Hyprland/src/Window.hpp

112 lines
3.3 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>
struct SWindowSpecialRenderData {
float alpha = 1.f;
float alphaInactive = -1.f; // -1 means unset
};
struct SWindowAdditionalConfigData {
std::string animationStyle = "";
int rounding = -1; // -1 means no
};
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;
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<std::unique_ptr<IHyprWindowDecoration>> 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();
};