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"
#include "render/decorations/IHyprWindowDecoration.hpp"
#include <deque>
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#include "config/ConfigDataValues.hpp"
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enum eIdleInhibitMode
{
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IDLEINHIBIT_NONE = 0,
IDLEINHIBIT_ALWAYS,
IDLEINHIBIT_FULLSCREEN,
IDLEINHIBIT_FOCUS
};
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struct SWindowSpecialRenderData {
bool alphaOverride = false;
float alpha = 1.f;
bool alphaInactiveOverride = false;
float alphaInactive = -1.f; // -1 means unset
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int64_t activeBorderColor = -1; // -1 means unset
int64_t inactiveBorderColor = -1; // -1 means unset
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// set by the layout
bool rounding = true;
bool border = true;
bool decorate = true;
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};
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struct SWindowAdditionalConfigData {
std::string animationStyle = "";
int rounding = -1; // -1 means no
bool forceNoBlur = false;
bool forceOpaque = false;
bool forceOpaqueOverriden = false; // if true, a rule will not change the forceOpaque state. This is for the force opaque dispatcher.
bool forceAllowsInput = false;
bool forceNoAnims = false;
bool forceNoBorder = false;
bool forceNoShadow = false;
bool windowDanceCompat = false;
bool noMaxSize = false;
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};
struct SWindowRule {
std::string szRule;
std::string szValue;
bool v2 = false;
std::string szTitle;
std::string szClass;
int bX11 = -1; // -1 means "ANY"
int bFloating = -1;
int bFullscreen = -1;
int bPinned = -1;
};
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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);
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DYNLISTENER(setGeometryX11U);
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DYNLISTENER(fullscreenWindow);
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DYNLISTENER(newPopupXDG);
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DYNLISTENER(requestMove);
DYNLISTENER(requestMinimize);
DYNLISTENER(requestMaximize);
DYNLISTENER(requestResize);
DYNLISTENER(activateX11);
DYNLISTENER(configureX11);
DYNLISTENER(toplevelClose);
DYNLISTENER(toplevelActivate);
DYNLISTENER(toplevelFullscreen);
// DYNLISTENER(newSubsurfaceWindow);
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union {
wlr_xdg_surface* xdg;
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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);
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// this is the real position and size used to draw the thing
CAnimatedVariable m_vRealPosition;
CAnimatedVariable m_vRealSize;
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// for not spamming the protocols
Vector2D m_vReportedPosition;
Vector2D m_vReportedSize;
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// for restoring floating statuses
Vector2D m_vLastFloatingSize;
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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;
bool m_bDraggingTiled = false; // for dragging around tiled windows
bool m_bIsFullscreen = false;
uint64_t m_iMonitorID = -1;
std::string m_szTitle = "";
int m_iWorkspaceID = -1;
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bool m_bIsMapped = false;
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bool m_bRequestsFloat = false;
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// This is for fullscreen apps
bool m_bCreatedOverFullscreen = false;
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// XWayland stuff
bool m_bIsX11 = false;
bool m_bMappedX11 = false;
CWindow* m_pX11Parent = nullptr;
uint64_t m_iX11Type = 0;
bool m_bIsModal = false;
bool m_bX11DoesntWantBorders = false;
bool m_bX11ShouldntFocus = false;
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//
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// For nofocus
bool m_bNoFocus = false;
bool m_bNoInitialFocus = false;
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// initial fullscreen and fullscreen disabled
bool m_bWantsInitialFullscreen = false;
bool m_bNoFullscreenRequest = false;
SSurfaceTreeNode* m_pSurfaceTree = nullptr;
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// Animated border
CGradientValueData m_cRealBorderColor = {0};
CGradientValueData m_cRealBorderColorPrevious = {0};
CAnimatedVariable m_fBorderAnimationProgress;
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// Fade in-out
CAnimatedVariable m_fAlpha;
bool m_bFadingOut = false;
bool m_bReadyToDelete = false;
Vector2D m_vOriginalClosedPos; // these will be used for calculations later on in
Vector2D m_vOriginalClosedSize; // drawing the closing animations
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// For pinned (sticky) windows
bool m_bPinned = false;
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// for proper cycling. While cycling we can't just move the pointers, so we need to keep track of the last cycled window.
CWindow* m_pLastCycledWindow = nullptr;
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// Foreign Toplevel proto
wlr_foreign_toplevel_handle_v1* m_phForeignToplevel = nullptr;
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// Window decorations
std::deque<std::unique_ptr<IHyprWindowDecoration>> m_dWindowDecorations;
std::vector<IHyprWindowDecoration*> m_vDecosToRemove;
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// Special render data, rules, etc
SWindowSpecialRenderData m_sSpecialRenderData;
SWindowAdditionalConfigData m_sAdditionalConfigData;
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// for alpha
CAnimatedVariable m_fActiveInactiveAlpha;
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// animated shadow color
CAnimatedVariable m_cRealShadowColor;
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// animated tint
CAnimatedVariable m_fDimPercent;
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// swallowing
CWindow* m_pSwallowed = nullptr;
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// for toplevel monitor events
uint64_t m_iLastToplevelMonitorID = -1;
uint64_t m_iLastSurfaceMonitorID = -1;
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// for idle inhibiting windows
eIdleInhibitMode m_eIdleInhibitMode = IDLEINHIBIT_NONE;
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// For the list lookup
bool operator==(const CWindow& rhs) {
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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}
// methods
wlr_box getFullWindowBoundingBox();
wlr_box getWindowIdealBoundingBoxIgnoreReserved();
void updateWindowDecos();
pid_t getPID();
IHyprWindowDecoration* getDecorationByType(eDecorationType);
void removeDecorationByType(eDecorationType);
void createToplevelHandle();
void destroyToplevelHandle();
void updateToplevel();
void updateSurfaceOutputs();
void moveToWorkspace(int);
CWindow* X11TransientFor();
void onUnmap();
void onMap();
void setHidden(bool hidden);
bool isHidden();
void applyDynamicRule(const SWindowRule& r);
void updateDynamicRules();
private:
// For hidden windows and stuff
bool m_bHidden = false;
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};