2022-03-17 20:22:29 +01:00
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#pragma once
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#include "defines.hpp"
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#include "events/Events.hpp"
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2022-03-27 21:46:27 +02:00
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#include "helpers/SubsurfaceTree.hpp"
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2022-03-17 20:22:29 +01:00
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2022-04-22 14:37:38 +02:00
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struct SWindowSpecialRenderData {
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float alpha = 1.f;
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};
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2022-03-17 20:22:29 +01:00
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class CWindow {
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public:
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2022-03-30 21:18:42 +02:00
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~CWindow();
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2022-03-17 20:22:29 +01:00
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DYNLISTENER(commitWindow);
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DYNLISTENER(mapWindow);
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DYNLISTENER(unmapWindow);
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DYNLISTENER(destroyWindow);
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DYNLISTENER(setTitleWindow);
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DYNLISTENER(fullscreenWindow);
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2022-03-20 14:00:46 +01:00
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DYNLISTENER(newPopupXDG);
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2022-03-27 17:25:20 +02:00
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// DYNLISTENER(newSubsurfaceWindow);
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2022-03-17 20:22:29 +01:00
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union {
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wlr_xdg_surface* xdg;
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wlr_xwayland_surface* xwayland;
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} m_uSurface;
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// this is the position and size of the "bounding box"
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Vector2D m_vPosition = Vector2D(0,0);
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Vector2D m_vSize = Vector2D(0,0);
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// this is the position and size of the goal placement
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Vector2D m_vEffectivePosition = Vector2D(0,0);
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Vector2D m_vEffectiveSize = Vector2D(0,0);
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// this is the real position and size used to draw the thing
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Vector2D m_vRealPosition = Vector2D(0,0);
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Vector2D m_vRealSize = Vector2D(0,0);
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2022-04-02 20:04:32 +02:00
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// this is used for pseudotiling
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bool m_bIsPseudotiled = false;
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Vector2D m_vPseudoSize = Vector2D(0,0);
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uint64_t m_iTags = 0;
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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;
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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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2022-03-22 20:53:11 +01:00
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bool m_bIsMapped = false;
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2022-03-30 20:16:23 +02:00
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// This is for fullscreen apps
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bool m_bCreatedOverFullscreen = false;
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2022-03-18 20:03:39 +01:00
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// XWayland stuff
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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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2022-03-18 20:03:39 +01:00
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DYNLISTENER(activateX11);
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DYNLISTENER(configureX11);
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//
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SSurfaceTreeNode* m_pSurfaceTree = nullptr;
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2022-03-31 17:50:00 +02:00
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// Animated border
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CColor m_cRealBorderColor = CColor(0,0,0,0);
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2022-04-05 19:28:10 +02:00
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// Fade in-out
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float m_fAlpha = 0.f;
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bool m_bFadingOut = false;
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bool m_bReadyToDelete = false;
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// For hidden windows and stuff
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bool m_bHidden = false;
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// Special render data, rules, etc
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SWindowSpecialRenderData m_sSpecialRenderData;
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// For the list lookup
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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_fAlpha == rhs.m_fAlpha && m_bFadingOut == rhs.m_bFadingOut;
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}
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2022-03-17 20:22:29 +01:00
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};
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