fadein and prep for fadeout

This commit is contained in:
vaxerski 2022-04-05 19:28:10 +02:00
parent f5562941f7
commit f8e0b0b448
11 changed files with 63 additions and 10 deletions

View file

@ -31,7 +31,7 @@ void renderSurface(struct wlr_surface* surface, int x, int y, void* data) {
float matrix[9];
wlr_matrix_project_box(matrix, &windowBox, TRANSFORM, 0, RDATA->output->transform_matrix);
g_pHyprOpenGL->renderTexture(TEXTURE, matrix, 255.f, RDATA->dontRound ? 0 : g_pConfigManager->getInt("decoration:rounding")); // TODO: fadeinout
g_pHyprOpenGL->renderTexture(TEXTURE, matrix, RDATA->fadeAlpha, RDATA->dontRound ? 0 : g_pConfigManager->getInt("decoration:rounding")); // TODO: fadeinout
wlr_surface_send_frame_done(surface, RDATA->when);
@ -88,12 +88,13 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, SMonitor* pMonitor, timespec*
renderdata.w = pWindow->m_vRealSize.x;
renderdata.h = pWindow->m_vRealSize.y;
renderdata.dontRound = false;
renderdata.fadeAlpha = pWindow->m_fAlpha;
wlr_surface_for_each_surface(g_pXWaylandManager->getWindowSurface(pWindow), renderSurface, &renderdata);
// border
if (decorate && !pWindow->m_bX11DoesntWantBorders)
drawBorderForWindow(pWindow, pMonitor);
drawBorderForWindow(pWindow, pMonitor, pWindow->m_fAlpha);
if (pWindow->m_bIsX11) {
if (pWindow->m_uSurface.xwayland->surface) {
@ -394,13 +395,14 @@ void CHyprRenderer::arrangeLayersForMonitor(const int& monitor) {
Debug::log(LOG, "Monitor %s layers arranged: reserved: %f %f %f %f", PMONITOR->szName.c_str(), PMONITOR->vecReservedTopLeft.x, PMONITOR->vecReservedTopLeft.y, PMONITOR->vecReservedBottomRight.x, PMONITOR->vecReservedBottomRight.y);
}
void CHyprRenderer::drawBorderForWindow(CWindow* pWindow, SMonitor* pMonitor) {
void CHyprRenderer::drawBorderForWindow(CWindow* pWindow, SMonitor* pMonitor, float alpha) {
const auto BORDERSIZE = g_pConfigManager->getInt("general:border_size");
if (BORDERSIZE < 1)
return;
const auto BORDERCOL = pWindow->m_cRealBorderColor;
auto BORDERCOL = pWindow->m_cRealBorderColor;
BORDERCOL.a *= (alpha / 255.f);
Vector2D correctPos = pWindow->m_vRealPosition - pMonitor->vecPosition;
Vector2D correctSize = pWindow->m_vRealSize;