Decos: Window decoration flags, shadow improvements (#3739)

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Vaxry 2023-11-04 13:10:52 +00:00 committed by GitHub
parent 54e51b7acf
commit 73e78f05ad
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GPG Key ID: 4AEE18F83AFDEB23
17 changed files with 192 additions and 75 deletions

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@ -146,7 +146,7 @@ wlr_box CWindow::getWindowInputBox() {
for (auto& wd : m_dWindowDecorations) {
if (!wd->allowsInput())
if (!(wd->getDecorationFlags() & DECORATION_ALLOWS_MOUSE_INPUT))
continue;
const auto EXTENTS = wd->getWindowDecorationExtents();

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@ -317,7 +317,7 @@ void CHyprDwindleLayout::onWindowCreatedTiling(CWindow* pWindow, eDirection dire
if (!m_vOverrideFocalPoint && g_pInputManager->m_bWasDraggingWindow) {
for (auto& wd : OPENINGON->pWindow->m_dWindowDecorations) {
if (!wd->allowsInput())
if (!(wd->getDecorationFlags() & DECORATION_ALLOWS_MOUSE_INPUT))
continue;
if (wd->getWindowDecorationRegion().containsPoint(MOUSECOORDS)) {

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@ -96,7 +96,7 @@ void CHyprMasterLayout::onWindowCreatedTiling(CWindow* pWindow, eDirection direc
if (g_pInputManager->m_bWasDraggingWindow && OPENINGON) {
for (auto& wd : OPENINGON->pWindow->m_dWindowDecorations) {
if (!wd->allowsInput())
if (!(wd->getDecorationFlags() & DECORATION_ALLOWS_MOUSE_INPUT))
continue;
if (wd->getWindowDecorationRegion().containsPoint(MOUSECOORDS)) {

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@ -1841,7 +1841,7 @@ void CKeybindManager::mouse(std::string args) {
if (pWindow && !pWindow->m_bIsFullscreen && !pWindow->hasPopupAt(mouseCoords)) {
for (auto& wd : pWindow->m_dWindowDecorations) {
if (!wd->allowsInput())
if (!(wd->getDecorationFlags() & DECORATION_ALLOWS_MOUSE_INPUT))
continue;
if (wd->getWindowDecorationRegion().containsPoint(mouseCoords)) {

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@ -585,7 +585,7 @@ void CInputManager::processMouseDownNormal(wlr_pointer_button_event* e) {
if (w && !w->m_bIsFullscreen && !w->hasPopupAt(mouseCoords)) {
for (auto& wd : w->m_dWindowDecorations) {
if (!wd->allowsInput())
if (!(wd->getDecorationFlags() & DECORATION_ALLOWS_MOUSE_INPUT))
continue;
if (wd->getWindowDecorationRegion().containsPoint(mouseCoords)) {
@ -1634,11 +1634,11 @@ void CInputManager::setCursorIconOnBorder(CWindow* w) {
bool onDeco = false;
for (auto& d : w->m_dWindowDecorations) {
if (!d->allowsInput())
for (auto& wd : w->m_dWindowDecorations) {
if (!(wd->getDecorationFlags() & DECORATION_ALLOWS_MOUSE_INPUT))
continue;
if (d->getWindowDecorationRegion().containsPoint(mouseCoords)) {
if (wd->getWindowDecorationRegion().containsPoint(mouseCoords)) {
onDeco = true;
break;
}

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@ -329,18 +329,21 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shBLURFINISH.contrast = glGetUniformLocation(prog, "contrast");
m_RenderData.pCurrentMonData->m_shBLURFINISH.brightness = glGetUniformLocation(prog, "brightness");
prog = createProgram(QUADVERTSRC, FRAGSHADOW);
m_RenderData.pCurrentMonData->m_shSHADOW.program = prog;
m_RenderData.pCurrentMonData->m_shSHADOW.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_RenderData.pCurrentMonData->m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shSHADOW.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shSHADOW.range = glGetUniformLocation(prog, "range");
m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower");
m_RenderData.pCurrentMonData->m_shSHADOW.color = glGetUniformLocation(prog, "color");
prog = createProgram(QUADVERTSRC, FRAGSHADOW);
m_RenderData.pCurrentMonData->m_shSHADOW.program = prog;
m_RenderData.pCurrentMonData->m_shSHADOW.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib = glGetAttribLocation(prog, "texcoordMatte");
m_RenderData.pCurrentMonData->m_shSHADOW.alphaMatte = glGetUniformLocation(prog, "alphaMatte");
m_RenderData.pCurrentMonData->m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_RenderData.pCurrentMonData->m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shSHADOW.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shSHADOW.range = glGetUniformLocation(prog, "range");
m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower");
m_RenderData.pCurrentMonData->m_shSHADOW.color = glGetUniformLocation(prog, "color");
m_RenderData.pCurrentMonData->m_shSHADOW.useAlphaMatte = glGetUniformLocation(prog, "useAlphaMatte");
prog = createProgram(QUADVERTSRC, FRAGBORDER1);
m_RenderData.pCurrentMonData->m_shBORDER1.program = prog;
@ -1637,7 +1640,7 @@ void CHyprOpenGLImpl::renderSnapshot(SLayerSurface** pLayer) {
m_bEndFrame = false;
}
void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, float a) {
void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, float a, CFramebuffer* matte) {
RASSERT(m_RenderData.pMonitor, "Tried to render shadow without begin()!");
RASSERT((box->width > 0 && box->height > 0), "Tried to render shadow with width/height < 0!");
RASSERT(m_pCurrentWindow, "Tried to render shadow without a window!");
@ -1657,6 +1660,7 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
static auto* const PSHADOWPOWER = &g_pConfigManager->getConfigValuePtr("decoration:shadow_render_power")->intValue;
const auto SHADOWPOWER = std::clamp((int)*PSHADOWPOWER, 1, 4);
const auto USEMATTE = matte;
const auto col = m_pCurrentWindow->m_cRealShadowColor.col();
@ -1691,11 +1695,33 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.range, range);
glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower, SHADOWPOWER);
if (USEMATTE) {
glUniform1i(m_RenderData.pCurrentMonData->m_shSHADOW.useAlphaMatte, 1);
glUniform1i(m_RenderData.pCurrentMonData->m_shSHADOW.alphaMatte, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(matte->m_cTex.m_iTarget, matte->m_cTex.m_iTexID);
} else {
glUniform1i(m_RenderData.pCurrentMonData->m_shSHADOW.useAlphaMatte, 0);
}
const float texVerts[] = {
((float)(box->x + box->width) / m_RenderData.pMonitor->vecPixelSize.x),
((float)box->y / m_RenderData.pMonitor->vecPixelSize.y), // top right
((float)box->x / m_RenderData.pMonitor->vecPixelSize.x),
((float)box->y / m_RenderData.pMonitor->vecPixelSize.y), // top left
((float)(box->x + box->width) / m_RenderData.pMonitor->vecPixelSize.x),
((float)(box->y + box->height) / m_RenderData.pMonitor->vecPixelSize.y), // bottom right
((float)box->x / m_RenderData.pMonitor->vecPixelSize.x),
((float)(box->y + box->height) / m_RenderData.pMonitor->vecPixelSize.y), // bottom left
};
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib, 2, GL_FLOAT, GL_FALSE, 0, texVerts);
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib);
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib);
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib);
if (m_RenderData.clipBox.width != 0 && m_RenderData.clipBox.height != 0) {
CRegion damageClip{m_RenderData.clipBox.x, m_RenderData.clipBox.y, m_RenderData.clipBox.width, m_RenderData.clipBox.height};
@ -1714,6 +1740,7 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
}
}
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib);
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib);
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib);
}

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@ -111,7 +111,7 @@ class CHyprOpenGLImpl {
void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0, bool allowCustomUV = false);
void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false, float blurA = 1.f);
void renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0);
void renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0, CFramebuffer* matte = nullptr);
void renderBorder(wlr_box*, const CGradientValueData&, int round, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
void saveMatrix();

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@ -425,9 +425,21 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, CMonitor* pMonitor, timespec*
}
}
if (!pWindow->m_bIsFullscreen || PWORKSPACE->m_efFullscreenMode != FULLSCREEN_FULL)
for (auto& wd : pWindow->m_dWindowDecorations)
if (!pWindow->m_bIsFullscreen || PWORKSPACE->m_efFullscreenMode != FULLSCREEN_FULL) {
for (auto& wd : pWindow->m_dWindowDecorations) {
if (wd->getDecorationLayer() != DECORATION_LAYER_BOTTOM)
continue;
wd->draw(pMonitor, renderdata.alpha * renderdata.fadeAlpha, Vector2D{renderdata.x, renderdata.y} - PREOFFSETPOS);
}
for (auto& wd : pWindow->m_dWindowDecorations) {
if (wd->getDecorationLayer() != DECORATION_LAYER_UNDER)
continue;
wd->draw(pMonitor, renderdata.alpha * renderdata.fadeAlpha, Vector2D{renderdata.x, renderdata.y} - PREOFFSETPOS);
}
}
static auto* const PXWLUSENN = &g_pConfigManager->getConfigValuePtr("xwayland:use_nearest_neighbor")->intValue;
if ((pWindow->m_bIsX11 && *PXWLUSENN) || pWindow->m_sAdditionalConfigData.nearestNeighbor.toUnderlying())
@ -470,6 +482,13 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, CMonitor* pMonitor, timespec*
}
}
for (auto& wd : pWindow->m_dWindowDecorations) {
if (wd->getDecorationLayer() != DECORATION_LAYER_OVER)
continue;
wd->draw(pMonitor, renderdata.alpha * renderdata.fadeAlpha, Vector2D{renderdata.x, renderdata.y} - PREOFFSETPOS);
}
if (TRANSFORMERSPRESENT) {
CFramebuffer* last = g_pHyprOpenGL->m_RenderData.currentFB;
@ -501,6 +520,13 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, CMonitor* pMonitor, timespec*
g_pHyprOpenGL->m_RenderData.useNearestNeighbor = false;
}
for (auto& wd : pWindow->m_dWindowDecorations) {
if (wd->getDecorationLayer() != DECORATION_LAYER_OVERLAY)
continue;
wd->draw(pMonitor, renderdata.alpha * renderdata.fadeAlpha, Vector2D{renderdata.x, renderdata.y} - PREOFFSETPOS);
}
}
EMIT_HOOK_EVENT("render", RENDER_POST_WINDOW);

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@ -10,10 +10,12 @@ class CShader {
GLuint program = 0;
GLint proj = -1;
GLint color = -1;
GLint alphaMatte = -1;
GLint tex = -1;
GLint alpha = -1;
GLint posAttrib = -1;
GLint texAttrib = -1;
GLint matteTexAttrib = -1;
GLint discardOpaque = -1;
GLint discardAlpha = -1;
GLfloat discardAlphaValue = -1;
@ -29,8 +31,9 @@ class CShader {
GLint halfpixel = -1;
GLint range = -1;
GLint shadowPower = -1;
GLint range = -1;
GLint shadowPower = -1;
GLint useAlphaMatte = -1; // always inverted
GLint applyTint = -1;
GLint tint = -1;
@ -43,9 +46,9 @@ class CShader {
GLint distort = -1;
GLint output = -1;
GLint noise = -1;
GLint contrast = -1;
GLint brightness = -1;
GLint noise = -1;
GLint contrast = -1;
GLint brightness = -1;
GLint getUniformLocation(const std::string&);

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@ -45,6 +45,32 @@ void CHyprDropShadowDecoration::updateWindow(CWindow* pWindow) {
m_vLastWindowSize = pWindow->m_vRealSize.vec();
damageEntire();
const auto BORDER = m_pWindow->getRealBorderSize();
// calculate extents of decos with the DECORATION_PART_OF_MAIN_WINDOW flag
SWindowDecorationExtents maxExtents;
for (auto& wd : m_pWindow->m_dWindowDecorations) {
// conveniently, this will also skip us.
if (!(wd->getDecorationFlags() & DECORATION_PART_OF_MAIN_WINDOW))
continue;
const auto EXTENTS = wd->getWindowDecorationExtents();
if (maxExtents.topLeft.x < EXTENTS.topLeft.x)
maxExtents.topLeft.x = EXTENTS.topLeft.x;
if (maxExtents.topLeft.y < EXTENTS.topLeft.y)
maxExtents.topLeft.y = EXTENTS.topLeft.y;
if (maxExtents.bottomRight.x < EXTENTS.bottomRight.x)
maxExtents.bottomRight.x = EXTENTS.bottomRight.x;
if (maxExtents.bottomRight.y < EXTENTS.bottomRight.y)
maxExtents.bottomRight.y = EXTENTS.bottomRight.y;
}
m_bLastWindowBox = {(int)(m_vLastWindowPos.x - maxExtents.topLeft.x - BORDER), (int)(m_vLastWindowPos.y - maxExtents.topLeft.y - BORDER),
(int)(m_vLastWindowSize.x + maxExtents.topLeft.x + maxExtents.bottomRight.x + 2 * BORDER),
(int)(m_vLastWindowSize.y + maxExtents.topLeft.y + maxExtents.bottomRight.y + 2 * BORDER)};
}
}
@ -67,7 +93,6 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
static auto* const PSHADOWS = &g_pConfigManager->getConfigValuePtr("decoration:drop_shadow")->intValue;
static auto* const PSHADOWSIZE = &g_pConfigManager->getConfigValuePtr("decoration:shadow_range")->intValue;
static auto* const PROUNDING = &g_pConfigManager->getConfigValuePtr("decoration:rounding")->intValue;
static auto* const PSHADOWIGNOREWINDOW = &g_pConfigManager->getConfigValuePtr("decoration:shadow_ignore_window")->intValue;
static auto* const PSHADOWSCALE = &g_pConfigManager->getConfigValuePtr("decoration:shadow_scale")->floatValue;
static auto* const PSHADOWOFFSET = &g_pConfigManager->getConfigValuePtr("decoration:shadow_offset")->vecValue;
@ -75,12 +100,11 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
if (*PSHADOWS != 1)
return; // disabled
const auto ROUNDING = !m_pWindow->m_sSpecialRenderData.rounding ?
0 :
(m_pWindow->m_sAdditionalConfigData.rounding.toUnderlying() == -1 ? *PROUNDING : m_pWindow->m_sAdditionalConfigData.rounding.toUnderlying());
const auto ROUNDING = m_pWindow->rounding() + m_pWindow->getRealBorderSize();
// draw the shadow
wlr_box fullBox = {m_vLastWindowPos.x - *PSHADOWSIZE, m_vLastWindowPos.y - *PSHADOWSIZE, m_vLastWindowSize.x + 2.0 * *PSHADOWSIZE, m_vLastWindowSize.y + 2.0 * *PSHADOWSIZE};
wlr_box fullBox = {m_bLastWindowBox.x - *PSHADOWSIZE, m_bLastWindowBox.y - *PSHADOWSIZE, m_bLastWindowBox.width + 2.0 * *PSHADOWSIZE,
m_bLastWindowBox.height + 2.0 * *PSHADOWSIZE};
fullBox.x -= pMonitor->vecPosition.x;
fullBox.y -= pMonitor->vecPosition.y;
@ -95,17 +119,17 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
if (PSHADOWOFFSET->x < 0) {
fullBox.x += PSHADOWOFFSET->x;
} else if (PSHADOWOFFSET->x > 0) {
fullBox.x = m_vLastWindowPos.x + m_vLastWindowSize.x - fullBox.width + (SHADOWSCALE * *PSHADOWSIZE) + PSHADOWOFFSET->x - pMonitor->vecPosition.x;
fullBox.x = m_bLastWindowBox.x + m_bLastWindowBox.width - fullBox.width + (SHADOWSCALE * *PSHADOWSIZE) + PSHADOWOFFSET->x - pMonitor->vecPosition.x;
} else {
fullBox.x += ((m_vLastWindowSize.x + 2.0 * *PSHADOWSIZE) - NEWSIZE.x) / 2.0;
fullBox.x += ((m_bLastWindowBox.width + 2.0 * *PSHADOWSIZE) - NEWSIZE.x) / 2.0;
}
if (PSHADOWOFFSET->y < 0) {
fullBox.y += PSHADOWOFFSET->y;
} else if (PSHADOWOFFSET->y > 0) {
fullBox.y = m_vLastWindowPos.y + m_vLastWindowSize.y - fullBox.height + (SHADOWSCALE * *PSHADOWSIZE) + PSHADOWOFFSET->y - pMonitor->vecPosition.y;
fullBox.y = m_bLastWindowBox.y + m_bLastWindowBox.height - fullBox.height + (SHADOWSCALE * *PSHADOWSIZE) + PSHADOWOFFSET->y - pMonitor->vecPosition.y;
} else {
fullBox.y += ((m_vLastWindowSize.y + 2.0 * *PSHADOWSIZE) - NEWSIZE.y) / 2.0;
fullBox.y += ((m_bLastWindowBox.height + 2.0 * *PSHADOWSIZE) - NEWSIZE.y) / 2.0;
}
m_seExtents = {{m_vLastWindowPos.x - fullBox.x - pMonitor->vecPosition.x + 2, m_vLastWindowPos.y - fullBox.y - pMonitor->vecPosition.y + 2},
@ -120,39 +144,31 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
g_pHyprOpenGL->scissor((wlr_box*)nullptr);
// we'll take the liberty of using this as it should not be used rn
CFramebuffer& alphaFB = g_pHyprOpenGL->m_RenderData.pCurrentMonData->mirrorFB;
auto* LASTFB = g_pHyprOpenGL->m_RenderData.currentFB;
if (*PSHADOWIGNOREWINDOW) {
glEnable(GL_STENCIL_TEST);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
wlr_box windowBox = {m_vLastWindowPos.x - pMonitor->vecPosition.x, m_vLastWindowPos.y - pMonitor->vecPosition.y, m_vLastWindowSize.x, m_vLastWindowSize.y};
wlr_box windowBox = {m_bLastWindowBox.x - pMonitor->vecPosition.x, m_bLastWindowBox.y - pMonitor->vecPosition.y, m_bLastWindowBox.width, m_bLastWindowBox.height};
scaleBox(&windowBox, pMonitor->scale);
if (windowBox.width < 1 || windowBox.height < 1) {
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
return; // prevent assert failed
}
g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 0), ROUNDING * pMonitor->scale);
alphaFB.bind();
g_pHyprOpenGL->clear(CColor(0, 0, 0, 0));
glStencilFunc(GL_NOTEQUAL, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
g_pHyprOpenGL->renderRect(&windowBox, CColor(1.0, 1.0, 1.0, 1.0), ROUNDING * pMonitor->scale);
LASTFB->bind();
}
scaleBox(&fullBox, pMonitor->scale);
g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, a);
if (*PSHADOWIGNOREWINDOW) {
// cleanup
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
}
g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, a, &alphaFB);
}
eDecorationLayer CHyprDropShadowDecoration::getDecorationLayer() {
return DECORATION_LAYER_BOTTOM;
}

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@ -17,6 +17,8 @@ class CHyprDropShadowDecoration : public IHyprWindowDecoration {
virtual void damageEntire();
virtual eDecorationLayer getDecorationLayer();
private:
SWindowDecorationExtents m_seExtents;
@ -24,4 +26,6 @@ class CHyprDropShadowDecoration : public IHyprWindowDecoration {
Vector2D m_vLastWindowPos;
Vector2D m_vLastWindowSize;
wlr_box m_bLastWindowBox = {0};
};

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@ -301,10 +301,6 @@ void CHyprGroupBarDecoration::refreshGradients() {
renderGradientTo(m_tGradientInactive, ((CGradientValueData*)PCOLINACTIVE->get())->m_vColors[0]);
}
bool CHyprGroupBarDecoration::allowsInput() {
return true;
}
bool CHyprGroupBarDecoration::onEndWindowDragOnDeco(CWindow* pDraggedWindow, const Vector2D& pos) {
if (!pDraggedWindow->canBeGroupedInto(m_pWindow))
@ -407,3 +403,11 @@ void CHyprGroupBarDecoration::onBeginWindowDragOnDeco(const Vector2D& pos) {
if (!g_pCompositor->isWindowActive(pWindow))
g_pCompositor->focusWindow(pWindow);
}
eDecorationLayer CHyprGroupBarDecoration::getDecorationLayer() {
return DECORATION_LAYER_OVER;
}
uint64_t CHyprGroupBarDecoration::getDecorationFlags() {
return DECORATION_ALLOWS_MOUSE_INPUT;
}

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@ -33,14 +33,16 @@ class CHyprGroupBarDecoration : public IHyprWindowDecoration {
virtual SWindowDecorationExtents getWindowDecorationReservedArea();
virtual bool allowsInput();
virtual void onBeginWindowDragOnDeco(const Vector2D&);
virtual bool onEndWindowDragOnDeco(CWindow* pDraggedWindow, const Vector2D&);
virtual void onMouseButtonOnDeco(const Vector2D&, wlr_pointer_button_event*);
virtual eDecorationLayer getDecorationLayer();
virtual uint64_t getDecorationFlags();
private:
SWindowDecorationExtents m_seExtents;

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@ -25,14 +25,22 @@ CRegion IHyprWindowDecoration::getWindowDecorationRegion() {
m_pWindow->m_vRealSize.vec().y + 2 * BORDERSIZE));
}
bool IHyprWindowDecoration::allowsInput() {
return false;
void IHyprWindowDecoration::onBeginWindowDragOnDeco(const Vector2D&) {
;
}
void IHyprWindowDecoration::onBeginWindowDragOnDeco(const Vector2D&) {}
bool IHyprWindowDecoration::onEndWindowDragOnDeco(CWindow* pDraggedWindow, const Vector2D&) {
return true;
}
void IHyprWindowDecoration::onMouseButtonOnDeco(const Vector2D&, wlr_pointer_button_event*) {}
void IHyprWindowDecoration::onMouseButtonOnDeco(const Vector2D&, wlr_pointer_button_event*) {
;
}
eDecorationLayer IHyprWindowDecoration::getDecorationLayer() {
return DECORATION_LAYER_UNDER;
}
uint64_t IHyprWindowDecoration::getDecorationFlags() {
return 0;
}

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@ -3,7 +3,8 @@
#include "../../defines.hpp"
#include "../../helpers/Region.hpp"
enum eDecorationType {
enum eDecorationType
{
DECORATION_NONE = -1,
DECORATION_GROUPBAR,
DECORATION_SHADOW,
@ -15,6 +16,20 @@ struct SWindowDecorationExtents {
Vector2D bottomRight;
};
enum eDecorationLayer
{
DECORATION_LAYER_BOTTOM = 0, /* lowest. */
DECORATION_LAYER_UNDER, /* under the window, but above BOTTOM */
DECORATION_LAYER_OVER, /* above the window, but below its popups */
DECORATION_LAYER_OVERLAY /* above everything of the window, including popups */
};
enum eDecorationFlags
{
DECORATION_ALLOWS_MOUSE_INPUT = 1 << 0, /* this decoration accepts mouse input */
DECORATION_PART_OF_MAIN_WINDOW = 1 << 1, /* this decoration is a *seamless* part of the main window, so stuff like shadows will include it */
};
class CWindow;
class CMonitor;
@ -37,14 +52,16 @@ class IHyprWindowDecoration {
virtual CRegion getWindowDecorationRegion();
virtual bool allowsInput();
virtual void onBeginWindowDragOnDeco(const Vector2D&); // called when the user calls the "movewindow" mouse dispatcher on the deco
virtual bool onEndWindowDragOnDeco(CWindow* pDraggedWindow, const Vector2D&); // returns true if the window should be placed by the layout
virtual void onMouseButtonOnDeco(const Vector2D&, wlr_pointer_button_event*);
virtual eDecorationLayer getDecorationLayer();
virtual uint64_t getDecorationFlags();
private:
CWindow* m_pWindow = nullptr;
};

View File

@ -5,7 +5,9 @@
inline const std::string FRAGSHADOW = R"#(
precision mediump float;
varying vec4 v_color;
uniform sampler2D alphaMatte;
varying vec2 v_texcoord;
varying vec2 v_texcoordMatte;
uniform vec2 topLeft;
uniform vec2 bottomRight;
@ -13,6 +15,7 @@ uniform vec2 fullSize;
uniform float radius;
uniform float range;
uniform float shadowPower;
uniform int useAlphaMatte;
float pixAlphaRoundedDistance(float distanceToCorner) {
if (distanceToCorner > radius) {
@ -74,6 +77,10 @@ void main() {
}
}
if (useAlphaMatte == 1) {
pixColor[3] *= 1.0 - texture2D(alphaMatte, v_texcoordMatte)[3];
}
if (pixColor[3] == 0.0) {
discard; return;
}

View File

@ -37,13 +37,16 @@ uniform mat3 proj;
uniform vec4 color;
attribute vec2 pos;
attribute vec2 texcoord;
attribute vec2 texcoordMatte;
varying vec4 v_color;
varying vec2 v_texcoord;
varying vec2 v_texcoordMatte;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_color = color;
v_texcoord = texcoord;
v_texcoordMatte = texcoordMatte;
})#";
inline const std::string QUADFRAGSRC = R"#(