windowrules: Make min/maxsize rules dynamic (#4775)
* rebase * simplify and remove prop * Stuff - add back win prop - change minsize defaults - change request formatting for setprop * style fix * remove empty line * change defaults * redo string to vec * remove redundant parsing * change to vec * support commas * remove static rules * take out garbage * format * don't allow commas and resize on setprop * use isNumber
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7 changed files with 87 additions and 55 deletions
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@ -142,26 +142,28 @@ struct SWindowSpecialRenderData {
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};
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struct SWindowAdditionalConfigData {
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std::string animationStyle = std::string("");
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CWindowOverridableVar<int> rounding = -1; // -1 means no
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CWindowOverridableVar<bool> forceNoBlur = false;
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CWindowOverridableVar<bool> forceOpaque = false;
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CWindowOverridableVar<bool> forceOpaqueOverridden = false; // if true, a rule will not change the forceOpaque state. This is for the force opaque dispatcher.
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CWindowOverridableVar<bool> forceAllowsInput = false;
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CWindowOverridableVar<bool> forceNoAnims = false;
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CWindowOverridableVar<bool> forceNoBorder = false;
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CWindowOverridableVar<bool> forceNoShadow = false;
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CWindowOverridableVar<bool> forceNoDim = false;
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CWindowOverridableVar<bool> noFocus = false;
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CWindowOverridableVar<bool> windowDanceCompat = false;
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CWindowOverridableVar<bool> noMaxSize = false;
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CWindowOverridableVar<bool> dimAround = false;
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CWindowOverridableVar<bool> forceRGBX = false;
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CWindowOverridableVar<bool> keepAspectRatio = false;
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CWindowOverridableVar<int> xray = -1; // -1 means unset, takes precedence over the renderdata one
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CWindowOverridableVar<int> borderSize = -1; // -1 means unset, takes precedence over the renderdata one
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CWindowOverridableVar<bool> forceTearing = false;
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CWindowOverridableVar<bool> nearestNeighbor = false;
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std::string animationStyle = std::string("");
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CWindowOverridableVar<int> rounding = -1; // -1 means no
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CWindowOverridableVar<bool> forceNoBlur = false;
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CWindowOverridableVar<bool> forceOpaque = false;
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CWindowOverridableVar<bool> forceOpaqueOverridden = false; // if true, a rule will not change the forceOpaque state. This is for the force opaque dispatcher.
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CWindowOverridableVar<bool> forceAllowsInput = false;
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CWindowOverridableVar<bool> forceNoAnims = false;
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CWindowOverridableVar<bool> forceNoBorder = false;
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CWindowOverridableVar<bool> forceNoShadow = false;
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CWindowOverridableVar<bool> forceNoDim = false;
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CWindowOverridableVar<bool> noFocus = false;
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CWindowOverridableVar<bool> windowDanceCompat = false;
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CWindowOverridableVar<bool> noMaxSize = false;
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CWindowOverridableVar<Vector2D> maxSize = Vector2D(std::numeric_limits<double>::max(), std::numeric_limits<double>::max());
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CWindowOverridableVar<Vector2D> minSize = Vector2D(1, 1);
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CWindowOverridableVar<bool> dimAround = false;
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CWindowOverridableVar<bool> forceRGBX = false;
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CWindowOverridableVar<bool> keepAspectRatio = false;
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CWindowOverridableVar<int> xray = -1; // -1 means unset, takes precedence over the renderdata one
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CWindowOverridableVar<int> borderSize = -1; // -1 means unset, takes precedence over the renderdata one
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CWindowOverridableVar<bool> forceTearing = false;
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CWindowOverridableVar<bool> nearestNeighbor = false;
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};
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struct SWindowRule {
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