parent
7c33c7fc64
commit
98a4fa2b0d
90 changed files with 4118 additions and 3993 deletions
205
src/Window.hpp
205
src/Window.hpp
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@ -8,7 +8,8 @@
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#include <deque>
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#include "config/ConfigDataValues.hpp"
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enum eIdleInhibitMode {
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enum eIdleInhibitMode
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{
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IDLEINHIBIT_NONE = 0,
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IDLEINHIBIT_ALWAYS,
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IDLEINHIBIT_FULLSCREEN,
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@ -16,49 +17,49 @@ enum eIdleInhibitMode {
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};
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struct SWindowSpecialRenderData {
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bool alphaOverride = false;
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float alpha = 1.f;
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bool alphaInactiveOverride = false;
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float alphaInactive = -1.f; // -1 means unset
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bool alphaOverride = false;
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float alpha = 1.f;
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bool alphaInactiveOverride = false;
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float alphaInactive = -1.f; // -1 means unset
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int64_t activeBorderColor = -1; // -1 means unset
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int64_t activeBorderColor = -1; // -1 means unset
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int64_t inactiveBorderColor = -1; // -1 means unset
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// set by the layout
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bool rounding = true;
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bool border = true;
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bool decorate = true;
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bool rounding = true;
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bool border = true;
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bool decorate = true;
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};
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struct SWindowAdditionalConfigData {
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std::string animationStyle = "";
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int rounding = -1; // -1 means no
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bool forceNoBlur = false;
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bool forceOpaque = false;
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bool forceOpaqueOverriden = false; // if true, a rule will not change the forceOpaque state. This is for the force opaque dispatcher.
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bool forceAllowsInput = false;
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bool forceNoAnims = false;
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bool forceNoBorder = false;
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bool forceNoShadow = false;
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bool windowDanceCompat = false;
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bool noMaxSize = false;
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std::string animationStyle = "";
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int rounding = -1; // -1 means no
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bool forceNoBlur = false;
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bool forceOpaque = false;
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bool forceOpaqueOverriden = false; // if true, a rule will not change the forceOpaque state. This is for the force opaque dispatcher.
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bool forceAllowsInput = false;
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bool forceNoAnims = false;
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bool forceNoBorder = false;
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bool forceNoShadow = false;
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bool windowDanceCompat = false;
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bool noMaxSize = false;
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};
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struct SWindowRule {
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std::string szRule;
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std::string szValue;
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bool v2 = false;
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bool v2 = false;
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std::string szTitle;
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std::string szClass;
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int bX11 = -1; // -1 means "ANY"
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int bFloating = -1;
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int bFullscreen = -1;
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int bPinned = -1;
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int bX11 = -1; // -1 means "ANY"
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int bFloating = -1;
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int bFullscreen = -1;
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int bPinned = -1;
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};
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class CWindow {
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public:
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public:
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CWindow();
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~CWindow();
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@ -79,142 +80,142 @@ public:
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DYNLISTENER(toplevelClose);
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DYNLISTENER(toplevelActivate);
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DYNLISTENER(toplevelFullscreen);
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// DYNLISTENER(newSubsurfaceWindow);
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// DYNLISTENER(newSubsurfaceWindow);
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union {
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wlr_xdg_surface* xdg;
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wlr_xdg_surface* xdg;
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wlr_xwayland_surface* xwayland;
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} m_uSurface;
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// this is the position and size of the "bounding box"
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Vector2D m_vPosition = Vector2D(0,0);
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Vector2D m_vSize = Vector2D(0,0);
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Vector2D m_vPosition = Vector2D(0, 0);
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Vector2D m_vSize = Vector2D(0, 0);
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// this is the real position and size used to draw the thing
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CAnimatedVariable m_vRealPosition;
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CAnimatedVariable m_vRealSize;
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CAnimatedVariable m_vRealPosition;
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CAnimatedVariable m_vRealSize;
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// for not spamming the protocols
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Vector2D m_vReportedPosition;
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Vector2D m_vReportedSize;
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Vector2D m_vReportedPosition;
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Vector2D m_vReportedSize;
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// for restoring floating statuses
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Vector2D m_vLastFloatingSize;
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Vector2D m_vLastFloatingSize;
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// this is used for pseudotiling
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bool m_bIsPseudotiled = false;
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Vector2D m_vPseudoSize = Vector2D(0,0);
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bool m_bIsPseudotiled = false;
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Vector2D m_vPseudoSize = Vector2D(0, 0);
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uint64_t m_iTags = 0;
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bool m_bIsFloating = false;
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bool m_bDraggingTiled = false; // for dragging around tiled windows
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bool m_bIsFullscreen = false;
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uint64_t m_iMonitorID = -1;
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std::string m_szTitle = "";
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int m_iWorkspaceID = -1;
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uint64_t m_iTags = 0;
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bool m_bIsFloating = false;
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bool m_bDraggingTiled = false; // for dragging around tiled windows
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bool m_bIsFullscreen = false;
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uint64_t m_iMonitorID = -1;
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std::string m_szTitle = "";
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int m_iWorkspaceID = -1;
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bool m_bIsMapped = false;
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bool m_bIsMapped = false;
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bool m_bRequestsFloat = false;
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bool m_bRequestsFloat = false;
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// This is for fullscreen apps
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bool m_bCreatedOverFullscreen = false;
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bool m_bCreatedOverFullscreen = false;
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// XWayland stuff
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bool m_bIsX11 = false;
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bool m_bMappedX11 = false;
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CWindow* m_pX11Parent = nullptr;
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uint64_t m_iX11Type = 0;
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bool m_bIsModal = false;
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bool m_bX11DoesntWantBorders = false;
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bool m_bX11ShouldntFocus = false;
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bool m_bIsX11 = false;
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bool m_bMappedX11 = false;
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CWindow* m_pX11Parent = nullptr;
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uint64_t m_iX11Type = 0;
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bool m_bIsModal = false;
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bool m_bX11DoesntWantBorders = false;
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bool m_bX11ShouldntFocus = false;
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//
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// For nofocus
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bool m_bNoFocus = false;
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bool m_bNoInitialFocus = false;
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bool m_bNoFocus = false;
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bool m_bNoInitialFocus = false;
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// initial fullscreen and fullscreen disabled
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bool m_bWantsInitialFullscreen = false;
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bool m_bNoFullscreenRequest = false;
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bool m_bWantsInitialFullscreen = false;
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bool m_bNoFullscreenRequest = false;
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SSurfaceTreeNode* m_pSurfaceTree = nullptr;
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SSurfaceTreeNode* m_pSurfaceTree = nullptr;
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// Animated border
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CGradientValueData m_cRealBorderColor = {0};
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CGradientValueData m_cRealBorderColorPrevious = {0};
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CAnimatedVariable m_fBorderAnimationProgress;
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CGradientValueData m_cRealBorderColor = {0};
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CGradientValueData m_cRealBorderColorPrevious = {0};
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CAnimatedVariable m_fBorderAnimationProgress;
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// Fade in-out
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CAnimatedVariable m_fAlpha;
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bool m_bFadingOut = false;
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bool m_bReadyToDelete = false;
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Vector2D m_vOriginalClosedPos; // these will be used for calculations later on in
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Vector2D m_vOriginalClosedSize; // drawing the closing animations
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CAnimatedVariable m_fAlpha;
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bool m_bFadingOut = false;
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bool m_bReadyToDelete = false;
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Vector2D m_vOriginalClosedPos; // these will be used for calculations later on in
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Vector2D m_vOriginalClosedSize; // drawing the closing animations
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// For pinned (sticky) windows
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bool m_bPinned = false;
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bool m_bPinned = false;
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// for proper cycling. While cycling we can't just move the pointers, so we need to keep track of the last cycled window.
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CWindow* m_pLastCycledWindow = nullptr;
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CWindow* m_pLastCycledWindow = nullptr;
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// Foreign Toplevel proto
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wlr_foreign_toplevel_handle_v1* m_phForeignToplevel = nullptr;
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wlr_foreign_toplevel_handle_v1* m_phForeignToplevel = nullptr;
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// Window decorations
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std::deque<std::unique_ptr<IHyprWindowDecoration>> m_dWindowDecorations;
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std::vector<IHyprWindowDecoration*> m_vDecosToRemove;
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std::vector<IHyprWindowDecoration*> m_vDecosToRemove;
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// Special render data, rules, etc
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SWindowSpecialRenderData m_sSpecialRenderData;
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SWindowAdditionalConfigData m_sAdditionalConfigData;
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SWindowSpecialRenderData m_sSpecialRenderData;
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SWindowAdditionalConfigData m_sAdditionalConfigData;
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// for alpha
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CAnimatedVariable m_fActiveInactiveAlpha;
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CAnimatedVariable m_fActiveInactiveAlpha;
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// animated shadow color
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CAnimatedVariable m_cRealShadowColor;
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CAnimatedVariable m_cRealShadowColor;
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// animated tint
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CAnimatedVariable m_fDimPercent;
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CAnimatedVariable m_fDimPercent;
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// swallowing
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CWindow* m_pSwallowed = nullptr;
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CWindow* m_pSwallowed = nullptr;
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// for toplevel monitor events
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uint64_t m_iLastToplevelMonitorID = -1;
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uint64_t m_iLastSurfaceMonitorID = -1;
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uint64_t m_iLastToplevelMonitorID = -1;
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uint64_t m_iLastSurfaceMonitorID = -1;
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// for idle inhibiting windows
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eIdleInhibitMode m_eIdleInhibitMode = IDLEINHIBIT_NONE;
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eIdleInhibitMode m_eIdleInhibitMode = IDLEINHIBIT_NONE;
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// For the list lookup
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bool operator==(const CWindow& rhs) {
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return m_uSurface.xdg == rhs.m_uSurface.xdg && m_uSurface.xwayland == rhs.m_uSurface.xwayland && m_vPosition == rhs.m_vPosition && m_vSize == rhs.m_vSize && m_bFadingOut == rhs.m_bFadingOut;
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bool operator==(const CWindow& rhs) {
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return m_uSurface.xdg == rhs.m_uSurface.xdg && m_uSurface.xwayland == rhs.m_uSurface.xwayland && m_vPosition == rhs.m_vPosition && m_vSize == rhs.m_vSize &&
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m_bFadingOut == rhs.m_bFadingOut;
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}
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// methods
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wlr_box getFullWindowBoundingBox();
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wlr_box getWindowIdealBoundingBoxIgnoreReserved();
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void updateWindowDecos();
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pid_t getPID();
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wlr_box getFullWindowBoundingBox();
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wlr_box getWindowIdealBoundingBoxIgnoreReserved();
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void updateWindowDecos();
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pid_t getPID();
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IHyprWindowDecoration* getDecorationByType(eDecorationType);
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void removeDecorationByType(eDecorationType);
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void createToplevelHandle();
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void destroyToplevelHandle();
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void updateToplevel();
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void updateSurfaceOutputs();
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void moveToWorkspace(int);
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CWindow* X11TransientFor();
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void onUnmap();
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void onMap();
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void setHidden(bool hidden);
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bool isHidden();
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void applyDynamicRule(const SWindowRule& r);
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void updateDynamicRules();
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void removeDecorationByType(eDecorationType);
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void createToplevelHandle();
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void destroyToplevelHandle();
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void updateToplevel();
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void updateSurfaceOutputs();
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void moveToWorkspace(int);
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CWindow* X11TransientFor();
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void onUnmap();
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void onMap();
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void setHidden(bool hidden);
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bool isHidden();
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void applyDynamicRule(const SWindowRule& r);
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void updateDynamicRules();
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private:
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private:
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// For hidden windows and stuff
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bool m_bHidden = false;
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bool m_bHidden = false;
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};
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