round(size.x), std::round(size.y));
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wlr_xdg_toplevel_set_size(pWindow->m_uSurface.xdg->toplevel, size.x, size.y);
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}
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void CHyprXWaylandManager::setWindowStyleTiled(CWindow* pWindow, uint32_t edgez) {
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@ -271,7 +271,7 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, CMonitor* pMonitor, timespec*
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static auto* const PDIMAROUND = &g_pConfigManager->getConfigValuePtr("decoration:dim_around")->floatValue;
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static auto* const PBORDERSIZE = &g_pConfigManager->getConfigValuePtr("general:border_size")->intValue;
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SRenderData renderdata = {pMonitor, time, std::round(REALPOS.x), std::round(REALPOS.y)};
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SRenderData renderdata = {pMonitor, time, REALPOS.x, REALPOS.y};
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if (ignorePosition) {
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renderdata.x = pMonitor->vecPosition.x;
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renderdata.y = pMonitor->vecPosition.y;
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@ -281,8 +281,8 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, CMonitor* pMonitor, timespec*
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decorate = false;
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renderdata.surface = pWindow->m_pWLSurface.wlr();
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renderdata.w = std::round(std::max(pWindow->m_vRealSize.vec().x, 5.0)); // clamp the size to min 5,
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renderdata.h = std::round(std::max(pWindow->m_vRealSize.vec().y, 5.0)); // otherwise we'll have issues later with invalid boxes
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renderdata.w = std::max(pWindow->m_vRealSize.vec().x, 5.0); // clamp the size to min 5,
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renderdata.h = std::max(pWindow->m_vRealSize.vec().y, 5.0); // otherwise we'll have issues later with invalid boxes
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renderdata.dontRound = (pWindow->m_bIsFullscreen && PWORKSPACE->m_efFullscreenMode == FULLSCREEN_FULL) || (!pWindow->m_sSpecialRenderData.rounding);
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renderdata.fadeAlpha = pWindow->m_fAlpha.fl() * (pWindow->m_bPinned ? 1.f : PWORKSPACE->m_fAlpha.fl());
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renderdata.alpha = pWindow->m_fActiveInactiveAlpha.fl();
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