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#include "CHyprDropShadowDecoration.hpp"
#include "../../Compositor.hpp"
CHyprDropShadowDecoration::CHyprDropShadowDecoration(CWindow* pWindow) {
m_pWindow = pWindow;
}
CHyprDropShadowDecoration::~CHyprDropShadowDecoration() {
updateWindow(m_pWindow);
}
SWindowDecorationExtents CHyprDropShadowDecoration::getWindowDecorationExtents() {
static auto *const PSHADOWS = &g_pConfigManager->getConfigValuePtr("decoration:drop_shadow")->intValue;
if (*PSHADOWS != 1)
return {{}, {}};
return m_seExtents;
}
eDecorationType CHyprDropShadowDecoration::getDecorationType() {
return DECORATION_SHADOW;
}
void CHyprDropShadowDecoration::damageEntire() {
static auto *const PSHADOWS = &g_pConfigManager->getConfigValuePtr("decoration:drop_shadow")->intValue;
if (*PSHADOWS != 1)
return; // disabled
wlr_box dm = {m_vLastWindowPos.x - m_seExtents.topLeft.x, m_vLastWindowPos.y - m_seExtents.topLeft.y, m_vLastWindowSize.x + m_seExtents.topLeft.x + m_seExtents.bottomRight.x, m_vLastWindowSize.y + m_seExtents.topLeft.y + m_seExtents.bottomRight.y};
g_pHyprRenderer->damageBox(&dm);
}
void CHyprDropShadowDecoration::updateWindow(CWindow* pWindow) {
damageEntire();
const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(pWindow->m_iWorkspaceID);
const auto WORKSPACEOFFSET = PWORKSPACE && !pWindow->m_bPinned ? PWORKSPACE->m_vRenderOffset.vec() : Vector2D();
if (pWindow->m_vRealPosition.vec() + WORKSPACEOFFSET != m_vLastWindowPos || pWindow->m_vRealSize.vec() != m_vLastWindowSize) {
m_vLastWindowPos = pWindow->m_vRealPosition.vec() + WORKSPACEOFFSET;
m_vLastWindowSize = pWindow->m_vRealSize.vec();
damageEntire();
}
}
void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a) {
if (!g_pCompositor->windowValidMapped(m_pWindow))
return;
if (m_pWindow->m_cRealShadowColor.col() == CColor(0, 0, 0, 0))
return; // don't draw invisible shadows
if (!m_pWindow->m_sSpecialRenderData.decorate)
return;
static auto *const PSHADOWS = &g_pConfigManager->getConfigValuePtr("decoration:drop_shadow")->intValue;
static auto *const PSHADOWSIZE = &g_pConfigManager->getConfigValuePtr("decoration:shadow_range")->intValue;
static auto *const PROUNDING = &g_pConfigManager->getConfigValuePtr("decoration:rounding")->intValue;
static auto *const PSHADOWIGNOREWINDOW = &g_pConfigManager->getConfigValuePtr("decoration:shadow_ignore_window")->intValue;
static auto *const PSHADOWOFFSET = &g_pConfigManager->getConfigValuePtr("decoration:shadow_offset")->vecValue;
if (*PSHADOWS != 1)
return; // disabled
const auto ROUNDING = !m_pWindow->m_sSpecialRenderData.rounding ? 0 : (m_pWindow->m_sAdditionalConfigData.rounding == -1 ? *PROUNDING : m_pWindow->m_sAdditionalConfigData.rounding);
// update the extents
m_seExtents = {{*PSHADOWSIZE + 2 - PSHADOWOFFSET->x, *PSHADOWSIZE + 2 - PSHADOWOFFSET->y}, {*PSHADOWSIZE + 2 + PSHADOWOFFSET->x, *PSHADOWSIZE + 2 + PSHADOWOFFSET->y}};
// draw the shadow
wlr_box fullBox = {m_vLastWindowPos.x - m_seExtents.topLeft.x + 2, m_vLastWindowPos.y - m_seExtents.topLeft.y + 2, m_vLastWindowSize.x + m_seExtents.topLeft.x + m_seExtents.bottomRight.x - 4, m_vLastWindowSize.y + m_seExtents.topLeft.y + m_seExtents.bottomRight.y - 4};
fullBox.x -= pMonitor->vecPosition.x;
fullBox.y -= pMonitor->vecPosition.y;
if (fullBox.width < 1 || fullBox.height < 1)
return; // don't draw invisible shadows
g_pHyprOpenGL->scissor((wlr_box *)nullptr);
if (*PSHADOWIGNOREWINDOW) {
glEnable(GL_STENCIL_TEST);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
wlr_box windowBox = {m_vLastWindowPos.x - pMonitor->vecPosition.x, m_vLastWindowPos.y - pMonitor->vecPosition.y, m_vLastWindowSize.x, m_vLastWindowSize.y};
scaleBox(&windowBox, pMonitor->scale);
if (windowBox.width < 1 || windowBox.height < 1) {
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
return; // prevent assert failed
}
g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 0), ROUNDING * pMonitor->scale);
glStencilFunc(GL_NOTEQUAL, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
scaleBox(&fullBox, pMonitor->scale);
g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, a);
if (*PSHADOWIGNOREWINDOW) {
// cleanup
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
}
}
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