* add functions to hyprctl header
* refactor monitor json into own function and add it to header
* format hyprctl.hpp
* move functions to namespace
* move helper functions to class
Using "awk '/<exp>/{ print $n }'" is more minimal and slightly faster
than using "grep '<exp>' | awk '{ print $n }'".
Signed-off-by: Lincoln Yuji <lincolnyuji@hotmail.com>
* fix: change min cursor padding to 0
* chore: set default hotspot padding to 0
* fix: adjusting clamp after getting closest point to fix getting off limit point
* fix: deal with floating point to clamp to prev value
* refactor: max coords to vector
* fix: remove box closestPoint adjustment due its fix on hyprutils
in X11 some surfaces is a parent of itself and creates a cyclic loop
when trying to find its parent. check for old parent and break if its
beginning to roll over.
some weird combination of scrolling/nesting hyprland and closing a
window i managed to divide by zero here, reported by ubsan. add a check
to ensure we dont hit UB.
* watchdog: dont detach and cause race condition
instead of detaching and causing a race condition on destruction where
the thread is alive and watchdog has been destroyed, check if its
joinable and join it on destruction.
causes heap use after free on exit of compositor.
* render: add checks for compositor shutting down
avoid member call on null pointer, if the g_pHyprRenderer is destroyed
we can call the member makeEGLCurrent on it, causes undefined behaviour
on destruction of the compositor/hyprrenderer.
found with ubsan.
* surfacerole: add virtual destructor
all classes that will be derived from should have a virtual destructor
otherwise deleting an instance via pointer to a base class is undefined
behaviour, layershell/xdgshell hits this with std::default_delete in the
new sharedptr implentation.
* includes: fix missing includes
fix missing includes for no precompiled headers builds, and remove a
redefiniton of a macro already defined in macros.hpp
if we are blurring, we cannot be sure whether the occluded region won't be included in the expanded damage. If it is, we'd get dark shimmers.
fixes#6547