renderer: Add supercircular window corners (#8943)

renderer: Add supercircular shadows and borders

config: Add rounding_power to default and example configs

rule: add `roundingpower` window rule
This commit is contained in:
Pollux
2025-01-05 12:38:49 -06:00
committed by GitHub
parent b0bae15499
commit a5c14370c1
26 changed files with 228 additions and 173 deletions

View File

@@ -824,7 +824,8 @@ void CWindow::updateDynamicRules() {
// it is assumed that the point is within the real window box (m_vRealPosition, m_vRealSize)
// otherwise behaviour is undefined
bool CWindow::isInCurvedCorner(double x, double y) {
const int ROUNDING = rounding();
const int ROUNDING = rounding();
const int ROUNDINGPOWER = roundingPower();
if (getRealBorderSize() >= ROUNDING)
return false;
@@ -835,16 +836,16 @@ bool CWindow::isInCurvedCorner(double x, double y) {
double y1 = m_vRealPosition.value().y + m_vRealSize.value().y - ROUNDING;
if (x < x0 && y < y0) {
return Vector2D{x0, y0}.distance(Vector2D{x, y}) > (double)ROUNDING;
return std::pow(x0 - x, ROUNDINGPOWER) + std::pow(y0 - y, ROUNDINGPOWER) > std::pow((double)ROUNDING, ROUNDINGPOWER);
}
if (x > x1 && y < y0) {
return Vector2D{x1, y0}.distance(Vector2D{x, y}) > (double)ROUNDING;
return std::pow(x - x1, ROUNDINGPOWER) + std::pow(y0 - y, ROUNDINGPOWER) > std::pow((double)ROUNDING, ROUNDINGPOWER);
}
if (x < x0 && y > y1) {
return Vector2D{x0, y1}.distance(Vector2D{x, y}) > (double)ROUNDING;
return std::pow(x0 - x, ROUNDINGPOWER) + std::pow(y - y1, ROUNDINGPOWER) > std::pow((double)ROUNDING, ROUNDINGPOWER);
}
if (x > x1 && y > y1) {
return Vector2D{x1, y1}.distance(Vector2D{x, y}) > (double)ROUNDING;
return std::pow(x - x1, ROUNDINGPOWER) + std::pow(y - y1, ROUNDINGPOWER) > std::pow((double)ROUNDING, ROUNDINGPOWER);
}
return false;
@@ -1164,13 +1165,21 @@ bool CWindow::opaque() {
}
float CWindow::rounding() {
static auto PROUNDING = CConfigValue<Hyprlang::INT>("decoration:rounding");
static auto PROUNDING = CConfigValue<Hyprlang::INT>("decoration:rounding");
static auto PROUNDINGPOWER = CConfigValue<Hyprlang::FLOAT>("decoration:rounding_power");
float rounding = m_sWindowData.rounding.valueOr(*PROUNDING);
float roundingPower = m_sWindowData.roundingPower.valueOr(*PROUNDINGPOWER);
float rounding = m_sWindowData.rounding.valueOr(*PROUNDING) * (roundingPower / 2.0); /* Make perceived roundness consistent. */
return m_sWindowData.noRounding.valueOrDefault() ? 0 : rounding;
}
float CWindow::roundingPower() {
static auto PROUNDINGPOWER = CConfigValue<Hyprlang::FLOAT>("decoration:rounding_power");
return m_sWindowData.roundingPower.valueOr(*PROUNDINGPOWER);
}
void CWindow::updateWindowData() {
const auto PWORKSPACE = m_pWorkspace;
const auto WORKSPACERULE = PWORKSPACE ? g_pConfigManager->getWorkspaceRuleFor(PWORKSPACE) : SWorkspaceRule{};