#pragma once #include "defines.hpp" #include "events/Events.hpp" #include "helpers/SubsurfaceTree.hpp" #include "helpers/AnimatedVariable.hpp" #include "render/decorations/IHyprWindowDecoration.hpp" #include struct SWindowSpecialRenderData { float alpha = 1.f; float alphaInactive = -1.f; // -1 means unset }; struct SWindowAdditionalConfigData { std::string animationStyle = ""; int rounding = -1; // -1 means no bool forceNoBlur = false; }; class CWindow { public: CWindow(); ~CWindow(); DYNLISTENER(commitWindow); DYNLISTENER(mapWindow); DYNLISTENER(unmapWindow); DYNLISTENER(destroyWindow); DYNLISTENER(setTitleWindow); DYNLISTENER(fullscreenWindow); DYNLISTENER(newPopupXDG); // DYNLISTENER(newSubsurfaceWindow); union { wlr_xdg_surface* xdg; wlr_xwayland_surface* xwayland; } m_uSurface; // this is the position and size of the "bounding box" Vector2D m_vPosition = Vector2D(0,0); Vector2D m_vSize = Vector2D(0,0); // this is the real position and size used to draw the thing CAnimatedVariable m_vRealPosition; CAnimatedVariable m_vRealSize; // this is used for pseudotiling bool m_bIsPseudotiled = false; Vector2D m_vPseudoSize = Vector2D(0,0); uint64_t m_iTags = 0; bool m_bIsFloating = false; bool m_bDraggingTiled = false; // for dragging around tiled windows bool m_bIsFullscreen = false; uint64_t m_iMonitorID = -1; std::string m_szTitle = ""; int m_iWorkspaceID = -1; bool m_bIsMapped = false; bool m_bRequestsFloat = false; // This is for fullscreen apps bool m_bCreatedOverFullscreen = false; // XWayland stuff bool m_bIsX11 = false; bool m_bMappedX11 = false; uint64_t m_iX11Type = 0; bool m_bIsModal = false; bool m_bX11DoesntWantBorders = false; DYNLISTENER(activateX11); DYNLISTENER(configureX11); // // For nofocus bool m_bNoFocus = false; bool m_bNoInitialFocus = false; SSurfaceTreeNode* m_pSurfaceTree = nullptr; // Animated border CAnimatedVariable m_cRealBorderColor; // Fade in-out CAnimatedVariable m_fAlpha; bool m_bFadingOut = false; bool m_bReadyToDelete = false; Vector2D m_vOriginalClosedPos; // these will be used for calculations later on in Vector2D m_vOriginalClosedSize; // drawing the closing animations // For hidden windows and stuff bool m_bHidden = false; // Foreign Toplevel proto wlr_foreign_toplevel_handle_v1* m_phForeignToplevel = nullptr; // Window decorations std::deque> m_dWindowDecorations; // Special render data, rules, etc SWindowSpecialRenderData m_sSpecialRenderData; SWindowAdditionalConfigData m_sAdditionalConfigData; // For the list lookup bool operator==(const CWindow& rhs) { return m_uSurface.xdg == rhs.m_uSurface.xdg && m_uSurface.xwayland == rhs.m_uSurface.xwayland && m_vPosition == rhs.m_vPosition && m_vSize == rhs.m_vSize && m_bFadingOut == rhs.m_bFadingOut; } // methods wlr_box getFullWindowBoundingBox(); wlr_box getWindowIdealBoundingBoxIgnoreReserved(); void updateWindowDecos(); };