Fixed oversized apps' incorrect layout

This commit is contained in:
vaxerski
2022-06-22 15:45:56 +02:00
parent 499d2e41bf
commit 770bada5d5
8 changed files with 90 additions and 22 deletions

View File

@@ -23,8 +23,12 @@ void renderSurface(struct wlr_surface* surface, int x, int y, void* data) {
float rounding = RDATA->dontRound ? 0 : RDATA->rounding == -1 ? *PROUNDING : RDATA->rounding;
if (RDATA->surface && surface == RDATA->surface)
g_pHyprOpenGL->m_RenderData.renderingPrimarySurface = false;
if (RDATA->surface && surface == RDATA->surface) {
g_pHyprOpenGL->m_RenderData.renderingPrimarySurface = true;
g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, rounding, RDATA->decorate);
}
else
g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, rounding, false, false);
@@ -166,8 +170,30 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, SMonitor* pMonitor, timespec*
for (auto& wd : pWindow->m_dWindowDecorations)
wd->draw(pMonitor);
if (!pWindow->m_bIsX11) {
// To everyone who makes apps with improperly aligned surfaces,
// For example chromium, or GTK devs who allow shadows on windows,
// a sincere FUCK YOU.
wlr_box geom;
wlr_xdg_surface_get_geometry(pWindow->m_uSurface.xdg, &geom);
g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D((double)geom.x / (double)pWindow->m_uSurface.xdg->surface->current.width, (double)geom.y / (double)pWindow->m_uSurface.xdg->surface->current.height);
g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D((double)(geom.width + geom.x) / (double)pWindow->m_uSurface.xdg->surface->current.width, (double)(geom.y + geom.height) / (double)pWindow->m_uSurface.xdg->surface->current.height);
if (g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft == Vector2D() && g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight == Vector2D(1, 1)) {
// No special UV mods needed
g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D(-1, -1);
g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D(-1, -1);
}
}
wlr_surface_for_each_surface(g_pXWaylandManager->getWindowSurface(pWindow), renderSurface, &renderdata);
g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D(-1, -1);
g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D(-1, -1);
if (pWindow->m_bIsX11) {
if (pWindow->m_uSurface.xwayland->surface) {
wlr_surface_for_each_surface(pWindow->m_uSurface.xwayland->surface, renderSurface, &renderdata);