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https://github.com/hyprwm/Hyprland
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formatted hpp files
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parent
91e1fc978d
commit
9cc29db0de
3 changed files with 71 additions and 79 deletions
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@ -35,9 +35,7 @@ class IWindowTransformer;
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template <typename T>
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class CWindowOverridableVar {
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public:
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CWindowOverridableVar(T val)
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: value(val) {
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}
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CWindowOverridableVar(T val) : value(val) {}
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~CWindowOverridableVar() = default;
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@ -123,25 +121,25 @@ struct SWindowSpecialRenderData {
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};
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struct SWindowAdditionalConfigData {
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std::string animationStyle = std::string("");
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CWindowOverridableVar<CCornerRadiiData> cornerRadii = CCornerRadiiData(-1); // -1 means no
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CWindowOverridableVar<bool> forceNoBlur = false;
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CWindowOverridableVar<bool> forceOpaque = false;
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CWindowOverridableVar<bool> forceOpaqueOverridden = false; // if true, a rule will not change the forceOpaque state. This is for the force opaque dispatcher.
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CWindowOverridableVar<bool> forceAllowsInput = false;
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CWindowOverridableVar<bool> forceNoAnims = false;
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CWindowOverridableVar<bool> forceNoBorder = false;
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CWindowOverridableVar<bool> forceNoShadow = false;
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CWindowOverridableVar<bool> forceNoDim = false;
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CWindowOverridableVar<bool> windowDanceCompat = false;
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CWindowOverridableVar<bool> noMaxSize = false;
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CWindowOverridableVar<bool> dimAround = false;
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CWindowOverridableVar<bool> forceRGBX = false;
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CWindowOverridableVar<bool> keepAspectRatio = false;
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CWindowOverridableVar<int> xray = -1; // -1 means unset, takes precedence over the renderdata one
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CWindowOverridableVar<int> borderSize = -1; // -1 means unset, takes precedence over the renderdata one
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CWindowOverridableVar<bool> forceTearing = false;
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CWindowOverridableVar<bool> nearestNeighbor = false;
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std::string animationStyle = std::string("");
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CWindowOverridableVar<CCornerRadiiData> cornerRadii = CCornerRadiiData(-1); // -1 means no
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CWindowOverridableVar<bool> forceNoBlur = false;
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CWindowOverridableVar<bool> forceOpaque = false;
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CWindowOverridableVar<bool> forceOpaqueOverridden = false; // if true, a rule will not change the forceOpaque state. This is for the force opaque dispatcher.
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CWindowOverridableVar<bool> forceAllowsInput = false;
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CWindowOverridableVar<bool> forceNoAnims = false;
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CWindowOverridableVar<bool> forceNoBorder = false;
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CWindowOverridableVar<bool> forceNoShadow = false;
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CWindowOverridableVar<bool> forceNoDim = false;
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CWindowOverridableVar<bool> windowDanceCompat = false;
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CWindowOverridableVar<bool> noMaxSize = false;
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CWindowOverridableVar<bool> dimAround = false;
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CWindowOverridableVar<bool> forceRGBX = false;
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CWindowOverridableVar<bool> keepAspectRatio = false;
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CWindowOverridableVar<int> xray = -1; // -1 means unset, takes precedence over the renderdata one
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CWindowOverridableVar<int> borderSize = -1; // -1 means unset, takes precedence over the renderdata one
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CWindowOverridableVar<bool> forceTearing = false;
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CWindowOverridableVar<bool> nearestNeighbor = false;
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};
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struct SWindowRule {
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@ -3,8 +3,8 @@
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#include <vector>
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enum eConfigValueDataTypes {
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CVD_TYPE_INVALID = -1,
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CVD_TYPE_GRADIENT = 0,
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CVD_TYPE_INVALID = -1,
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CVD_TYPE_GRADIENT = 0,
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CVD_TYPE_CORNER_RADII = 1
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};
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@ -54,19 +54,13 @@ class CGradientValueData : public ICustomConfigValueData {
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// This class is probably going to be refactored once hyprlang is used
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class CCornerRadiiData : public ICustomConfigValueData {
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public:
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CCornerRadiiData()
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: CCornerRadiiData(0) {
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}
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CCornerRadiiData() : CCornerRadiiData(0) {}
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CCornerRadiiData(int radius)
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: CCornerRadiiData(radius, radius, radius, radius) {
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}
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CCornerRadiiData(int radius) : CCornerRadiiData(radius, radius, radius, radius) {}
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CCornerRadiiData(int topL, int topR, int bottomR, int bottomL)
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: topLeft(topL), topRight(topR), bottomRight(bottomR), bottomLeft(bottomL) {
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}
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CCornerRadiiData(int topL, int topR, int bottomR, int bottomL) : topLeft(topL), topRight(topR), bottomRight(bottomR), bottomLeft(bottomL) {}
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virtual ~CCornerRadiiData(){}
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virtual ~CCornerRadiiData() {}
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virtual eConfigValueDataTypes getDataType() {
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return CVD_TYPE_CORNER_RADII;
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@ -125,68 +125,68 @@ class CHyprOpenGLImpl {
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public:
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CHyprOpenGLImpl();
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void begin(CMonitor*, CRegion*, CFramebuffer* fb = nullptr /* if provided, it's not a real frame */);
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void end();
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void begin(CMonitor*, CRegion*, CFramebuffer* fb = nullptr /* if provided, it's not a real frame */);
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void end();
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void renderRect(CBox*, const CColor&, CCornerRadiiData radii = 0);
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void renderRectWithBlur(CBox*, const CColor&, CCornerRadiiData radii = 0, float blurA = 1.f, bool xray = false);
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void renderRectWithDamage(CBox*, const CColor&, CRegion* damage, CCornerRadiiData radii = 0);
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void renderTexture(wlr_texture*, CBox*, float a, CCornerRadiiData radii = 0, bool allowCustomUV = false);
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void renderTexture(const CTexture&, CBox*, float a, CCornerRadiiData radii = 0, bool discardActive = false, bool allowCustomUV = false);
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void renderTextureWithBlur(const CTexture&, CBox*, float a, wlr_surface* pSurface, CCornerRadiiData radii = 0, bool blockBlurOptimization = false, float blurA = 1.f);
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void renderRoundedShadow(CBox*, CCornerRadiiData radii, int range, const CColor& color, float a = 1.0);
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void renderBorder(CBox*, const CGradientValueData&, CCornerRadiiData radii, int borderSize, float a = 1.0, CCornerRadiiData outerRadii = -1 /* use round */);
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void renderTextureMatte(const CTexture& tex, CBox* pBox, CFramebuffer& matte);
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void renderRect(CBox*, const CColor&, CCornerRadiiData radii = 0);
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void renderRectWithBlur(CBox*, const CColor&, CCornerRadiiData radii = 0, float blurA = 1.f, bool xray = false);
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void renderRectWithDamage(CBox*, const CColor&, CRegion* damage, CCornerRadiiData radii = 0);
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void renderTexture(wlr_texture*, CBox*, float a, CCornerRadiiData radii = 0, bool allowCustomUV = false);
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void renderTexture(const CTexture&, CBox*, float a, CCornerRadiiData radii = 0, bool discardActive = false, bool allowCustomUV = false);
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void renderTextureWithBlur(const CTexture&, CBox*, float a, wlr_surface* pSurface, CCornerRadiiData radii = 0, bool blockBlurOptimization = false, float blurA = 1.f);
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void renderRoundedShadow(CBox*, CCornerRadiiData radii, int range, const CColor& color, float a = 1.0);
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void renderBorder(CBox*, const CGradientValueData&, CCornerRadiiData radii, int borderSize, float a = 1.0, CCornerRadiiData outerRadii = -1 /* use round */);
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void renderTextureMatte(const CTexture& tex, CBox* pBox, CFramebuffer& matte);
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void setMonitorTransformEnabled(bool enabled);
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void setMonitorTransformEnabled(bool enabled);
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void saveMatrix();
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void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
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void restoreMatrix();
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void saveMatrix();
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void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
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void restoreMatrix();
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void blend(bool enabled);
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void blend(bool enabled);
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void makeWindowSnapshot(CWindow*);
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void makeRawWindowSnapshot(CWindow*, CFramebuffer*);
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void makeLayerSnapshot(SLayerSurface*);
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void renderSnapshot(CWindow**);
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void renderSnapshot(SLayerSurface**);
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bool shouldUseNewBlurOptimizations(SLayerSurface* pLayer, CWindow* pWindow);
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void makeWindowSnapshot(CWindow*);
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void makeRawWindowSnapshot(CWindow*, CFramebuffer*);
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void makeLayerSnapshot(SLayerSurface*);
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void renderSnapshot(CWindow**);
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void renderSnapshot(SLayerSurface**);
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bool shouldUseNewBlurOptimizations(SLayerSurface* pLayer, CWindow* pWindow);
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void clear(const CColor&);
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void clearWithTex();
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void scissor(const CBox*, bool transform = true);
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void scissor(const pixman_box32*, bool transform = true);
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void scissor(const int x, const int y, const int w, const int h, bool transform = true);
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void clear(const CColor&);
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void clearWithTex();
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void scissor(const CBox*, bool transform = true);
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void scissor(const pixman_box32*, bool transform = true);
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void scissor(const int x, const int y, const int w, const int h, bool transform = true);
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void destroyMonitorResources(CMonitor*);
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void destroyMonitorResources(CMonitor*);
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void markBlurDirtyForMonitor(CMonitor*);
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void markBlurDirtyForMonitor(CMonitor*);
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void preWindowPass();
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bool preBlurQueued();
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void preRender(CMonitor*);
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void preWindowPass();
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bool preBlurQueued();
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void preRender(CMonitor*);
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void saveBufferForMirror();
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void renderMirrored();
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void saveBufferForMirror();
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void renderMirrored();
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void applyScreenShader(const std::string& path);
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void applyScreenShader(const std::string& path);
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void bindOffMain();
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void renderOffToMain(CFramebuffer* off);
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void bindBackOnMain();
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void bindOffMain();
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void renderOffToMain(CFramebuffer* off);
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void bindBackOnMain();
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uint32_t getPreferredReadFormat(CMonitor* pMonitor);
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const SGLPixelFormat* getPixelFormatFromDRM(uint32_t drmFormat);
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uint32_t getPreferredReadFormat(CMonitor* pMonitor);
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const SGLPixelFormat* getPixelFormatFromDRM(uint32_t drmFormat);
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SCurrentRenderData m_RenderData;
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SCurrentRenderData m_RenderData;
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GLint m_iCurrentOutputFb = 0;
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GLint m_iCurrentOutputFb = 0;
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bool m_bReloadScreenShader = true; // at launch it can be set
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bool m_bReloadScreenShader = true; // at launch it can be set
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CWindow* m_pCurrentWindow = nullptr; // hack to get the current rendered window
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SLayerSurface* m_pCurrentLayer = nullptr; // hack to get the current rendered layer
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CWindow* m_pCurrentWindow = nullptr; // hack to get the current rendered window
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SLayerSurface* m_pCurrentLayer = nullptr; // hack to get the current rendered layer
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std::unordered_map<CWindow*, CFramebuffer> m_mWindowFramebuffers;
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std::unordered_map<SLayerSurface*, CFramebuffer> m_mLayerFramebuffers;
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