diff --git a/src/config/ConfigManager.cpp b/src/config/ConfigManager.cpp index 70267f10..59d9566a 100644 --- a/src/config/ConfigManager.cpp +++ b/src/config/ConfigManager.cpp @@ -407,6 +407,18 @@ std::string CConfigManager::getString(std::string v) { return getConfigValueSafe(v).strValue; } +void CConfigManager::setInt(std::string v, int val) { + configValues[v].intValue = val; +} + +void CConfigManager::setFloat(std::string v, float val) { + configValues[v].floatValue = val; +} + +void CConfigManager::setString(std::string v, std::string val) { + configValues[v].strValue = val; +} + SMonitorRule CConfigManager::getMonitorRuleFor(std::string name) { SMonitorRule* found = nullptr; diff --git a/src/config/ConfigManager.hpp b/src/config/ConfigManager.hpp index 4537c4b8..663480d4 100644 --- a/src/config/ConfigManager.hpp +++ b/src/config/ConfigManager.hpp @@ -43,6 +43,9 @@ public: int getInt(std::string); float getFloat(std::string); std::string getString(std::string); + void setFloat(std::string, float); + void setInt(std::string, int); + void setString(std::string, std::string); SMonitorRule getMonitorRuleFor(std::string); diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp index acc5096f..020f398d 100644 --- a/src/render/OpenGL.cpp +++ b/src/render/OpenGL.cpp @@ -481,8 +481,18 @@ void CHyprOpenGLImpl::makeWindowSnapshot(CWindow* pWindow) { timespec now; clock_gettime(CLOCK_MONOTONIC, &now); + // this is a hack but it works :P + // we need to disable blur or else we will get a black background, as the shader + // will try to copy the bg to apply blur. + // this isn't entirely correct, but like, oh well. + // small todo: maybe make this correct? :P + const auto BLURVAL = g_pConfigManager->getInt("decoration:blur"); + g_pConfigManager->setInt("decoration:blur", 0); + g_pHyprRenderer->renderWindow(pWindow, PMONITOR, &now, !pWindow->m_bX11DoesntWantBorders); + g_pConfigManager->setInt("decoration:blur", BLURVAL); + // restore original fb glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iCurrentOutputFb); glViewport(0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecSize.y);