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https://github.com/hyprwm/Hyprland.git
synced 2024-10-30 05:51:44 +00:00
Minor changes to the renderer's overflow behavior
Won't squish base layers anymore
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6306d4dae3
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@ -68,8 +68,8 @@ struct SRenderData {
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// for blurring
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bool blur = false;
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// for windows that animate poorly
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bool squishOversized = false;
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// only for windows, not popups
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bool squishOversized = true;
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};
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struct SExtensionFindingData {
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@ -17,11 +17,15 @@ void renderSurface(struct wlr_surface* surface, int x, int y, void* data) {
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else // here we clamp to 2, these might be some tiny specks
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windowBox = {(int)outputX + RDATA->x + x, (int)outputY + RDATA->y + y, std::clamp(surface->current.width, 2, 1337420), std::clamp(surface->current.height, 2, 1337420)};
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// squish all oversized
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// squish all oversized but dont in some cases, jesus christ this is a mess
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// TODO: this shouldn't be done this way. Custom UV here as well.
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// this is fucking horrible
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// Issue: will cause oversized apps with reserved area to overflow from the window box. (see chromium on ozone wayland)
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const auto PRESQUISHSIZE = Vector2D(windowBox.width, windowBox.height);
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if (RDATA->squishOversized) {
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if (x + windowBox.width > RDATA->w)
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windowBox.width = RDATA->w - x;
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if (y + windowBox.height > RDATA->h)
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if (y + windowBox.height > RDATA->h)
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windowBox.height = RDATA->h - y;
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}
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@ -48,6 +52,12 @@ void renderSurface(struct wlr_surface* surface, int x, int y, void* data) {
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wlr_box geo;
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wlr_xdg_surface_get_geometry(wlr_xdg_surface_from_wlr_surface(RDATA->surface), &geo);
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// TODO: continuation of the above madness.
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if (geo.x != 0 || geo.y != 0) {
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windowBox.width = PRESQUISHSIZE.x;
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windowBox.height = PRESQUISHSIZE.y;
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}
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windowBox.x -= geo.x;
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windowBox.y -= geo.y;
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}
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@ -182,7 +192,6 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, SMonitor* pMonitor, timespec*
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renderdata.decorate = decorate && !pWindow->m_bX11DoesntWantBorders && (pWindow->m_bIsFloating ? *PNOFLOATINGBORDERS == 0 : true) && (!pWindow->m_bIsFullscreen || PWORKSPACE->m_efFullscreenMode != FULLSCREEN_FULL);
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renderdata.rounding = pWindow->m_sAdditionalConfigData.rounding;
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renderdata.blur = true; // if it shouldn't, it will be ignored later
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renderdata.squishOversized = pWindow->m_vRealPosition.isBeingAnimated();
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// apply window special data
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if (pWindow->m_sSpecialRenderData.alphaInactive == -1)
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@ -202,6 +211,8 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, SMonitor* pMonitor, timespec*
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wlr_box geom;
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wlr_xdg_surface_get_geometry(pWindow->m_uSurface.xdg, &geom);
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// first, check for poorly sized windows.
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g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D((double)geom.x / (double)pWindow->m_uSurface.xdg->surface->current.width, (double)geom.y / (double)pWindow->m_uSurface.xdg->surface->current.height);
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g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D((double)(geom.width + geom.x) / (double)pWindow->m_uSurface.xdg->surface->current.width, (double)(geom.y + geom.height) / (double)pWindow->m_uSurface.xdg->surface->current.height);
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@ -210,6 +221,19 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, SMonitor* pMonitor, timespec*
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g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D(-1, -1);
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g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D(-1, -1);
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}
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// then, if the surface is too big, modify the pos UV
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if (geom.width > renderdata.w + 1 || geom.height > renderdata.h + 1) {
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const auto OFF = Vector2D(renderdata.w / (double)geom.width, renderdata.h / (double)geom.height);
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if (g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft == Vector2D(-1, -1))
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g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D(0, 0);
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g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D(
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g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight.x * ((double)renderdata.w / ((double)geom.width / g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight.x)),
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g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight.y * ((double)renderdata.h / ((double)geom.height / g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight.y))
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);
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}
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} else {
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g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D(-1, -1);
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g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D(-1, -1);
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@ -225,6 +249,7 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, SMonitor* pMonitor, timespec*
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if (!pWindow->m_bIsX11) {
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renderdata.dontRound = false; // restore dontround
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renderdata.pMonitor = pMonitor;
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renderdata.squishOversized = false; // don't squish popups
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wlr_xdg_surface_for_each_popup_surface(pWindow->m_uSurface.xdg, renderSurface, &renderdata);
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}
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}
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