Hyprland/src/render/decorations/CHyprDropShadowDecoration.cpp

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#include "CHyprDropShadowDecoration.hpp"
#include "../../Compositor.hpp"
decos: groupbar mouse interaction (#3102) * allow groupbar clicking modified: src/Window.cpp modified: src/Window.hpp modified: src/managers/input/InputManager.cpp modified: src/render/decorations/CHyprGroupBarDecoration.cpp modified: src/render/decorations/CHyprGroupBarDecoration.hpp * remove setting pos inside insertWindowToGroup() modified: src/Window.cpp modified: src/layout/DwindleLayout.cpp modified: src/layout/MasterLayout.cpp modified: src/managers/KeybindManager.cpp * add group window by index and group size functions modified: src/Window.cpp modified: src/Window.hpp modified: src/managers/input/InputManager.cpp * allow dragging into groupbar modified: src/Window.cpp modified: src/layout/DwindleLayout.cpp modified: src/layout/MasterLayout.cpp * allow dragging from groupbar modified: src/managers/KeybindManager.cpp * try groupbar clicking before border resize modified: src/managers/input/InputManager.cpp * block grabbing groupbar on floating (crash) remove later when crashing is fixed modified: src/managers/KeybindManager.cpp * remove redundant { } modified: src/layout/DwindleLayout.cpp modified: src/layout/MasterLayout.cpp * implement getWindowDecorationBox() modified: src/Window.cpp modified: src/Window.hpp modified: src/layout/DwindleLayout.cpp modified: src/layout/MasterLayout.cpp modified: src/managers/KeybindManager.cpp modified: src/managers/input/InputManager.cpp modified: src/render/decorations/CHyprDropShadowDecoration.cpp modified: src/render/decorations/CHyprGroupBarDecoration.cpp modified: src/render/decorations/IHyprWindowDecoration.cpp modified: src/render/decorations/IHyprWindowDecoration.hpp * fix crash when moveoutofgroup in floating windows also removes dragging from floating windows limitation modified: src/layout/IHyprLayout.cpp modified: src/managers/KeybindManager.cpp * use CRegion in getWindowDecorationBox() modified: src/helpers/Region.cpp modified: src/helpers/Region.hpp modified: src/layout/DwindleLayout.cpp modified: src/layout/MasterLayout.cpp modified: src/managers/KeybindManager.cpp modified: src/managers/input/InputManager.cpp modified: src/render/decorations/IHyprWindowDecoration.cpp modified: src/render/decorations/IHyprWindowDecoration.hpp * add groupbar scrolling modified: src/config/ConfigManager.cpp modified: src/managers/input/InputManager.cpp * change name to getWindowDecorationRegion() modified: src/layout/DwindleLayout.cpp modified: src/layout/MasterLayout.cpp modified: src/managers/KeybindManager.cpp modified: src/managers/input/InputManager.cpp modified: src/render/decorations/IHyprWindowDecoration.cpp modified: src/render/decorations/IHyprWindowDecoration.hpp * make dragging from group less hacky for floating modified: src/managers/KeybindManager.cpp
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CHyprDropShadowDecoration::CHyprDropShadowDecoration(CWindow* pWindow) : IHyprWindowDecoration(pWindow) {
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m_pWindow = pWindow;
}
CHyprDropShadowDecoration::~CHyprDropShadowDecoration() {}
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eDecorationType CHyprDropShadowDecoration::getDecorationType() {
return DECORATION_SHADOW;
}
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SDecorationPositioningInfo CHyprDropShadowDecoration::getPositioningInfo() {
SDecorationPositioningInfo info;
info.policy = DECORATION_POSITION_ABSOLUTE;
info.desiredExtents = m_seExtents;
info.edges = DECORATION_EDGE_BOTTOM | DECORATION_EDGE_LEFT | DECORATION_EDGE_RIGHT | DECORATION_EDGE_TOP;
m_seReportedExtents = m_seExtents;
return info;
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}
void CHyprDropShadowDecoration::onPositioningReply(const SDecorationPositioningReply& reply) {
updateWindow(m_pWindow);
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}
uint64_t CHyprDropShadowDecoration::getDecorationFlags() {
return DECORATION_NON_SOLID;
}
std::string CHyprDropShadowDecoration::getDisplayName() {
return "Drop Shadow";
}
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void CHyprDropShadowDecoration::damageEntire() {
static auto* const PSHADOWS = (Hyprlang::INT* const*)g_pConfigManager->getConfigValuePtr("decoration:drop_shadow");
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if (**PSHADOWS != 1)
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return; // disabled
CBox dm = {m_vLastWindowPos.x - m_seExtents.topLeft.x, m_vLastWindowPos.y - m_seExtents.topLeft.y, m_vLastWindowSize.x + m_seExtents.topLeft.x + m_seExtents.bottomRight.x,
m_vLastWindowSize.y + m_seExtents.topLeft.y + m_seExtents.bottomRight.y};
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g_pHyprRenderer->damageBox(&dm);
}
void CHyprDropShadowDecoration::updateWindow(CWindow* pWindow) {
m_vLastWindowPos = m_pWindow->m_vRealPosition.vec();
m_vLastWindowSize = m_pWindow->m_vRealSize.vec();
m_bLastWindowBox = {m_vLastWindowPos.x, m_vLastWindowPos.y, m_vLastWindowSize.x, m_vLastWindowSize.y};
m_bLastWindowBoxWithDecos = g_pDecorationPositioner->getBoxWithIncludedDecos(pWindow);
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}
void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D& offset) {
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if (!g_pCompositor->windowValidMapped(m_pWindow))
return;
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if (m_pWindow->m_cRealShadowColor.col() == CColor(0, 0, 0, 0))
return; // don't draw invisible shadows
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if (!m_pWindow->m_sSpecialRenderData.decorate)
return;
if (!m_pWindow->m_sSpecialRenderData.shadow)
return;
if (m_pWindow->m_sAdditionalConfigData.forceNoShadow)
return;
static auto* const PSHADOWS = (Hyprlang::INT* const*)g_pConfigManager->getConfigValuePtr("decoration:drop_shadow");
static auto* const PSHADOWSIZE = (Hyprlang::INT* const*)g_pConfigManager->getConfigValuePtr("decoration:shadow_range");
static auto* const PSHADOWIGNOREWINDOW = (Hyprlang::INT* const*)g_pConfigManager->getConfigValuePtr("decoration:shadow_ignore_window");
static auto* const PSHADOWSCALE = (Hyprlang::FLOAT* const*)g_pConfigManager->getConfigValuePtr("decoration:shadow_scale");
static auto* const PSHADOWOFFSET = (Hyprlang::VEC2* const*)g_pConfigManager->getConfigValuePtr("decoration:shadow_offset");
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if (**PSHADOWS != 1)
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return; // disabled
const auto ROUNDINGBASE = m_pWindow->rounding();
const auto ROUNDING = ROUNDINGBASE > 0 ? ROUNDINGBASE + m_pWindow->getRealBorderSize() : 0;
const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(m_pWindow->m_iWorkspaceID);
const auto WORKSPACEOFFSET = PWORKSPACE && !m_pWindow->m_bPinned ? PWORKSPACE->m_vRenderOffset.vec() : Vector2D();
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// draw the shadow
CBox fullBox = m_bLastWindowBoxWithDecos;
fullBox.translate(-pMonitor->vecPosition + WORKSPACEOFFSET);
fullBox.x -= **PSHADOWSIZE;
fullBox.y -= **PSHADOWSIZE;
fullBox.w += 2 * **PSHADOWSIZE;
fullBox.h += 2 * **PSHADOWSIZE;
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const float SHADOWSCALE = std::clamp(**PSHADOWSCALE, 0.f, 1.f);
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// scale the box in relation to the center of the box
fullBox.scaleFromCenter(SHADOWSCALE).translate(**PSHADOWOFFSET);
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m_vLastWindowPos += WORKSPACEOFFSET;
m_seExtents = {{m_vLastWindowPos.x - fullBox.x - pMonitor->vecPosition.x + 2, m_vLastWindowPos.y - fullBox.y - pMonitor->vecPosition.y + 2},
{fullBox.x + fullBox.width + pMonitor->vecPosition.x - m_vLastWindowPos.x - m_vLastWindowSize.x + 2,
fullBox.y + fullBox.height + pMonitor->vecPosition.y - m_vLastWindowPos.y - m_vLastWindowSize.y + 2}};
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fullBox.translate(offset);
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if (fullBox.width < 1 || fullBox.height < 1)
return; // don't draw invisible shadows
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g_pHyprOpenGL->scissor((CBox*)nullptr);
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// we'll take the liberty of using this as it should not be used rn
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CFramebuffer& alphaFB = g_pHyprOpenGL->m_RenderData.pCurrentMonData->mirrorFB;
CFramebuffer& alphaSwapFB = g_pHyprOpenGL->m_RenderData.pCurrentMonData->mirrorSwapFB;
auto* LASTFB = g_pHyprOpenGL->m_RenderData.currentFB;
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fullBox.scale(pMonitor->scale).round();
if (**PSHADOWIGNOREWINDOW) {
CBox windowBox = m_bLastWindowBox;
CBox withDecos = m_bLastWindowBoxWithDecos;
// get window box
windowBox.translate(-pMonitor->vecPosition + WORKSPACEOFFSET);
withDecos.translate(-pMonitor->vecPosition + WORKSPACEOFFSET);
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auto scaledExtentss = withDecos.extentsFrom(windowBox);
scaledExtentss = scaledExtentss * pMonitor->scale;
scaledExtentss = scaledExtentss.round();
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// add extents
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windowBox.scale(pMonitor->scale).round().addExtents(scaledExtentss);
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if (windowBox.width < 1 || windowBox.height < 1)
return; // prevent assert failed
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CRegion saveDamage = g_pHyprOpenGL->m_RenderData.damage;
g_pHyprOpenGL->m_RenderData.damage = fullBox;
g_pHyprOpenGL->m_RenderData.damage.subtract(windowBox.copy().expand(-ROUNDING * pMonitor->scale)).intersect(saveDamage);
alphaFB.bind();
// build the matte
// 10-bit formats have dogshit alpha channels, so we have to use the matte to its fullest.
// first, clear region of interest with black (fully transparent)
g_pHyprOpenGL->renderRect(&fullBox, CColor(0, 0, 0, 1), 0);
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// render white shadow with the alpha of the shadow color (otherwise we clear with alpha later and shit it to 2 bit)
g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, **PSHADOWSIZE * pMonitor->scale, CColor(1, 1, 1, m_pWindow->m_cRealShadowColor.col().a), a);
// render black window box ("clip")
g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 1.0), ROUNDING * pMonitor->scale);
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alphaSwapFB.bind();
// alpha swap just has the shadow color. It will be the "texture" to render.
g_pHyprOpenGL->renderRect(&fullBox, m_pWindow->m_cRealShadowColor.col().stripA(), 0);
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LASTFB->bind();
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CBox monbox = {0, 0, pMonitor->vecTransformedSize.x, pMonitor->vecTransformedSize.y};
g_pHyprOpenGL->setMonitorTransformEnabled(false);
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g_pHyprOpenGL->renderTextureMatte(alphaSwapFB.m_cTex, &monbox, alphaFB);
g_pHyprOpenGL->setMonitorTransformEnabled(true);
g_pHyprOpenGL->m_RenderData.damage = saveDamage;
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} else {
g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, **PSHADOWSIZE * pMonitor->scale, m_pWindow->m_cRealShadowColor.col(), a);
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}
if (m_seExtents != m_seReportedExtents)
g_pDecorationPositioner->repositionDeco(this);
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}
eDecorationLayer CHyprDropShadowDecoration::getDecorationLayer() {
return DECORATION_LAYER_BOTTOM;
}