Hyprland/src/render/decorations/CHyprDropShadowDecoration.cpp

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#include "CHyprDropShadowDecoration.hpp"
#include "../../Compositor.hpp"
CHyprDropShadowDecoration::CHyprDropShadowDecoration(CWindow* pWindow) {
m_pWindow = pWindow;
}
CHyprDropShadowDecoration::~CHyprDropShadowDecoration() {
updateWindow(m_pWindow);
}
SWindowDecorationExtents CHyprDropShadowDecoration::getWindowDecorationExtents() {
static auto* const PSHADOWS = &g_pConfigManager->getConfigValuePtr("decoration:drop_shadow")->intValue;
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if (*PSHADOWS != 1)
return {{}, {}};
return m_seExtents;
}
eDecorationType CHyprDropShadowDecoration::getDecorationType() {
return DECORATION_SHADOW;
}
void CHyprDropShadowDecoration::damageEntire() {
static auto* const PSHADOWS = &g_pConfigManager->getConfigValuePtr("decoration:drop_shadow")->intValue;
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if (*PSHADOWS != 1)
return; // disabled
wlr_box 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) {
damageEntire();
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const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(pWindow->m_iWorkspaceID);
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const auto WORKSPACEOFFSET = PWORKSPACE && !pWindow->m_bPinned ? PWORKSPACE->m_vRenderOffset.vec() : Vector2D();
if (pWindow->m_vRealPosition.vec() + WORKSPACEOFFSET != m_vLastWindowPos || pWindow->m_vRealSize.vec() != m_vLastWindowSize) {
m_vLastWindowPos = pWindow->m_vRealPosition.vec() + WORKSPACEOFFSET;
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m_vLastWindowSize = pWindow->m_vRealSize.vec();
damageEntire();
}
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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_sAdditionalConfigData.forceNoShadow)
return;
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;
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if (*PSHADOWS != 1)
return; // disabled
const auto ROUNDING =
!m_pWindow->m_sSpecialRenderData.rounding ? 0 : (m_pWindow->m_sAdditionalConfigData.rounding == -1 ? *PROUNDING : m_pWindow->m_sAdditionalConfigData.rounding);
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// 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};
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fullBox.x -= pMonitor->vecPosition.x;
fullBox.y -= pMonitor->vecPosition.y;
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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
const Vector2D NEWSIZE = Vector2D{fullBox.width, fullBox.height} * SHADOWSCALE;
fullBox.width = NEWSIZE.x;
fullBox.height = NEWSIZE.y;
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if (PSHADOWOFFSET->x < 0) {
fullBox.x += PSHADOWOFFSET->x;
} else if (PSHADOWOFFSET->x > 0) {
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fullBox.x = m_vLastWindowPos.x + m_vLastWindowSize.x - fullBox.width + (SHADOWSCALE * *PSHADOWSIZE) + PSHADOWOFFSET->x - pMonitor->vecPosition.x;
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} else {
fullBox.x += ((m_vLastWindowSize.x + 2.0 * *PSHADOWSIZE) - NEWSIZE.x) / 2.0;
}
if (PSHADOWOFFSET->y < 0) {
fullBox.y += PSHADOWOFFSET->y;
} else if (PSHADOWOFFSET->y > 0) {
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fullBox.y = m_vLastWindowPos.y + m_vLastWindowSize.y - fullBox.height + (SHADOWSCALE * *PSHADOWSIZE) + PSHADOWOFFSET->y - pMonitor->vecPosition.y;
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} else {
fullBox.y += ((m_vLastWindowSize.y + 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},
{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.x += offset.x;
fullBox.y += offset.y;
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if (fullBox.width < 1 || fullBox.height < 1)
return; // don't draw invisible shadows
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g_pHyprOpenGL->scissor((wlr_box*)nullptr);
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if (*PSHADOWIGNOREWINDOW) {
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glEnable(GL_STENCIL_TEST);
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glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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wlr_box windowBox = {m_vLastWindowPos.x - pMonitor->vecPosition.x, m_vLastWindowPos.y - pMonitor->vecPosition.y, m_vLastWindowSize.x, m_vLastWindowSize.y};
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scaleBox(&windowBox, pMonitor->scale);
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if (windowBox.width < 1 || windowBox.height < 1) {
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glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
return; // prevent assert failed
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}
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g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 0), ROUNDING * pMonitor->scale);
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glStencilFunc(GL_NOTEQUAL, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
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scaleBox(&fullBox, pMonitor->scale);
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g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, a);
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if (*PSHADOWIGNOREWINDOW) {
// cleanup
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
}
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}