Hyprland/src/Window.hpp

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#pragma once
#include "defines.hpp"
#include "events/Events.hpp"
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#include "helpers/SubsurfaceTree.hpp"
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#include "helpers/AnimatedVariable.hpp"
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struct SWindowSpecialRenderData {
float alpha = 1.f;
};
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struct SWindowAdditionalConfigData {
std::string animationStyle = "";
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int rounding = -1; // -1 means no
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};
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class CWindow {
public:
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CWindow();
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~CWindow();
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DYNLISTENER(commitWindow);
DYNLISTENER(mapWindow);
DYNLISTENER(unmapWindow);
DYNLISTENER(destroyWindow);
DYNLISTENER(setTitleWindow);
DYNLISTENER(fullscreenWindow);
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DYNLISTENER(newPopupXDG);
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// DYNLISTENER(newSubsurfaceWindow);
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union {
wlr_xdg_surface* xdg;
wlr_xwayland_surface* xwayland;
} m_uSurface;
// this is the position and size of the "bounding box"
Vector2D m_vPosition = Vector2D(0,0);
Vector2D m_vSize = Vector2D(0,0);
// this is the real position and size used to draw the thing
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CAnimatedVariable m_vRealPosition;
CAnimatedVariable m_vRealSize;
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// this is used for pseudotiling
bool m_bIsPseudotiled = false;
Vector2D m_vPseudoSize = Vector2D(0,0);
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uint64_t m_iTags = 0;
bool m_bIsFloating = false;
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bool m_bDraggingTiled = false; // for dragging around tiled windows
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bool m_bIsFullscreen = false;
uint64_t m_iMonitorID = -1;
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std::string m_szTitle = "";
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int m_iWorkspaceID = -1;
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bool m_bIsMapped = false;
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bool m_bRequestsFloat = false;
// This is for fullscreen apps
bool m_bCreatedOverFullscreen = false;
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// XWayland stuff
bool m_bIsX11 = false;
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bool m_bMappedX11 = false;
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uint64_t m_iX11Type = 0;
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bool m_bIsModal = false;
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bool m_bX11DoesntWantBorders = false;
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DYNLISTENER(activateX11);
DYNLISTENER(configureX11);
//
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// For nofocus
bool m_bNoFocus = false;
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SSurfaceTreeNode* m_pSurfaceTree = nullptr;
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// Animated border
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CAnimatedVariable m_cRealBorderColor;
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// Fade in-out
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CAnimatedVariable m_fAlpha;
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bool m_bFadingOut = false;
bool m_bReadyToDelete = false;
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// For hidden windows and stuff
bool m_bHidden = false;
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// Special render data, rules, etc
SWindowSpecialRenderData m_sSpecialRenderData;
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SWindowAdditionalConfigData m_sAdditionalConfigData;
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// For the list lookup
bool operator==(const CWindow& rhs) {
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return m_uSurface.xdg == rhs.m_uSurface.xdg && m_uSurface.xwayland == rhs.m_uSurface.xwayland && m_vPosition == rhs.m_vPosition && m_vSize == rhs.m_vSize && m_bFadingOut == rhs.m_bFadingOut;
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}
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};