feat: add resizing on rounded corners

This commit is contained in:
Ching Pei Yang 2023-01-11 15:43:41 +01:00
parent f41b69f69d
commit 8b1eba2795
5 changed files with 43 additions and 3 deletions

View file

@ -381,3 +381,33 @@ void CWindow::updateDynamicRules() {
applyDynamicRule(r);
}
}
// check if the point is "hidden" under a rounded corner of the window
bool CWindow::isInCurvedCorner(double x, double y) {
static auto* const ROUNDING = &g_pConfigManager->getConfigValuePtr("decoration:rounding")->intValue;
static auto* const BORDERSIZE = &g_pConfigManager->getConfigValuePtr("general:border_size")->intValue;
if (BORDERSIZE >= ROUNDING || ROUNDING == 0)
return false;
// (x0, y0), (x0, y1), ... are the center point of rounding at each corner
double x0 = m_vRealPosition.vec().x + *ROUNDING;
double y0 = m_vRealPosition.vec().y + *ROUNDING;
double x1 = m_vRealPosition.vec().x + m_vRealSize.vec().x - *ROUNDING;
double y1 = m_vRealPosition.vec().y + m_vRealSize.vec().y - *ROUNDING;
if (x < x0 && y < y0) {
return Vector2D{x0, y0}.distance(Vector2D{x, y}) > (double)*ROUNDING;
}
if (x > x1 && y < y0) {
return Vector2D{x1, y0}.distance(Vector2D{x, y}) > (double)*ROUNDING;
}
if (x < x0 && y > y1) {
return Vector2D{x0, y1}.distance(Vector2D{x, y}) > (double)*ROUNDING;
}
if (x > x1 && y > y1) {
return Vector2D{x1, y1}.distance(Vector2D{x, y}) > (double)*ROUNDING;
}
return false;
}

View file

@ -218,6 +218,7 @@ class CWindow {
bool isHidden();
void applyDynamicRule(const SWindowRule& r);
void updateDynamicRules();
bool isInCurvedCorner(double x, double y);
private:
// For hidden windows and stuff

View file

@ -30,3 +30,9 @@ Vector2D Vector2D::floor() {
Vector2D Vector2D::clamp(const Vector2D& min, const Vector2D& max) {
return Vector2D(std::clamp(this->x, min.x, max.x == 0 ? INFINITY : max.x), std::clamp(this->y, min.y, max.y == 0 ? INFINITY : max.y));
}
double Vector2D::distance(const Vector2D& other) {
double dx = x - other.x;
double dy = y - other.y;
return std::sqrt(dx * dx + dy * dy);
}

View file

@ -39,6 +39,8 @@ class Vector2D {
return Vector2D(this->x * a.x, this->y * a.y);
}
double distance(const Vector2D& other);
Vector2D clamp(const Vector2D& min, const Vector2D& max = Vector2D());
Vector2D floor();

View file

@ -404,7 +404,8 @@ void CInputManager::processMouseDownNormal(wlr_pointer_button_event* e) {
// check if clicked on gaps/border (borders are hard to click on, doesn't matter how thick it is)
// TODO take curved corners into consideration
const auto mouseCoords = g_pInputManager->getMouseCoordsInternal();
if (wlr_box_contains_point(&box, mouseCoords.x, mouseCoords.y) && !wlr_box_contains_point(&real, mouseCoords.x, mouseCoords.y)) {
if (wlr_box_contains_point(&box, mouseCoords.x, mouseCoords.y) &&
(!wlr_box_contains_point(&real, mouseCoords.x, mouseCoords.y) || w->isInCurvedCorner(mouseCoords.x, mouseCoords.y))) {
g_pKeybindManager->onGapDragEvent(e);
return;
}