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https://github.com/hyprwm/Hyprland.git
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Added rounded borders.
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@ -22,6 +22,7 @@ Nevertheless, REPORT any you find! Make an issue!
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- Basic window animations
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- Config reloaded instantly upon saving
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- Easily expandable and readable codebase
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- Rounded corners
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- Support for docks/whatever
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- Window rules
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- Monitor rules
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@ -32,7 +33,6 @@ Nevertheless, REPORT any you find! Make an issue!
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# Major to-dos
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- Damage tracking
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- Animations (better)
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- Rounded corners
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- Fix XWayland focus
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- Fix GDK popups on multimon
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- Blur
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@ -235,4 +235,94 @@ void CHyprOpenGLImpl::renderTexture(const CTexture& tex, float matrix[9], float
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glDisableVertexAttribArray(shader->texAttrib);
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glBindTexture(tex.m_iTarget, 0);
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}
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void pushVert2D(float x, float y, float* arr, int& counter, wlr_box* box) {
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// 0-1 space god damnit
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arr[counter * 2 + 0] = x / box->width;
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arr[counter * 2 + 1] = y / box->height;
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counter++;
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}
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void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int thick, int radius) {
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RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
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RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
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float matrix[9];
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wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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wlr_matrix_transpose(glMatrix, glMatrix);
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if (col.a == 255.f)
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glDisable(GL_BLEND);
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else
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glEnable(GL_BLEND);
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glUseProgram(m_shQUAD.program);
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glUniformMatrix3fv(m_shQUAD.proj, 1, GL_FALSE, glMatrix);
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glUniform4f(m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
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// Sides are ONLY for corners meaning they have to be divisible by 4.
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// 32 sides shouldn't be taxing at all on the performance.
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const int SIDES = 32; // sides
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const int SIDES34 = 24; // 3/4th of the sides
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float verts[(SIDES + 8 + 1) * 4]; // 8 for the connections and 1 because last is doubled (begin/end)
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int vertNo = 0;
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// start from 0,0 tex coord space
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float x = 0, y = 0, w = box->width, h = box->height;
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pushVert2D(x + radius, y + h, verts, vertNo, box);
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pushVert2D(x + w - radius, y + h, verts, vertNo, box);
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float x1 = x + w - radius;
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float y1 = y + h - radius;
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for (int i = 0; i <= SIDES / 4; i++) {
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pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
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}
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// Right Line
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pushVert2D(x + w, y + radius, verts, vertNo, box);
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x1 = x + w - radius;
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y1 = y + radius;
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for (int i = SIDES / 4; i <= SIDES / 2; i++) {
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pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
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}
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// Top Line
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pushVert2D(x + radius, y, verts, vertNo, box);
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x1 = x + radius;
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y1 = y + radius;
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for (int i = SIDES / 2; i <= SIDES34; i++) {
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pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
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}
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// Left Line
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pushVert2D(x, y + h - radius, verts, vertNo, box);
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x1 = x + radius;
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y1 = y + h - radius;
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for (int i = SIDES34; i <= SIDES; i++) {
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pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
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}
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glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glEnableVertexAttribArray(m_shQUAD.posAttrib);
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glLineWidth(thick);
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glDrawArrays(GL_LINE_STRIP, 0, 41);
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glDisableVertexAttribArray(m_shQUAD.posAttrib);
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}
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@ -38,6 +38,7 @@ public:
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void renderRect(wlr_box*, const CColor&);
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void renderTexture(wlr_texture*, float matrix[9], float a, int round = 0);
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void renderTexture(const CTexture&, float matrix[9], float a, int round = 0);
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void renderBorder(wlr_box*, const CColor&, int thick = 1, int round = 0);
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void clear(const CColor&);
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void scissor(const wlr_box*);
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@ -402,24 +402,11 @@ void CHyprRenderer::drawBorderForWindow(CWindow* pWindow, SMonitor* pMonitor) {
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const auto BORDERCOL = pWindow->m_cRealBorderColor;
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Vector2D correctPos = pWindow->m_vRealPosition - pMonitor->vecPosition;
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Vector2D correctSize = pWindow->m_vRealSize;
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// top
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wlr_box border = {correctPos.x - BORDERSIZE, correctPos.y - BORDERSIZE, pWindow->m_vRealSize.x + 2 * BORDERSIZE, BORDERSIZE};
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g_pHyprOpenGL->renderRect(&border, BORDERCOL);
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// bottom
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border.y = correctPos.y + pWindow->m_vRealSize.y;
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g_pHyprOpenGL->renderRect(&border, BORDERCOL);
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// left
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border.y = correctPos.y;
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border.width = BORDERSIZE;
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border.height = pWindow->m_vRealSize.y;
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g_pHyprOpenGL->renderRect(&border, BORDERCOL);
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// right
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border.x = correctPos.x + pWindow->m_vRealSize.x;
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g_pHyprOpenGL->renderRect(&border, BORDERCOL);
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wlr_box border = {correctPos.x - BORDERSIZE / 2.f, correctPos.y - BORDERSIZE / 2.f, pWindow->m_vRealSize.x + BORDERSIZE, pWindow->m_vRealSize.y + BORDERSIZE};
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g_pHyprOpenGL->renderBorder(&border, BORDERCOL, BORDERSIZE, g_pConfigManager->getInt("decoration:rounding"));
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}
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void damageSurfaceIter(struct wlr_surface* surface, int x, int y, void* data) {
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