Renames `misc:new_window_takes_over_fullscreen` into
`misc:on_focus_under_fullscreen` and implements the following behavior:
- By default, when a tiling window is being focused on a workspace where
a fullscreen/maximized window exists, respect
the `misc:on_focus_under_fullscreen` config variable.
Adds localization support for en, it, pl and jp
---------
Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
Co-authored-by: Aaron Blasko <blaskoazzolaaaron@gmail.com>
* opengl: use EGLint and we dont have to cast data
use EGLint in the attrib array and we dont have to cast the resulting
data.
* opengl: add linear to correct vector
drop empty check, what if we get mods that isnt linear. then it wont be
added, also add it to the result vector that we actually return.
* move string parsing for eCMType to its own namespace, similar to how
`src/protocols/types/ContentType.cpp` is done
* expose cm type and sdr settings in `hyprctl monitors`, format floats
to .2f
These are: pointer_shape from the cursor-shape-v1 protocol prepared for v2, along with left_ptr...bottom_right_corner and killing (Hyprland specific)
pointer_shape_previous with
pointer_switch_time to blend between shapes
pointer_size scaled size as used by the normal cursor
pointer_pressed_positions[32] with
pointer_pressed_times[32] and
pointer_pressed_killed(32 bits) for click/touch animations and if they killed something
pointer_inactive_timeout with
pointer_last_active to smoothly fade the pointer out
pointer_hidden to hide it when the cursor is hidden (excluding by cursor:invisible as this config value can be used to turn off the normal cursor, which is useful when drawing it with the screen shader)
* compositor: make pending states store frame callbacks
move frame callbacks to pending states so they are only committed in the
order they came depending on the buffer wait for readyness.
* buffer: damage is relative to current commit
ensure the damage is only used once, or we are constantly redrawing
things on state commits that isnt a buffer.
thanks PlasmaPower.
* compositor: move callbacks back to compositor
move SSurfaceStateFrameCB back to compositor in the class
CWLCallbackResource as per request, but still keep the state as owning.
* compositor: ensure commits come in order
if a buffer is waiting any commits after it might be non buffer commits
from the "future" and applying directly. and when the old buffer that
was waiting becomes ready it applies its states and overwrites the
future changes.
move things to scheduleState and add a m_pendingWaiting guard. and
schedule the next pending state from the old buffer commit when done.
and as such it loops itself and keeps thing orderly.
* compositor: make pending states store frame callbacks
move frame callbacks to pending states so they are only committed in the
order they came depending on the buffer wait for readyness.
* buffer: damage is relative to current commit
ensure the damage is only used once, or we are constantly redrawing
things on state commits that isnt a buffer.
thanks PlasmaPower.
* compositor: move callbacks back to compositor
move SSurfaceStateFrameCB back to compositor in the class
CWLCallbackResource as per request, but still keep the state as owning.
* compositor: ensure commits come in order
if a buffer is waiting any commits after it might be non buffer commits
from the "future" and applying directly. and when the old buffer that
was waiting becomes ready it applies its states and overwrites the
future changes.
move things to scheduleState and add a m_pendingWaiting guard. and
schedule the next pending state from the old buffer commit when done.
and as such it loops itself and keeps thing orderly.
damageEntire() in CHyprdDropShadow is pretty much called per window per
frame, instead of all the PWINDOW-> virtual calls, store pos and size
once and move the duplicated code to a lambda. reducing it a bit.
shows up in profiling as minor waste.
setCapStatus is a a heavy used function in hot rendering paths, it
shows up in profiling as using a bit of cpu just because of
unordered_set hashing etc, move to a enum and array and cache only the
heavily used ones.
this shows up as top contender in idle cpu usage, because decos in
animations keeps locking weak pointers to shared pointers per window per
frame when its not really needed, use weakpointers all the way and it
drops to a bottom contender. marginal gains in the big picture. but
gains is gains.