Hyprland/src/Window.hpp
MightyPlaza b10cae3010
decos: groupbar mouse interaction (#3102)
* allow groupbar clicking
	modified:   src/Window.cpp
	modified:   src/Window.hpp
	modified:   src/managers/input/InputManager.cpp
	modified:   src/render/decorations/CHyprGroupBarDecoration.cpp
	modified:   src/render/decorations/CHyprGroupBarDecoration.hpp

* remove setting pos inside insertWindowToGroup()

modified:   src/Window.cpp
modified:   src/layout/DwindleLayout.cpp
modified:   src/layout/MasterLayout.cpp
modified:   src/managers/KeybindManager.cpp

* add group window by index and group size functions
modified:   src/Window.cpp
modified:   src/Window.hpp
modified:   src/managers/input/InputManager.cpp

* allow dragging into groupbar
modified:   src/Window.cpp
modified:   src/layout/DwindleLayout.cpp
modified:   src/layout/MasterLayout.cpp

* allow dragging from groupbar
modified:   src/managers/KeybindManager.cpp

* try groupbar clicking before border resize
modified:   src/managers/input/InputManager.cpp

* block grabbing groupbar on floating (crash)

remove later when crashing is fixed

modified:   src/managers/KeybindManager.cpp

* remove redundant { }
modified:   src/layout/DwindleLayout.cpp
modified:   src/layout/MasterLayout.cpp

* implement getWindowDecorationBox()
modified:   src/Window.cpp
modified:   src/Window.hpp
modified:   src/layout/DwindleLayout.cpp
modified:   src/layout/MasterLayout.cpp
modified:   src/managers/KeybindManager.cpp
modified:   src/managers/input/InputManager.cpp
modified:   src/render/decorations/CHyprDropShadowDecoration.cpp
modified:   src/render/decorations/CHyprGroupBarDecoration.cpp
modified:   src/render/decorations/IHyprWindowDecoration.cpp
modified:   src/render/decorations/IHyprWindowDecoration.hpp

* fix crash when moveoutofgroup in floating windows

also removes dragging from floating windows limitation

modified:   src/layout/IHyprLayout.cpp
modified:   src/managers/KeybindManager.cpp

* use CRegion in getWindowDecorationBox()
modified:   src/helpers/Region.cpp
modified:   src/helpers/Region.hpp
modified:   src/layout/DwindleLayout.cpp
modified:   src/layout/MasterLayout.cpp
modified:   src/managers/KeybindManager.cpp
modified:   src/managers/input/InputManager.cpp
modified:   src/render/decorations/IHyprWindowDecoration.cpp
modified:   src/render/decorations/IHyprWindowDecoration.hpp

* add groupbar scrolling
modified:   src/config/ConfigManager.cpp
modified:   src/managers/input/InputManager.cpp

* change name to getWindowDecorationRegion()
modified:   src/layout/DwindleLayout.cpp
modified:   src/layout/MasterLayout.cpp
modified:   src/managers/KeybindManager.cpp
modified:   src/managers/input/InputManager.cpp
modified:   src/render/decorations/IHyprWindowDecoration.cpp
modified:   src/render/decorations/IHyprWindowDecoration.hpp

* make dragging from group less hacky for floating
modified:   src/managers/KeybindManager.cpp
2023-08-30 17:39:22 +02:00

358 lines
12 KiB
C++

#pragma once
#include "defines.hpp"
#include "events/Events.hpp"
#include "helpers/SubsurfaceTree.hpp"
#include "helpers/AnimatedVariable.hpp"
#include "render/decorations/IHyprWindowDecoration.hpp"
#include <deque>
#include "config/ConfigDataValues.hpp"
#include "helpers/Vector2D.hpp"
#include "helpers/WLSurface.hpp"
enum eIdleInhibitMode {
IDLEINHIBIT_NONE = 0,
IDLEINHIBIT_ALWAYS,
IDLEINHIBIT_FULLSCREEN,
IDLEINHIBIT_FOCUS
};
template <typename T>
class CWindowOverridableVar {
public:
CWindowOverridableVar(T val) {
value = val;
}
~CWindowOverridableVar() = default;
CWindowOverridableVar<T>& operator=(CWindowOverridableVar<T> other) {
if (locked)
return *this;
locked = other.locked;
value = other.value;
return *this;
}
T operator=(T& other) {
if (locked)
return value;
value = other;
return other;
}
void forceSetIgnoreLocked(T val, bool lock = false) {
value = val;
locked = lock;
}
T operator*(T& other) {
return value * other;
}
T operator+(T& other) {
return value + other;
}
bool operator==(T& other) {
return other == value;
}
bool operator>=(T& other) {
return value >= other;
}
bool operator<=(T& other) {
return value <= other;
}
bool operator>(T& other) {
return value > other;
}
bool operator<(T& other) {
return value < other;
}
explicit operator bool() {
return static_cast<bool>(value);
}
T toUnderlying() {
return value;
}
bool locked = false;
private:
T value;
};
struct SWindowSpecialRenderData {
CWindowOverridableVar<bool> alphaOverride = false;
CWindowOverridableVar<float> alpha = 1.f;
CWindowOverridableVar<bool> alphaInactiveOverride = false;
CWindowOverridableVar<float> alphaInactive = -1.f; // -1 means unset
CWindowOverridableVar<int64_t> activeBorderColor = -1; // -1 means unset
CWindowOverridableVar<int64_t> inactiveBorderColor = -1; // -1 means unset
// set by the layout
CWindowOverridableVar<int> borderSize = -1; // -1 means unset
bool rounding = true;
bool border = true;
bool decorate = true;
bool shadow = true;
};
struct SWindowAdditionalConfigData {
std::string animationStyle = std::string("");
CWindowOverridableVar<int> rounding = -1; // -1 means no
CWindowOverridableVar<bool> forceNoBlur = false;
CWindowOverridableVar<bool> forceOpaque = false;
CWindowOverridableVar<bool> forceOpaqueOverridden = false; // if true, a rule will not change the forceOpaque state. This is for the force opaque dispatcher.
CWindowOverridableVar<bool> forceAllowsInput = false;
CWindowOverridableVar<bool> forceNoAnims = false;
CWindowOverridableVar<bool> forceNoBorder = false;
CWindowOverridableVar<bool> forceNoShadow = false;
CWindowOverridableVar<bool> forceNoDim = false;
CWindowOverridableVar<bool> windowDanceCompat = false;
CWindowOverridableVar<bool> noMaxSize = false;
CWindowOverridableVar<bool> dimAround = false;
CWindowOverridableVar<bool> forceRGBX = false;
CWindowOverridableVar<bool> keepAspectRatio = false;
CWindowOverridableVar<int> xray = -1; // -1 means unset, takes precedence over the renderdata one
CWindowOverridableVar<int> borderSize = -1; // -1 means unset, takes precedence over the renderdata one
};
struct SWindowRule {
std::string szRule;
std::string szValue;
bool v2 = false;
std::string szTitle;
std::string szClass;
int bX11 = -1; // -1 means "ANY"
int bFloating = -1;
int bFullscreen = -1;
int bPinned = -1;
std::string szWorkspace = ""; // empty means any
};
class CWindow {
public:
CWindow();
~CWindow();
DYNLISTENER(commitWindow);
DYNLISTENER(mapWindow);
DYNLISTENER(unmapWindow);
DYNLISTENER(destroyWindow);
DYNLISTENER(setTitleWindow);
DYNLISTENER(setGeometryX11U);
DYNLISTENER(fullscreenWindow);
DYNLISTENER(newPopupXDG);
DYNLISTENER(requestMove);
DYNLISTENER(requestMinimize);
DYNLISTENER(requestMaximize);
DYNLISTENER(requestResize);
DYNLISTENER(activateX11);
DYNLISTENER(configureX11);
DYNLISTENER(toplevelClose);
DYNLISTENER(toplevelActivate);
DYNLISTENER(toplevelFullscreen);
DYNLISTENER(setOverrideRedirect);
DYNLISTENER(associateX11);
DYNLISTENER(dissociateX11);
// DYNLISTENER(newSubsurfaceWindow);
CWLSurface m_pWLSurface;
std::list<CWLSurface> m_lPopupSurfaces;
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;
// for not spamming the protocols
Vector2D m_vReportedPosition;
Vector2D m_vReportedSize;
// for restoring floating statuses
Vector2D m_vLastFloatingSize;
Vector2D m_vLastFloatingPosition;
// this is used for pseudotiling
bool m_bIsPseudotiled = false;
Vector2D m_vPseudoSize = Vector2D(0, 0);
bool m_bFirstMap = false; // for layouts
bool m_bIsFloating = false;
bool m_bDraggingTiled = false; // for dragging around tiled windows
bool m_bIsFullscreen = false;
bool m_bWasMaximized = false;
uint64_t m_iMonitorID = -1;
std::string m_szTitle = "";
std::string m_szInitialTitle = "";
std::string m_szInitialClass = "";
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;
CWindow* m_pX11Parent = nullptr;
uint64_t m_iX11Type = 0;
bool m_bIsModal = false;
bool m_bX11DoesntWantBorders = false;
bool m_bX11ShouldntFocus = false;
float m_fX11SurfaceScaledBy = 1.f;
//
// For nofocus
bool m_bNoFocus = false;
bool m_bNoInitialFocus = false;
// Fullscreen and Maximize
bool m_bWantsInitialFullscreen = false;
bool m_bNoFullscreenRequest = false;
bool m_bNoMaximizeRequest = false;
SSurfaceTreeNode* m_pSurfaceTree = nullptr;
// Animated border
CGradientValueData m_cRealBorderColor = {0};
CGradientValueData m_cRealBorderColorPrevious = {0};
CAnimatedVariable m_fBorderFadeAnimationProgress;
CAnimatedVariable m_fBorderAngleAnimationProgress;
// 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
SWindowDecorationExtents m_eOriginalClosedExtents;
// For pinned (sticky) windows
bool m_bPinned = false;
// urgency hint
bool m_bIsUrgent = false;
// fakefullscreen
bool m_bFakeFullscreenState = false;
// for proper cycling. While cycling we can't just move the pointers, so we need to keep track of the last cycled window.
CWindow* m_pLastCycledWindow = nullptr;
// Foreign Toplevel proto
wlr_foreign_toplevel_handle_v1* m_phForeignToplevel = nullptr;
// Window decorations
std::deque<std::unique_ptr<IHyprWindowDecoration>> m_dWindowDecorations;
std::vector<IHyprWindowDecoration*> m_vDecosToRemove;
// Special render data, rules, etc
SWindowSpecialRenderData m_sSpecialRenderData;
SWindowAdditionalConfigData m_sAdditionalConfigData;
// for alpha
CAnimatedVariable m_fActiveInactiveAlpha;
// animated shadow color
CAnimatedVariable m_cRealShadowColor;
// animated tint
CAnimatedVariable m_fDimPercent;
// swallowing
CWindow* m_pSwallowed = nullptr;
// focus stuff
bool m_bStayFocused = false;
// for toplevel monitor events
uint64_t m_iLastToplevelMonitorID = -1;
uint64_t m_iLastSurfaceMonitorID = -1;
// for idle inhibiting windows
eIdleInhibitMode m_eIdleInhibitMode = IDLEINHIBIT_NONE;
// for groups
struct SGroupData {
CWindow* pNextWindow = nullptr; // nullptr means no grouping. Self means single group.
bool head = false;
bool locked = false;
} m_sGroupData;
// 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();
SWindowDecorationExtents getFullWindowExtents();
wlr_box getWindowInputBox();
wlr_box getWindowIdealBoundingBoxIgnoreReserved();
void updateWindowDecos();
pid_t getPID();
IHyprWindowDecoration* getDecorationByType(eDecorationType);
void removeDecorationByType(eDecorationType);
void createToplevelHandle();
void destroyToplevelHandle();
void updateToplevel();
void updateSurfaceOutputs();
void moveToWorkspace(int);
CWindow* X11TransientFor();
void onUnmap();
void onMap();
void setHidden(bool hidden);
bool isHidden();
void applyDynamicRule(const SWindowRule& r);
void updateDynamicRules();
SWindowDecorationExtents getFullWindowReservedArea();
Vector2D middle();
bool opaque();
float rounding();
int getRealBorderSize();
void updateSpecialRenderData();
void onBorderAngleAnimEnd(void* ptr);
bool isInCurvedCorner(double x, double y);
bool hasPopupAt(const Vector2D& pos);
CWindow* getGroupHead();
CWindow* getGroupTail();
CWindow* getGroupCurrent();
CWindow* getGroupPrevious();
CWindow* getGroupWindowByIndex(int);
int getGroupSize();
void setGroupCurrent(CWindow* pWindow);
void insertWindowToGroup(CWindow* pWindow);
void updateGroupOutputs();
void switchWithWindowInGroup(CWindow* pWindow);
private:
// For hidden windows and stuff
bool m_bHidden = false;
};