diff --git a/src/managers/XWaylandManager.cpp b/src/managers/XWaylandManager.cpp index b9566ded..411c4802 100644 --- a/src/managers/XWaylandManager.cpp +++ b/src/managers/XWaylandManager.cpp @@ -121,8 +121,13 @@ void CHyprXWaylandManager::sendCloseWindow(CWindow* pWindow) { void CHyprXWaylandManager::setWindowSize(CWindow* pWindow, const Vector2D& size) { if (pWindow->m_bIsX11) wlr_xwayland_surface_configure(pWindow->m_uSurface.xwayland, pWindow->m_vRealPosition.vec().x, pWindow->m_vRealPosition.vec().y, size.x, size.y); - else // vvvvv I don't know if this is fucking correct, but the fucking idea of putting shadows into a window's surface is borderline criminal. - wlr_xdg_toplevel_set_size(pWindow->m_uSurface.xdg->toplevel, size.x - pWindow->m_uSurface.xdg->current.geometry.x * 2, size.y - pWindow->m_uSurface.xdg->current.geometry.y * 2); + else { + // I don't know if this is fucking correct, but the fucking idea of putting shadows into a window's surface is borderline criminal. + const auto XDELTA = pWindow->m_uSurface.xdg->surface->current.width - pWindow->m_uSurface.xdg->current.geometry.width; + const auto YDELTA = pWindow->m_uSurface.xdg->surface->current.height - pWindow->m_uSurface.xdg->current.geometry.height; + + wlr_xdg_toplevel_set_size(pWindow->m_uSurface.xdg->toplevel, size.x - XDELTA, size.y - YDELTA * 2); + } } void CHyprXWaylandManager::setWindowStyleTiled(CWindow* pWindow, uint32_t edgez) {