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Internal: Hyprland box implementation (#3755)
* box impl * remove unused operators * missed applyfromwlr
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@@ -52,7 +52,7 @@ struct SMonitorRenderData {
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bool blurFBDirty = true;
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bool blurFBShouldRender = false;
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wlr_box backgroundTexBox;
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CBox backgroundTexBox;
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// Shaders
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bool m_bShadersInitialized = false;
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@@ -89,7 +89,7 @@ struct SCurrentRenderData {
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Vector2D primarySurfaceUVTopLeft = Vector2D(-1, -1);
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Vector2D primarySurfaceUVBottomRight = Vector2D(-1, -1);
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wlr_box clipBox = {};
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CBox clipBox = {};
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uint32_t discardMode = DISCARD_OPAQUE;
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float discardOpacity = 0.f;
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@@ -105,14 +105,14 @@ class CHyprOpenGLImpl {
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void end();
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void bindWlrOutputFb();
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void renderRect(wlr_box*, const CColor&, int round = 0);
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void renderRectWithBlur(wlr_box*, const CColor&, int round = 0, float blurA = 1.f);
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void renderRectWithDamage(wlr_box*, const CColor&, CRegion* damage, int round = 0);
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void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0, bool allowCustomUV = false);
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void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
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void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false, float blurA = 1.f);
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void renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0, CFramebuffer* matte = nullptr);
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void renderBorder(wlr_box*, const CGradientValueData&, int round, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
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void renderRect(CBox*, const CColor&, int round = 0);
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void renderRectWithBlur(CBox*, const CColor&, int round = 0, float blurA = 1.f);
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void renderRectWithDamage(CBox*, const CColor&, CRegion* damage, int round = 0);
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void renderTexture(wlr_texture*, CBox*, float a, int round = 0, bool allowCustomUV = false);
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void renderTexture(const CTexture&, CBox*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
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void renderTextureWithBlur(const CTexture&, CBox*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false, float blurA = 1.f);
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void renderRoundedShadow(CBox*, int round, int range, float a = 1.0, CFramebuffer* matte = nullptr);
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void renderBorder(CBox*, const CGradientValueData&, int round, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
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void saveMatrix();
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void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
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@@ -128,7 +128,7 @@ class CHyprOpenGLImpl {
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void clear(const CColor&);
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void clearWithTex();
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void scissor(const wlr_box*, bool transform = true);
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void scissor(const CBox*, bool transform = true);
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void scissor(const pixman_box32*, bool transform = true);
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void scissor(const int x, const int y, const int w, const int h, bool transform = true);
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@@ -187,9 +187,9 @@ class CHyprOpenGLImpl {
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// returns the out FB, can be either Mirror or MirrorSwap
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CFramebuffer* blurMainFramebufferWithDamage(float a, CRegion* damage);
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void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, CRegion* damage, int round = 0, bool discardOpaque = false, bool noAA = false,
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void renderTextureInternalWithDamage(const CTexture&, CBox* pBox, float a, CRegion* damage, int round = 0, bool discardOpaque = false, bool noAA = false,
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bool allowCustomUV = false, bool allowDim = false);
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void renderTexturePrimitive(const CTexture& tex, wlr_box* pBox);
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void renderTexturePrimitive(const CTexture& tex, CBox* pBox);
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void renderSplash(cairo_t* const, cairo_surface_t* const, double);
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void preBlurForCurrentMonitor();
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