offset floating windows out of bounds on ws anims

This commit is contained in:
vaxerski
2022-10-07 12:34:54 +01:00
parent 7faa3c367d
commit 1468001d3b
6 changed files with 34 additions and 13 deletions

View File

@@ -249,19 +249,37 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, CMonitor* pMonitor, timespec*
g_pHyprOpenGL->m_pCurrentWindow = pWindow;
// clip box for animated offsets
if (const auto OFFVEC = PWORKSPACE->m_vRenderOffset.vec(); OFFVEC != Vector2D()) {
g_pHyprOpenGL->m_RenderData.clipBox = {(int)OFFVEC.x, (int)OFFVEC.y, (int)pMonitor->vecTransformedSize.x, (int)pMonitor->vecTransformedSize.y };
scaleBox(&g_pHyprOpenGL->m_RenderData.clipBox, pMonitor->scale);
} else {
g_pHyprOpenGL->m_RenderData.clipBox = {0, 0, 0, 0};
Vector2D offset;
if (PWORKSPACE->m_vRenderOffset.vec().x != 0) {
const auto PWSMON = g_pCompositor->getMonitorFromID(PWORKSPACE->m_iMonitorID);
const auto PROGRESS = PWORKSPACE->m_vRenderOffset.vec().x / PWSMON->vecSize.x;
const auto WINBB = pWindow->getFullWindowBoundingBox();
if (WINBB.x < PWSMON->vecPosition.x) {
offset.x = (PWSMON->vecPosition.x - WINBB.x) * PROGRESS;
} else if (WINBB.x > PWSMON->vecPosition.x + PWSMON->vecSize.x) {
offset.x = (WINBB.x - PWSMON->vecPosition.x + PWSMON->vecSize.x) * PROGRESS;
}
} else if (PWORKSPACE->m_vRenderOffset.vec().y) {
const auto PWSMON = g_pCompositor->getMonitorFromID(PWORKSPACE->m_iMonitorID);
const auto PROGRESS = PWORKSPACE->m_vRenderOffset.vec().y / PWSMON->vecSize.y;
const auto WINBB = pWindow->getFullWindowBoundingBox();
if (WINBB.y < PWSMON->vecPosition.y) {
offset.y = (PWSMON->vecPosition.y - WINBB.y) * PROGRESS;
} else if (WINBB.y > PWSMON->vecPosition.y + PWSMON->vecSize.y) {
offset.y = (WINBB.y - PWSMON->vecPosition.y + PWSMON->vecSize.y) * PROGRESS;
}
}
renderdata.x += offset.x;
renderdata.y += offset.y;
// render window decorations first, if not fullscreen full
if (mode == RENDER_PASS_ALL || mode == RENDER_PASS_MAIN) {
if (!pWindow->m_bIsFullscreen || PWORKSPACE->m_efFullscreenMode != FULLSCREEN_FULL) for (auto& wd : pWindow->m_dWindowDecorations)
wd->draw(pMonitor, renderdata.alpha * renderdata.fadeAlpha / 255.f);
wd->draw(pMonitor, renderdata.alpha * renderdata.fadeAlpha / 255.f, offset);
wlr_surface_for_each_surface(g_pXWaylandManager->getWindowSurface(pWindow), renderSurface, &renderdata);