mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-02 08:45:58 +01:00
Fixed oversized apps' incorrect layout
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parent
499d2e41bf
commit
770bada5d5
8 changed files with 90 additions and 22 deletions
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@ -443,7 +443,11 @@ wlr_surface* CCompositor::vectorWindowToSurface(const Vector2D& pos, CWindow* pW
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double subx, suby;
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const auto PFOUND = wlr_xdg_surface_surface_at(PSURFACE, pos.x - pWindow->m_vRealPosition.vec().x, pos.y - pWindow->m_vRealPosition.vec().y, &subx, &suby);
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// calc for oversized windows... fucking bullshit, again.
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wlr_box geom;
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wlr_xdg_surface_get_geometry(pWindow->m_uSurface.xdg, &geom);
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const auto PFOUND = wlr_xdg_surface_surface_at(PSURFACE, pos.x - pWindow->m_vRealPosition.vec().x + geom.x, pos.y - pWindow->m_vRealPosition.vec().y + geom.y, &subx, &suby);
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if (PFOUND) {
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sl.x = subx;
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@ -454,6 +458,9 @@ wlr_surface* CCompositor::vectorWindowToSurface(const Vector2D& pos, CWindow* pW
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sl.x = pos.x - pWindow->m_vRealPosition.vec().x;
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sl.y = pos.y - pWindow->m_vRealPosition.vec().y;
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sl.x += geom.x;
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sl.y += geom.y;
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return PSURFACE->surface;
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}
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@ -47,6 +47,7 @@ void CConfigManager::setDefaultVars() {
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configValues["decoration:inactive_opacity"].floatValue = 1;
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configValues["decoration:fullscreen_opacity"].floatValue = 1;
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configValues["decoration:multisample_edges"].intValue = 0;
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configValues["decoration:no_blur_on_oversized"].intValue = 1;
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configValues["dwindle:pseudotile"].intValue = 0;
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configValues["dwindle:col.group_border"].intValue = 0x66777700;
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@ -19,6 +19,14 @@ void addViewCoords(void* pWindow, int* x, int* y) {
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const auto PWINDOW = (CWindow*)pWindow;
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*x += PWINDOW->m_vRealPosition.goalv().x;
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*y += PWINDOW->m_vRealPosition.goalv().y;
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if (!PWINDOW->m_bIsX11) {
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wlr_box geom;
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wlr_xdg_surface_get_geometry(PWINDOW->m_uSurface.xdg, &geom);
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*x -= geom.x;
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*y -= geom.y;
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}
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}
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void Events::listener_mapWindow(void* owner, void* data) {
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@ -124,14 +124,8 @@ void CHyprXWaylandManager::sendCloseWindow(CWindow* pWindow) {
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void CHyprXWaylandManager::setWindowSize(CWindow* pWindow, const Vector2D& size) {
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if (pWindow->m_bIsX11)
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wlr_xwayland_surface_configure(pWindow->m_uSurface.xwayland, pWindow->m_vRealPosition.vec().x, pWindow->m_vRealPosition.vec().y, size.x, size.y);
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else {
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// I don't know if this is fucking correct, but the fucking idea of putting shadows into a window's surface is borderline criminal.
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const auto XDELTA = pWindow->m_uSurface.xdg->current.geometry.width && pWindow->m_uSurface.xdg->current.geometry.height ? pWindow->m_uSurface.xdg->surface->current.width - pWindow->m_uSurface.xdg->current.geometry.width : 0;
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const auto YDELTA = pWindow->m_uSurface.xdg->current.geometry.width && pWindow->m_uSurface.xdg->current.geometry.height ? pWindow->m_uSurface.xdg->surface->current.height - pWindow->m_uSurface.xdg->current.geometry.height : 0;
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wlr_xdg_toplevel_set_size(pWindow->m_uSurface.xdg->toplevel, size.x - XDELTA, size.y - YDELTA);
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}
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else
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wlr_xdg_toplevel_set_size(pWindow->m_uSurface.xdg->toplevel, size.x, size.y);
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}
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void CHyprXWaylandManager::setWindowStyleTiled(CWindow* pWindow, uint32_t edgez) {
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@ -172,6 +172,14 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
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Vector2D surfaceLocal = surfacePos == Vector2D(-1337, -1337) ? surfaceCoords : mouseCoords - surfacePos;
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if (pFoundWindow && !pFoundWindow->m_bIsX11 && surfacePos != Vector2D(-1337, -1337)) {
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// calc for oversized windows... fucking bullshit.
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wlr_box geom;
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wlr_xdg_surface_get_geometry(pFoundWindow->m_uSurface.xdg, &geom);
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surfaceLocal = mouseCoords - surfacePos + Vector2D(geom.x, geom.y);
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}
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if (pFoundWindow) {
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static auto *const PFOLLOWMOUSE = &g_pConfigManager->getConfigValuePtr("input:follow_mouse")->intValue;
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if (*PFOLLOWMOUSE != 1 && !refocus) {
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@ -303,15 +303,15 @@ void CHyprOpenGLImpl::renderTexture(wlr_texture* tex, wlr_box* pBox, float alpha
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renderTexture(CTexture(tex), pBox, alpha, round);
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}
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void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardopaque, bool border) {
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void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardopaque, bool border, bool allowPrimary) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
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renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque, border);
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renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque, border, false, allowPrimary);
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scissor((wlr_box*)nullptr);
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}
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void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, bool border, bool noAA) {
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void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, bool border, bool noAA, bool allowPrimary) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
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RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
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@ -358,6 +358,8 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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// hacky fix to fix broken borders.
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// TODO: this is kinda slow... question mark?
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renderRect(pBox, CColor(0, 0, 0, 0), round);
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glDisable(GL_STENCIL_TEST);
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}
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glActiveTexture(GL_TEXTURE0);
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@ -388,7 +390,19 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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glUniform1i(glGetUniformLocation(shader->program, "primitiveMultisample"), (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !border && !noAA));
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glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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if (allowPrimary && m_RenderData.renderingPrimarySurface && m_RenderData.primarySurfaceUVTopLeft != Vector2D(-1, -1)) {
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const float verts[] = {
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m_RenderData.primarySurfaceUVBottomRight.x, m_RenderData.primarySurfaceUVTopLeft.y, // top right
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m_RenderData.primarySurfaceUVTopLeft.x, m_RenderData.primarySurfaceUVTopLeft.y, // top left
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m_RenderData.primarySurfaceUVBottomRight.x, m_RenderData.primarySurfaceUVBottomRight.y, // bottom right
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m_RenderData.primarySurfaceUVTopLeft.x, m_RenderData.primarySurfaceUVBottomRight.y, // bottom left
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};
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glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
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} else {
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glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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}
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glEnableVertexAttribArray(shader->posAttrib);
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glEnableVertexAttribArray(shader->texAttrib);
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@ -402,6 +416,8 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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}
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if (border) {
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_EQUAL, 1, -1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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}
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@ -548,9 +564,10 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!");
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static auto *const PBLURENABLED = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue;
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static auto* const PNOBLUROVERSIZED = &g_pConfigManager->getConfigValuePtr("decoration:no_blur_on_oversized")->intValue;
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if (*PBLURENABLED == 0) {
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renderTexture(tex, pBox, a, round, false, border);
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if (*PBLURENABLED == 0 || (*PNOBLUROVERSIZED && m_RenderData.primarySurfaceUVTopLeft != Vector2D(-1, -1))) {
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renderTexture(tex, pBox, a, round, false, border, true);
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return;
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}
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@ -607,13 +624,18 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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if (pixman_region32_not_empty(&damage)) {
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// render our great blurred FB
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static auto *const PBLURIGNOREOPACITY = &g_pConfigManager->getConfigValuePtr("decoration:blur_ignore_opacity")->intValue;
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renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 255.f : a, &damage);
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renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 255.f : a, &damage, 0, false, false, false, true);
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// render the window, but clear stencil
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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// and write to it
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// draw window
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glDisable(GL_STENCIL_TEST);
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renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true, true);
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glEnable(GL_STENCIL_TEST);
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// prep stencil for border
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glStencilFunc(GL_ALWAYS, 1, -1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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@ -623,8 +645,6 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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renderRectWithDamage(pBox, CColor(0,0,0,0), &damage, round);
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}
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renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true);
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// then stop
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glStencilFunc(GL_EQUAL, 1, -1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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@ -34,6 +34,10 @@ struct SCurrentRenderData {
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float projection[9];
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pixman_region32_t* pDamage = nullptr;
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bool renderingPrimarySurface = false;
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Vector2D primarySurfaceUVTopLeft = Vector2D(-1, -1);
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Vector2D primarySurfaceUVBottomRight = Vector2D(-1, -1);
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};
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struct SMonitorRenderData {
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@ -55,7 +59,7 @@ public:
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void renderRect(wlr_box*, const CColor&, int round = 0);
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void renderRectWithDamage(wlr_box*, const CColor&, pixman_region32_t* damage, int round = 0);
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void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0);
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void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardOpaque = false, bool border = false);
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void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardOpaque = false, bool border = false, bool allowPrimary = false);
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void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool border = false);
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void makeWindowSnapshot(CWindow*);
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@ -111,7 +115,7 @@ private:
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// returns the out FB, can be either Mirror or MirrorSwap
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CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage);
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void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool border = false, bool noAA = false);
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void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool border = false, bool noAA = false, bool allowPrimary = false);
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void renderBorder(wlr_box*, const CColor&, int thick = 1, int round = 0);
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};
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@ -23,8 +23,12 @@ void renderSurface(struct wlr_surface* surface, int x, int y, void* data) {
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float rounding = RDATA->dontRound ? 0 : RDATA->rounding == -1 ? *PROUNDING : RDATA->rounding;
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if (RDATA->surface && surface == RDATA->surface)
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g_pHyprOpenGL->m_RenderData.renderingPrimarySurface = false;
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if (RDATA->surface && surface == RDATA->surface) {
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g_pHyprOpenGL->m_RenderData.renderingPrimarySurface = true;
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g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, rounding, RDATA->decorate);
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}
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else
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g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, rounding, false, false);
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@ -166,8 +170,30 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, SMonitor* pMonitor, timespec*
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for (auto& wd : pWindow->m_dWindowDecorations)
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wd->draw(pMonitor);
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if (!pWindow->m_bIsX11) {
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// To everyone who makes apps with improperly aligned surfaces,
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// For example chromium, or GTK devs who allow shadows on windows,
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// a sincere FUCK YOU.
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wlr_box geom;
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wlr_xdg_surface_get_geometry(pWindow->m_uSurface.xdg, &geom);
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g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D((double)geom.x / (double)pWindow->m_uSurface.xdg->surface->current.width, (double)geom.y / (double)pWindow->m_uSurface.xdg->surface->current.height);
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g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D((double)(geom.width + geom.x) / (double)pWindow->m_uSurface.xdg->surface->current.width, (double)(geom.y + geom.height) / (double)pWindow->m_uSurface.xdg->surface->current.height);
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if (g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft == Vector2D() && g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight == Vector2D(1, 1)) {
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// No special UV mods needed
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g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D(-1, -1);
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g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D(-1, -1);
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}
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}
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wlr_surface_for_each_surface(g_pXWaylandManager->getWindowSurface(pWindow), renderSurface, &renderdata);
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g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D(-1, -1);
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g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D(-1, -1);
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if (pWindow->m_bIsX11) {
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if (pWindow->m_uSurface.xwayland->surface) {
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wlr_surface_for_each_surface(pWindow->m_uSurface.xwayland->surface, renderSurface, &renderdata);
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