#include "CHyprDropShadowDecoration.hpp" #include "../../Compositor.hpp" CHyprDropShadowDecoration::CHyprDropShadowDecoration(CWindow* pWindow) { m_pWindow = pWindow; } CHyprDropShadowDecoration::~CHyprDropShadowDecoration() { updateWindow(m_pWindow); } SWindowDecorationExtents CHyprDropShadowDecoration::getWindowDecorationExtents() { static auto *const PSHADOWS = &g_pConfigManager->getConfigValuePtr("decoration:drop_shadow")->intValue; if (*PSHADOWS != 1) return {{}, {}}; return m_seExtents; } eDecorationType CHyprDropShadowDecoration::getDecorationType() { return DECORATION_SHADOW; } void CHyprDropShadowDecoration::damageEntire() { static auto *const PSHADOWS = &g_pConfigManager->getConfigValuePtr("decoration:drop_shadow")->intValue; if (*PSHADOWS != 1) return; // disabled wlr_box dm = {m_vLastWindowPos.x - m_seExtents.topLeft.x, m_vLastWindowPos.y - m_seExtents.topLeft.y, m_vLastWindowSize.x + m_seExtents.topLeft.x + m_seExtents.bottomRight.x, m_vLastWindowSize.y + m_seExtents.topLeft.y + m_seExtents.bottomRight.y}; g_pHyprRenderer->damageBox(&dm); } void CHyprDropShadowDecoration::updateWindow(CWindow* pWindow) { damageEntire(); const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(pWindow->m_iWorkspaceID); const auto WORKSPACEOFFSET = PWORKSPACE ? PWORKSPACE->m_vRenderOffset.vec() : Vector2D(); if (pWindow->m_vRealPosition.vec() + WORKSPACEOFFSET != m_vLastWindowPos || pWindow->m_vRealSize.vec() != m_vLastWindowSize) { m_vLastWindowPos = pWindow->m_vRealPosition.vec() + WORKSPACEOFFSET; m_vLastWindowSize = pWindow->m_vRealSize.vec(); damageEntire(); } } void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a) { if (!g_pCompositor->windowValidMapped(m_pWindow)) return; if (m_pWindow->m_cRealShadowColor.col() == CColor(0, 0, 0, 0)) return; // don't draw invisible shadows static auto *const PSHADOWS = &g_pConfigManager->getConfigValuePtr("decoration:drop_shadow")->intValue; static auto *const PSHADOWSIZE = &g_pConfigManager->getConfigValuePtr("decoration:shadow_range")->intValue; static auto *const PROUNDING = &g_pConfigManager->getConfigValuePtr("decoration:rounding")->intValue; static auto *const PSHADOWIGNOREWINDOW = &g_pConfigManager->getConfigValuePtr("decoration:shadow_ignore_window")->intValue; static auto *const PSHADOWOFFSET = &g_pConfigManager->getConfigValuePtr("decoration:shadow_offset")->strValue; if (*PSHADOWS != 1) return; // disabled // get the real offset Vector2D offset; try { if (const auto SPACEPOS = PSHADOWOFFSET->find(' '); SPACEPOS != std::string::npos) { const auto X = PSHADOWOFFSET->substr(0, SPACEPOS); const auto Y = PSHADOWOFFSET->substr(SPACEPOS + 1); if (isNumber(X, true) && isNumber(Y, true)) { offset = Vector2D(std::stof(X), std::stof(Y)); } } } catch (std::exception& e) { return; // cannot parse } // update the extents m_seExtents = {{*PSHADOWSIZE + 2 - offset.x, *PSHADOWSIZE + 2 - offset.y}, {*PSHADOWSIZE + 2 + offset.x, *PSHADOWSIZE + 2 + offset.y}}; // draw the shadow wlr_box fullBox = {m_vLastWindowPos.x - m_seExtents.topLeft.x + 2, m_vLastWindowPos.y - m_seExtents.topLeft.y + 2, m_vLastWindowSize.x + m_seExtents.topLeft.x + m_seExtents.bottomRight.x - 4, m_vLastWindowSize.y + m_seExtents.topLeft.y + m_seExtents.bottomRight.y - 4}; fullBox.x -= pMonitor->vecPosition.x; fullBox.y -= pMonitor->vecPosition.y; if (fullBox.width < 1 || fullBox.height < 1) return; // don't draw invisible shadows if (*PSHADOWIGNOREWINDOW) { glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, -1); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); wlr_box windowBox = {m_vLastWindowPos.x - pMonitor->vecPosition.x, m_vLastWindowPos.y - pMonitor->vecPosition.y, m_vLastWindowSize.x, m_vLastWindowSize.y}; scaleBox(&windowBox, pMonitor->scale); if (windowBox.width < 1 || windowBox.height < 1) { glDisable(GL_STENCIL_TEST); return; // prevent assert failed } g_pHyprOpenGL->renderRect(&windowBox, CColor(0,0,0,0), *PROUNDING); glStencilFunc(GL_NOTEQUAL, 1, -1); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); } scaleBox(&fullBox, pMonitor->scale); g_pHyprOpenGL->renderRoundedShadow(&fullBox, *PROUNDING, *PSHADOWSIZE * pMonitor->scale, a); if (*PSHADOWIGNOREWINDOW) { // cleanup glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glDisable(GL_STENCIL_TEST); } }