hyprbars: fix offset on multimon

This commit is contained in:
vaxerski 2023-04-05 11:18:47 +01:00
parent e3c9dab13e
commit 9851a55ae9

View file

@ -232,8 +232,8 @@ void CHyprBar::draw(CMonitor* pMonitor, float a, const Vector2D& offset) {
const auto BARBUF = Vector2D{(int)m_vLastWindowSize.x + 2 * *PBORDERSIZE, *PHEIGHT} * pMonitor->scale; const auto BARBUF = Vector2D{(int)m_vLastWindowSize.x + 2 * *PBORDERSIZE, *PHEIGHT} * pMonitor->scale;
wlr_box titleBarBox = {(int)m_vLastWindowPos.x - *PBORDERSIZE, (int)m_vLastWindowPos.y - *PHEIGHT, (int)m_vLastWindowSize.x + 2 * *PBORDERSIZE, wlr_box titleBarBox = {(int)m_vLastWindowPos.x - *PBORDERSIZE - pMonitor->vecPosition.x, (int)m_vLastWindowPos.y - *PHEIGHT - pMonitor->vecPosition.y,
*PHEIGHT + *PROUNDING * 2 /* to fill the bottom cuz we can't disable rounding there */}; (int)m_vLastWindowSize.x + 2 * *PBORDERSIZE, *PHEIGHT + *PROUNDING * 2 /* to fill the bottom cuz we can't disable rounding there */};
titleBarBox.x += offset.x; titleBarBox.x += offset.x;
titleBarBox.y += offset.y; titleBarBox.y += offset.y;
@ -252,7 +252,8 @@ void CHyprBar::draw(CMonitor* pMonitor, float a, const Vector2D& offset) {
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
wlr_box windowBox = {(int)m_vLastWindowPos.x + offset.x, (int)m_vLastWindowPos.y + offset.y, (int)m_vLastWindowSize.x, (int)m_vLastWindowSize.y}; wlr_box windowBox = {(int)m_vLastWindowPos.x + offset.x - pMonitor->vecPosition.x, (int)m_vLastWindowPos.y + offset.y - pMonitor->vecPosition.y, (int)m_vLastWindowSize.x,
(int)m_vLastWindowSize.y};
scaleBox(&windowBox, pMonitor->scale); scaleBox(&windowBox, pMonitor->scale);
g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 0), *PROUNDING + *PBORDERSIZE); g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 0), *PROUNDING + *PBORDERSIZE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);