mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-23 13:45:59 +01:00
7155b4c266
* simplify getting border size modified: src/Window.cpp modified: src/Window.hpp modified: src/layout/DwindleLayout.cpp modified: src/layout/MasterLayout.cpp modified: src/render/decorations/CHyprGroupBarDecoration.cpp * fix border damage and input box modified: src/Window.cpp modified: src/managers/AnimationManager.cpp * add border size in resize_on_border box modified: src/managers/input/InputManager.cpp * simplify border (fixes possible typo) modified: src/Window.cpp * use updateSpecialRenderData() modified: Window.cpp modified: Window.hpp modified: events/Windows.cpp modified: layout/DwindleLayout.cpp modified: layout/IHyprLayout.cpp modified: layout/MasterLayout.cpp modified: render/Renderer.cpp * update window workspace rule data on reload modified: src/config/ConfigManager.cpp * use rounding() modified: src/Window.cpp
356 lines
11 KiB
C++
356 lines
11 KiB
C++
#pragma once
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#include "defines.hpp"
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#include "events/Events.hpp"
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#include "helpers/SubsurfaceTree.hpp"
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#include "helpers/AnimatedVariable.hpp"
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#include "render/decorations/IHyprWindowDecoration.hpp"
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#include <deque>
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#include "config/ConfigDataValues.hpp"
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#include "helpers/Vector2D.hpp"
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#include "helpers/WLSurface.hpp"
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enum eIdleInhibitMode {
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IDLEINHIBIT_NONE = 0,
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IDLEINHIBIT_ALWAYS,
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IDLEINHIBIT_FULLSCREEN,
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IDLEINHIBIT_FOCUS
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};
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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() = default;
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CWindowOverridableVar<T>& operator=(CWindowOverridableVar<T> other) {
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if (locked)
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return *this;
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locked = other.locked;
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value = other.value;
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return *this;
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}
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T operator=(T& other) {
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if (locked)
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return value;
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value = other;
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return other;
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}
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void forceSetIgnoreLocked(T val, bool lock = false) {
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value = val;
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locked = lock;
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}
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T operator*(T& other) {
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return value * other;
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}
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T operator+(T& other) {
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return value + other;
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}
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bool operator==(T& other) {
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return other == value;
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}
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bool operator>=(T& other) {
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return value >= other;
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}
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bool operator<=(T& other) {
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return value <= other;
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}
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bool operator>(T& other) {
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return value > other;
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}
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bool operator<(T& other) {
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return value < other;
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}
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explicit operator bool() {
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return static_cast<bool>(value);
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}
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T toUnderlying() {
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return value;
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}
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bool locked = false;
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private:
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T value;
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};
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struct SWindowSpecialRenderData {
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CWindowOverridableVar<bool> alphaOverride = false;
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CWindowOverridableVar<float> alpha = 1.f;
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CWindowOverridableVar<bool> alphaInactiveOverride = false;
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CWindowOverridableVar<float> alphaInactive = -1.f; // -1 means unset
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CWindowOverridableVar<int64_t> activeBorderColor = -1; // -1 means unset
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CWindowOverridableVar<int64_t> inactiveBorderColor = -1; // -1 means unset
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// set by the layout
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CWindowOverridableVar<int> borderSize = -1; // -1 means unset
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bool rounding = true;
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bool border = true;
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bool decorate = true;
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bool shadow = true;
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};
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struct SWindowAdditionalConfigData {
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std::string animationStyle = std::string("");
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CWindowOverridableVar<int> rounding = -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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};
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struct SWindowRule {
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std::string szRule;
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std::string szValue;
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bool v2 = false;
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std::string szTitle;
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std::string szClass;
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int bX11 = -1; // -1 means "ANY"
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int bFloating = -1;
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int bFullscreen = -1;
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int bPinned = -1;
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std::string szWorkspace = ""; // empty means any
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};
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class CWindow {
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public:
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CWindow();
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~CWindow();
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DYNLISTENER(commitWindow);
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DYNLISTENER(mapWindow);
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DYNLISTENER(unmapWindow);
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DYNLISTENER(destroyWindow);
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DYNLISTENER(setTitleWindow);
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DYNLISTENER(setGeometryX11U);
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DYNLISTENER(fullscreenWindow);
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DYNLISTENER(newPopupXDG);
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DYNLISTENER(requestMove);
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DYNLISTENER(requestMinimize);
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DYNLISTENER(requestMaximize);
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DYNLISTENER(requestResize);
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DYNLISTENER(activateX11);
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DYNLISTENER(configureX11);
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DYNLISTENER(toplevelClose);
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DYNLISTENER(toplevelActivate);
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DYNLISTENER(toplevelFullscreen);
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DYNLISTENER(setOverrideRedirect);
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DYNLISTENER(associateX11);
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DYNLISTENER(dissociateX11);
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// DYNLISTENER(newSubsurfaceWindow);
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CWLSurface m_pWLSurface;
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std::list<CWLSurface> m_lPopupSurfaces;
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union {
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wlr_xdg_surface* xdg;
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wlr_xwayland_surface* xwayland;
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} m_uSurface;
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// this is the position and size of the "bounding box"
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Vector2D m_vPosition = Vector2D(0, 0);
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Vector2D m_vSize = Vector2D(0, 0);
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// this is the real position and size used to draw the thing
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CAnimatedVariable m_vRealPosition;
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CAnimatedVariable m_vRealSize;
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// for not spamming the protocols
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Vector2D m_vReportedPosition;
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Vector2D m_vReportedSize;
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// for restoring floating statuses
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Vector2D m_vLastFloatingSize;
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Vector2D m_vLastFloatingPosition;
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// this is used for pseudotiling
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bool m_bIsPseudotiled = false;
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Vector2D m_vPseudoSize = Vector2D(0, 0);
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bool m_bFirstMap = false; // for layouts
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bool m_bIsFloating = false;
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bool m_bDraggingTiled = false; // for dragging around tiled windows
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bool m_bIsFullscreen = false;
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bool m_bWasMaximized = false;
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uint64_t m_iMonitorID = -1;
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std::string m_szTitle = "";
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std::string m_szInitialTitle = "";
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std::string m_szInitialClass = "";
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int m_iWorkspaceID = -1;
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bool m_bIsMapped = false;
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bool m_bRequestsFloat = false;
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// This is for fullscreen apps
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bool m_bCreatedOverFullscreen = false;
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// XWayland stuff
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bool m_bIsX11 = false;
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bool m_bMappedX11 = false;
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CWindow* m_pX11Parent = nullptr;
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uint64_t m_iX11Type = 0;
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bool m_bIsModal = false;
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bool m_bX11DoesntWantBorders = false;
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bool m_bX11ShouldntFocus = false;
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float m_fX11SurfaceScaledBy = 1.f;
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//
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// For nofocus
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bool m_bNoFocus = false;
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bool m_bNoInitialFocus = false;
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// Fullscreen and Maximize
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bool m_bWantsInitialFullscreen = false;
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bool m_bNoFullscreenRequest = false;
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bool m_bNoMaximizeRequest = false;
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SSurfaceTreeNode* m_pSurfaceTree = nullptr;
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// Animated border
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CGradientValueData m_cRealBorderColor = {0};
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CGradientValueData m_cRealBorderColorPrevious = {0};
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CAnimatedVariable m_fBorderFadeAnimationProgress;
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CAnimatedVariable m_fBorderAngleAnimationProgress;
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// Fade in-out
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CAnimatedVariable m_fAlpha;
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bool m_bFadingOut = false;
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bool m_bReadyToDelete = false;
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Vector2D m_vOriginalClosedPos; // these will be used for calculations later on in
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Vector2D m_vOriginalClosedSize; // drawing the closing animations
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SWindowDecorationExtents m_eOriginalClosedExtents;
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// For pinned (sticky) windows
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bool m_bPinned = false;
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// urgency hint
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bool m_bIsUrgent = false;
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// fakefullscreen
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bool m_bFakeFullscreenState = false;
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// for proper cycling. While cycling we can't just move the pointers, so we need to keep track of the last cycled window.
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CWindow* m_pLastCycledWindow = nullptr;
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// Foreign Toplevel proto
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wlr_foreign_toplevel_handle_v1* m_phForeignToplevel = nullptr;
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// Window decorations
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std::deque<std::unique_ptr<IHyprWindowDecoration>> m_dWindowDecorations;
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std::vector<IHyprWindowDecoration*> m_vDecosToRemove;
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// Special render data, rules, etc
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SWindowSpecialRenderData m_sSpecialRenderData;
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SWindowAdditionalConfigData m_sAdditionalConfigData;
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// for alpha
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CAnimatedVariable m_fActiveInactiveAlpha;
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// animated shadow color
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CAnimatedVariable m_cRealShadowColor;
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// animated tint
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CAnimatedVariable m_fDimPercent;
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// swallowing
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CWindow* m_pSwallowed = nullptr;
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// focus stuff
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bool m_bStayFocused = false;
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// for toplevel monitor events
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uint64_t m_iLastToplevelMonitorID = -1;
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uint64_t m_iLastSurfaceMonitorID = -1;
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// for idle inhibiting windows
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eIdleInhibitMode m_eIdleInhibitMode = IDLEINHIBIT_NONE;
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// for groups
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struct SGroupData {
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CWindow* pNextWindow = nullptr; // nullptr means no grouping. Self means single group.
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bool head = false;
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bool locked = false;
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} m_sGroupData;
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// For the list lookup
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bool operator==(const CWindow& rhs) {
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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 &&
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m_bFadingOut == rhs.m_bFadingOut;
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}
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// methods
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wlr_box getFullWindowBoundingBox();
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SWindowDecorationExtents getFullWindowExtents();
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wlr_box getWindowInputBox();
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wlr_box getWindowIdealBoundingBoxIgnoreReserved();
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void updateWindowDecos();
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pid_t getPID();
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IHyprWindowDecoration* getDecorationByType(eDecorationType);
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void removeDecorationByType(eDecorationType);
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void createToplevelHandle();
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void destroyToplevelHandle();
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void updateToplevel();
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void updateSurfaceOutputs();
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void moveToWorkspace(int);
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CWindow* X11TransientFor();
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void onUnmap();
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void onMap();
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void setHidden(bool hidden);
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bool isHidden();
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void applyDynamicRule(const SWindowRule& r);
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void updateDynamicRules();
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SWindowDecorationExtents getFullWindowReservedArea();
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Vector2D middle();
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bool opaque();
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float rounding();
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int getRealBorderSize();
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void updateSpecialRenderData();
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void onBorderAngleAnimEnd(void* ptr);
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bool isInCurvedCorner(double x, double y);
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bool hasPopupAt(const Vector2D& pos);
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CWindow* getGroupHead();
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CWindow* getGroupTail();
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CWindow* getGroupCurrent();
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CWindow* getGroupPrevious();
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void setGroupCurrent(CWindow* pWindow);
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void insertWindowToGroup(CWindow* pWindow);
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void updateGroupOutputs();
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void switchWithWindowInGroup(CWindow* pWindow);
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private:
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// For hidden windows and stuff
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bool m_bHidden = false;
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};
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