Fixed oversized apps' incorrect layout

This commit is contained in:
vaxerski 2022-06-22 15:45:56 +02:00
parent 499d2e41bf
commit 770bada5d5
8 changed files with 90 additions and 22 deletions

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@ -443,7 +443,11 @@ wlr_surface* CCompositor::vectorWindowToSurface(const Vector2D& pos, CWindow* pW
double subx, suby;
const auto PFOUND = wlr_xdg_surface_surface_at(PSURFACE, pos.x - pWindow->m_vRealPosition.vec().x, pos.y - pWindow->m_vRealPosition.vec().y, &subx, &suby);
// calc for oversized windows... fucking bullshit, again.
wlr_box geom;
wlr_xdg_surface_get_geometry(pWindow->m_uSurface.xdg, &geom);
const auto PFOUND = wlr_xdg_surface_surface_at(PSURFACE, pos.x - pWindow->m_vRealPosition.vec().x + geom.x, pos.y - pWindow->m_vRealPosition.vec().y + geom.y, &subx, &suby);
if (PFOUND) {
sl.x = subx;
@ -454,6 +458,9 @@ wlr_surface* CCompositor::vectorWindowToSurface(const Vector2D& pos, CWindow* pW
sl.x = pos.x - pWindow->m_vRealPosition.vec().x;
sl.y = pos.y - pWindow->m_vRealPosition.vec().y;
sl.x += geom.x;
sl.y += geom.y;
return PSURFACE->surface;
}

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@ -47,6 +47,7 @@ void CConfigManager::setDefaultVars() {
configValues["decoration:inactive_opacity"].floatValue = 1;
configValues["decoration:fullscreen_opacity"].floatValue = 1;
configValues["decoration:multisample_edges"].intValue = 0;
configValues["decoration:no_blur_on_oversized"].intValue = 1;
configValues["dwindle:pseudotile"].intValue = 0;
configValues["dwindle:col.group_border"].intValue = 0x66777700;

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@ -19,6 +19,14 @@ void addViewCoords(void* pWindow, int* x, int* y) {
const auto PWINDOW = (CWindow*)pWindow;
*x += PWINDOW->m_vRealPosition.goalv().x;
*y += PWINDOW->m_vRealPosition.goalv().y;
if (!PWINDOW->m_bIsX11) {
wlr_box geom;
wlr_xdg_surface_get_geometry(PWINDOW->m_uSurface.xdg, &geom);
*x -= geom.x;
*y -= geom.y;
}
}
void Events::listener_mapWindow(void* owner, void* data) {

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@ -124,14 +124,8 @@ void CHyprXWaylandManager::sendCloseWindow(CWindow* pWindow) {
void CHyprXWaylandManager::setWindowSize(CWindow* pWindow, const Vector2D& size) {
if (pWindow->m_bIsX11)
wlr_xwayland_surface_configure(pWindow->m_uSurface.xwayland, pWindow->m_vRealPosition.vec().x, pWindow->m_vRealPosition.vec().y, size.x, size.y);
else {
// I don't know if this is fucking correct, but the fucking idea of putting shadows into a window's surface is borderline criminal.
const auto XDELTA = pWindow->m_uSurface.xdg->current.geometry.width && pWindow->m_uSurface.xdg->current.geometry.height ? pWindow->m_uSurface.xdg->surface->current.width - pWindow->m_uSurface.xdg->current.geometry.width : 0;
const auto YDELTA = pWindow->m_uSurface.xdg->current.geometry.width && pWindow->m_uSurface.xdg->current.geometry.height ? pWindow->m_uSurface.xdg->surface->current.height - pWindow->m_uSurface.xdg->current.geometry.height : 0;
wlr_xdg_toplevel_set_size(pWindow->m_uSurface.xdg->toplevel, size.x - XDELTA, size.y - YDELTA);
}
else
wlr_xdg_toplevel_set_size(pWindow->m_uSurface.xdg->toplevel, size.x, size.y);
}
void CHyprXWaylandManager::setWindowStyleTiled(CWindow* pWindow, uint32_t edgez) {

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@ -172,6 +172,14 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
Vector2D surfaceLocal = surfacePos == Vector2D(-1337, -1337) ? surfaceCoords : mouseCoords - surfacePos;
if (pFoundWindow && !pFoundWindow->m_bIsX11 && surfacePos != Vector2D(-1337, -1337)) {
// calc for oversized windows... fucking bullshit.
wlr_box geom;
wlr_xdg_surface_get_geometry(pFoundWindow->m_uSurface.xdg, &geom);
surfaceLocal = mouseCoords - surfacePos + Vector2D(geom.x, geom.y);
}
if (pFoundWindow) {
static auto *const PFOLLOWMOUSE = &g_pConfigManager->getConfigValuePtr("input:follow_mouse")->intValue;
if (*PFOLLOWMOUSE != 1 && !refocus) {

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@ -303,15 +303,15 @@ void CHyprOpenGLImpl::renderTexture(wlr_texture* tex, wlr_box* pBox, float alpha
renderTexture(CTexture(tex), pBox, alpha, round);
}
void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardopaque, bool border) {
void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardopaque, bool border, bool allowPrimary) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque, border);
renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque, border, false, allowPrimary);
scissor((wlr_box*)nullptr);
}
void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, bool border, bool noAA) {
void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, bool border, bool noAA, bool allowPrimary) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
@ -358,6 +358,8 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
// hacky fix to fix broken borders.
// TODO: this is kinda slow... question mark?
renderRect(pBox, CColor(0, 0, 0, 0), round);
glDisable(GL_STENCIL_TEST);
}
glActiveTexture(GL_TEXTURE0);
@ -388,7 +390,19 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
glUniform1i(glGetUniformLocation(shader->program, "primitiveMultisample"), (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !border && !noAA));
glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
if (allowPrimary && m_RenderData.renderingPrimarySurface && m_RenderData.primarySurfaceUVTopLeft != Vector2D(-1, -1)) {
const float verts[] = {
m_RenderData.primarySurfaceUVBottomRight.x, m_RenderData.primarySurfaceUVTopLeft.y, // top right
m_RenderData.primarySurfaceUVTopLeft.x, m_RenderData.primarySurfaceUVTopLeft.y, // top left
m_RenderData.primarySurfaceUVBottomRight.x, m_RenderData.primarySurfaceUVBottomRight.y, // bottom right
m_RenderData.primarySurfaceUVTopLeft.x, m_RenderData.primarySurfaceUVBottomRight.y, // bottom left
};
glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
} else {
glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
}
glEnableVertexAttribArray(shader->posAttrib);
glEnableVertexAttribArray(shader->texAttrib);
@ -402,6 +416,8 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
}
if (border) {
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
@ -548,9 +564,10 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!");
static auto *const PBLURENABLED = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue;
static auto* const PNOBLUROVERSIZED = &g_pConfigManager->getConfigValuePtr("decoration:no_blur_on_oversized")->intValue;
if (*PBLURENABLED == 0) {
renderTexture(tex, pBox, a, round, false, border);
if (*PBLURENABLED == 0 || (*PNOBLUROVERSIZED && m_RenderData.primarySurfaceUVTopLeft != Vector2D(-1, -1))) {
renderTexture(tex, pBox, a, round, false, border, true);
return;
}
@ -607,13 +624,18 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
if (pixman_region32_not_empty(&damage)) {
// render our great blurred FB
static auto *const PBLURIGNOREOPACITY = &g_pConfigManager->getConfigValuePtr("decoration:blur_ignore_opacity")->intValue;
renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 255.f : a, &damage);
renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 255.f : a, &damage, 0, false, false, false, true);
// render the window, but clear stencil
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
// and write to it
// draw window
glDisable(GL_STENCIL_TEST);
renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true, true);
glEnable(GL_STENCIL_TEST);
// prep stencil for border
glStencilFunc(GL_ALWAYS, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
@ -623,8 +645,6 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
renderRectWithDamage(pBox, CColor(0,0,0,0), &damage, round);
}
renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true);
// then stop
glStencilFunc(GL_EQUAL, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);

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@ -34,6 +34,10 @@ struct SCurrentRenderData {
float projection[9];
pixman_region32_t* pDamage = nullptr;
bool renderingPrimarySurface = false;
Vector2D primarySurfaceUVTopLeft = Vector2D(-1, -1);
Vector2D primarySurfaceUVBottomRight = Vector2D(-1, -1);
};
struct SMonitorRenderData {
@ -55,7 +59,7 @@ public:
void renderRect(wlr_box*, const CColor&, int round = 0);
void renderRectWithDamage(wlr_box*, const CColor&, pixman_region32_t* damage, int round = 0);
void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0);
void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardOpaque = false, bool border = false);
void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardOpaque = false, bool border = false, bool allowPrimary = false);
void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool border = false);
void makeWindowSnapshot(CWindow*);
@ -111,7 +115,7 @@ private:
// returns the out FB, can be either Mirror or MirrorSwap
CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage);
void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool border = false, bool noAA = false);
void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool border = false, bool noAA = false, bool allowPrimary = false);
void renderBorder(wlr_box*, const CColor&, int thick = 1, int round = 0);
};

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@ -23,8 +23,12 @@ void renderSurface(struct wlr_surface* surface, int x, int y, void* data) {
float rounding = RDATA->dontRound ? 0 : RDATA->rounding == -1 ? *PROUNDING : RDATA->rounding;
if (RDATA->surface && surface == RDATA->surface)
g_pHyprOpenGL->m_RenderData.renderingPrimarySurface = false;
if (RDATA->surface && surface == RDATA->surface) {
g_pHyprOpenGL->m_RenderData.renderingPrimarySurface = true;
g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, rounding, RDATA->decorate);
}
else
g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, rounding, false, false);
@ -166,8 +170,30 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, SMonitor* pMonitor, timespec*
for (auto& wd : pWindow->m_dWindowDecorations)
wd->draw(pMonitor);
if (!pWindow->m_bIsX11) {
// To everyone who makes apps with improperly aligned surfaces,
// For example chromium, or GTK devs who allow shadows on windows,
// a sincere FUCK YOU.
wlr_box geom;
wlr_xdg_surface_get_geometry(pWindow->m_uSurface.xdg, &geom);
g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D((double)geom.x / (double)pWindow->m_uSurface.xdg->surface->current.width, (double)geom.y / (double)pWindow->m_uSurface.xdg->surface->current.height);
g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D((double)(geom.width + geom.x) / (double)pWindow->m_uSurface.xdg->surface->current.width, (double)(geom.y + geom.height) / (double)pWindow->m_uSurface.xdg->surface->current.height);
if (g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft == Vector2D() && g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight == Vector2D(1, 1)) {
// No special UV mods needed
g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D(-1, -1);
g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D(-1, -1);
}
}
wlr_surface_for_each_surface(g_pXWaylandManager->getWindowSurface(pWindow), renderSurface, &renderdata);
g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D(-1, -1);
g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D(-1, -1);
if (pWindow->m_bIsX11) {
if (pWindow->m_uSurface.xwayland->surface) {
wlr_surface_for_each_surface(pWindow->m_uSurface.xwayland->surface, renderSurface, &renderdata);