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path: root/src/render/decorations/CHyprDropShadowDecoration.cpp
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Diffstat (limited to 'src/render/decorations/CHyprDropShadowDecoration.cpp')
-rw-r--r--src/render/decorations/CHyprDropShadowDecoration.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/render/decorations/CHyprDropShadowDecoration.cpp b/src/render/decorations/CHyprDropShadowDecoration.cpp
index 893ad498..39398878 100644
--- a/src/render/decorations/CHyprDropShadowDecoration.cpp
+++ b/src/render/decorations/CHyprDropShadowDecoration.cpp
@@ -93,7 +93,7 @@ void CHyprDropShadowDecoration::draw(PHLMONITOR pMonitor, float const& a) {
if (!validMapped(PWINDOW))
return;
- if (PWINDOW->m_cRealShadowColor.value() == CColor(0, 0, 0, 0))
+ if (PWINDOW->m_cRealShadowColor.value() == CHyprColor(0, 0, 0, 0))
return; // don't draw invisible shadows
if (!PWINDOW->m_sWindowData.decorate.valueOrDefault())
@@ -181,13 +181,13 @@ void CHyprDropShadowDecoration::draw(PHLMONITOR pMonitor, float const& a) {
// build the matte
// 10-bit formats have dogshit alpha channels, so we have to use the matte to its fullest.
// first, clear region of interest with black (fully transparent)
- g_pHyprOpenGL->renderRect(&fullBox, CColor(0, 0, 0, 1), 0);
+ g_pHyprOpenGL->renderRect(&fullBox, CHyprColor(0, 0, 0, 1), 0);
// render white shadow with the alpha of the shadow color (otherwise we clear with alpha later and shit it to 2 bit)
- drawShadowInternal(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, CColor(1, 1, 1, PWINDOW->m_cRealShadowColor.value().a), a);
+ drawShadowInternal(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, CHyprColor(1, 1, 1, PWINDOW->m_cRealShadowColor.value().a), a);
// render black window box ("clip")
- g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 1.0), (ROUNDING + 1 /* This fixes small pixel gaps. */) * pMonitor->scale);
+ g_pHyprOpenGL->renderRect(&windowBox, CHyprColor(0, 0, 0, 1.0), (ROUNDING + 1 /* This fixes small pixel gaps. */) * pMonitor->scale);
alphaSwapFB.bind();
@@ -215,7 +215,7 @@ eDecorationLayer CHyprDropShadowDecoration::getDecorationLayer() {
return DECORATION_LAYER_BOTTOM;
}
-void CHyprDropShadowDecoration::drawShadowInternal(CBox* box, int round, int range, CColor color, float a) {
+void CHyprDropShadowDecoration::drawShadowInternal(CBox* box, int round, int range, CHyprColor color, float a) {
static auto PSHADOWSHARP = CConfigValue<Hyprlang::INT>("decoration:shadow:sharp");
g_pHyprOpenGL->blend(true);