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https://github.com/hyprwm/Hyprland
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Added decoration:shadow_scale
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parent
e3a3837164
commit
2a20cf5379
2 changed files with 31 additions and 8 deletions
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@ -84,6 +84,7 @@ void CConfigManager::setDefaultVars() {
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configValues["decoration:shadow_render_power"].intValue = 3;
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configValues["decoration:shadow_ignore_window"].intValue = 1;
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configValues["decoration:shadow_offset"].vecValue = Vector2D();
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configValues["decoration:shadow_scale"].floatValue = 1.f;
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configValues["decoration:col.shadow"].intValue = 0xee1a1a1a;
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configValues["decoration:col.shadow_inactive"].intValue = INT_MAX;
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configValues["decoration:dim_inactive"].intValue = 0;
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@ -66,6 +66,7 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
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static auto *const PSHADOWSIZE = &g_pConfigManager->getConfigValuePtr("decoration:shadow_range")->intValue;
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static auto *const PROUNDING = &g_pConfigManager->getConfigValuePtr("decoration:rounding")->intValue;
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static auto *const PSHADOWIGNOREWINDOW = &g_pConfigManager->getConfigValuePtr("decoration:shadow_ignore_window")->intValue;
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static auto *const PSHADOWSCALE = &g_pConfigManager->getConfigValuePtr("decoration:shadow_scale")->floatValue;
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static auto *const PSHADOWOFFSET = &g_pConfigManager->getConfigValuePtr("decoration:shadow_offset")->vecValue;
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if (*PSHADOWS != 1)
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@ -73,22 +74,43 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
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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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// update the extents
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m_seExtents = {{*PSHADOWSIZE + 2 - PSHADOWOFFSET->x, *PSHADOWSIZE + 2 - PSHADOWOFFSET->y}, {*PSHADOWSIZE + 2 + PSHADOWOFFSET->x, *PSHADOWSIZE + 2 + PSHADOWOFFSET->y}};
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// draw the shadow
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wlr_box fullBox = {m_vLastWindowPos.x - m_seExtents.topLeft.x + 2, m_vLastWindowPos.y - m_seExtents.topLeft.y + 2, m_vLastWindowSize.x + m_seExtents.topLeft.x + m_seExtents.bottomRight.x - 4, m_vLastWindowSize.y + m_seExtents.topLeft.y + m_seExtents.bottomRight.y - 4};
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wlr_box fullBox = { m_vLastWindowPos.x - *PSHADOWSIZE, m_vLastWindowPos.y - *PSHADOWSIZE,
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m_vLastWindowSize.x + 2.0 * *PSHADOWSIZE, m_vLastWindowSize.y + 2.0 * *PSHADOWSIZE };
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fullBox.x -= pMonitor->vecPosition.x;
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fullBox.y -= pMonitor->vecPosition.y;
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fullBox.x += offset.x;
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fullBox.y += offset.y;
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// scale the box in relation to the center of the box
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const Vector2D NEWSIZE = Vector2D { fullBox.width, fullBox.height } * *PSHADOWSCALE;
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fullBox.width = NEWSIZE.x;
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fullBox.height = NEWSIZE.y;
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if (PSHADOWOFFSET->x < 0) {
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fullBox.x += PSHADOWOFFSET->x;
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} else if (PSHADOWOFFSET->x > 0) {
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fullBox.x = m_vLastWindowPos.x + m_vLastWindowSize.x - fullBox.width + (*PSHADOWSCALE * *PSHADOWSIZE) + PSHADOWOFFSET->x - pMonitor->vecPosition.x;
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} else {
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fullBox.x += ((m_vLastWindowSize.x + 2.0 * *PSHADOWSIZE) - NEWSIZE.x) / 2.0;
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}
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if (PSHADOWOFFSET->y < 0) {
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fullBox.y += PSHADOWOFFSET->y;
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} else if (PSHADOWOFFSET->y > 0) {
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fullBox.y = m_vLastWindowPos.y + m_vLastWindowSize.y - fullBox.height + (*PSHADOWSCALE * *PSHADOWSIZE) + PSHADOWOFFSET->y - pMonitor->vecPosition.y;
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} else {
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fullBox.y += ((m_vLastWindowSize.y + 2.0 * *PSHADOWSIZE) - NEWSIZE.y) / 2.0;
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}
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m_seExtents = { { m_vLastWindowPos.x - fullBox.x + pMonitor->vecPosition.x + 2,
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m_vLastWindowPos.y - fullBox.y + pMonitor->vecPosition.y + 2},
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{ fullBox.x + fullBox.width + pMonitor->vecPosition.x - m_pWindow->m_vRealPosition.vec().x - m_pWindow->m_vRealSize.vec().x + 2,
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fullBox.y + fullBox.height + pMonitor->vecPosition.y - m_pWindow->m_vRealPosition.vec().y - m_pWindow->m_vRealSize.vec().y + 2} };
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if (fullBox.width < 1 || fullBox.height < 1)
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return; // don't draw invisible shadows
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return; // don't draw invisible shadows
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g_pHyprOpenGL->scissor((wlr_box *)nullptr);
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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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