hyprbars: cosmetic improvements

This commit is contained in:
Vaxry 2023-11-04 13:31:52 +00:00
parent 69287a4dec
commit 9b1adb6043

View file

@ -348,7 +348,7 @@ void CHyprBar::draw(CMonitor* pMonitor, float a, const Vector2D& offset) {
const auto BORDERSIZE = m_pWindow->getRealBorderSize(); const auto BORDERSIZE = m_pWindow->getRealBorderSize();
const auto ROUNDING = m_pWindow->rounding() + m_pWindow->getRealBorderSize(); const auto ROUNDING = m_pWindow->rounding() + m_pWindow->getRealBorderSize();
const auto scaledRounding = ROUNDING * pMonitor->scale; const auto scaledRounding = ROUNDING > 0 ? ROUNDING * pMonitor->scale - 2 /* idk why but otherwise it looks bad due to the gaps */ : 0;
const auto scaledBorderSize = BORDERSIZE * pMonitor->scale; const auto scaledBorderSize = BORDERSIZE * pMonitor->scale;
CColor color = *PCOLOR; CColor color = *PCOLOR;
@ -378,10 +378,12 @@ 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 - pMonitor->vecPosition.x, (int)m_vLastWindowPos.y + offset.y - pMonitor->vecPosition.y, (int)m_vLastWindowSize.x, // the +1 is a shit garbage temp fix until renderRect supports an alpha matte
(int)m_vLastWindowSize.y}; wlr_box windowBox = {(int)m_vLastWindowPos.x + offset.x - pMonitor->vecPosition.x - BORDERSIZE + 1,
(int)m_vLastWindowPos.y + offset.y - pMonitor->vecPosition.y - BORDERSIZE + 1, (int)m_vLastWindowSize.x + 2 * BORDERSIZE - 2,
(int)m_vLastWindowSize.y + 2 * BORDERSIZE - 2};
scaleBox(&windowBox, pMonitor->scale); scaleBox(&windowBox, pMonitor->scale);
g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 0), scaledRounding + scaledBorderSize); g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 0), scaledRounding);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(GL_NOTEQUAL, 1, -1); glStencilFunc(GL_NOTEQUAL, 1, -1);