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added drop shadows
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@@ -569,7 +569,7 @@ void CHyprRenderer::damageWindow(CWindow* pWindow) {
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// damage by size & pos
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// TODO TEMP: revise when added shadows/etc
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wlr_box damageBox = {pWindow->m_vRealPosition.vec().x, pWindow->m_vRealPosition.vec().y, pWindow->m_vRealSize.vec().x, pWindow->m_vRealSize.vec().y};
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wlr_box damageBox = pWindow->getFullWindowBoundingBox();
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for (auto& m : g_pCompositor->m_lMonitors) {
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wlr_box fixedDamageBox = damageBox;
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fixedDamageBox.x -= m.vecPosition.x;
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@@ -584,8 +584,7 @@ void CHyprRenderer::damageWindow(CWindow* pWindow) {
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Debug::log(LOG, "Damage: Window floated (%s): xy: %d, %d wh: %d, %d", pWindow->m_szTitle.c_str(), damageBox.x, damageBox.y, damageBox.width, damageBox.height);
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} else {
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// damage by real size & pos + border size * 2 (JIC)
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static auto *const PBORDERSIZE = &g_pConfigManager->getConfigValuePtr("general:border_size")->intValue;
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wlr_box damageBox = { pWindow->m_vRealPosition.vec().x - *PBORDERSIZE - 1, pWindow->m_vRealPosition.vec().y - *PBORDERSIZE - 1, pWindow->m_vRealSize.vec().x + 2 * *PBORDERSIZE + 2, pWindow->m_vRealSize.vec().y + 2 * *PBORDERSIZE + 2};
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wlr_box damageBox = pWindow->getFullWindowBoundingBox();
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for (auto& m : g_pCompositor->m_lMonitors) {
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wlr_box fixedDamageBox = damageBox;
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fixedDamageBox.x -= m.vecPosition.x;
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