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https://github.com/hyprwm/Hyprland.git
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220 lines
9 KiB
C++
220 lines
9 KiB
C++
#include "CHyprDropShadowDecoration.hpp"
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#include "../../Compositor.hpp"
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#include "../../config/ConfigValue.hpp"
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CHyprDropShadowDecoration::CHyprDropShadowDecoration(PHLWINDOW pWindow) : IHyprWindowDecoration(pWindow) {
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m_pWindow = pWindow;
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}
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CHyprDropShadowDecoration::~CHyprDropShadowDecoration() {}
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eDecorationType CHyprDropShadowDecoration::getDecorationType() {
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return DECORATION_SHADOW;
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}
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SDecorationPositioningInfo CHyprDropShadowDecoration::getPositioningInfo() {
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SDecorationPositioningInfo info;
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info.policy = DECORATION_POSITION_ABSOLUTE;
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info.desiredExtents = m_seExtents;
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info.edges = DECORATION_EDGE_BOTTOM | DECORATION_EDGE_LEFT | DECORATION_EDGE_RIGHT | DECORATION_EDGE_TOP;
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m_seReportedExtents = m_seExtents;
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return info;
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}
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void CHyprDropShadowDecoration::onPositioningReply(const SDecorationPositioningReply& reply) {
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updateWindow(m_pWindow.lock());
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}
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uint64_t CHyprDropShadowDecoration::getDecorationFlags() {
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return DECORATION_NON_SOLID;
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}
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std::string CHyprDropShadowDecoration::getDisplayName() {
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return "Drop Shadow";
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}
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void CHyprDropShadowDecoration::damageEntire() {
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static auto PSHADOWS = CConfigValue<Hyprlang::INT>("decoration:drop_shadow");
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if (*PSHADOWS != 1)
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return; // disabled
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const auto PWINDOW = m_pWindow.lock();
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CBox shadowBox = {PWINDOW->m_vRealPosition.value().x - m_seExtents.topLeft.x, PWINDOW->m_vRealPosition.value().y - m_seExtents.topLeft.y,
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PWINDOW->m_vRealSize.value().x + m_seExtents.topLeft.x + m_seExtents.bottomRight.x,
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PWINDOW->m_vRealSize.value().y + m_seExtents.topLeft.y + m_seExtents.bottomRight.y};
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const auto PWORKSPACE = PWINDOW->m_pWorkspace;
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if (PWORKSPACE && PWORKSPACE->m_vRenderOffset.isBeingAnimated() && !PWINDOW->m_bPinned)
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shadowBox.translate(PWORKSPACE->m_vRenderOffset.value());
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shadowBox.translate(PWINDOW->m_vFloatingOffset);
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static auto PSHADOWIGNOREWINDOW = CConfigValue<Hyprlang::INT>("decoration:shadow_ignore_window");
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const auto ROUNDING = PWINDOW->rounding();
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const auto ROUNDINGSIZE = ROUNDING - M_SQRT1_2 * ROUNDING + 1;
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CRegion shadowRegion(shadowBox);
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if (*PSHADOWIGNOREWINDOW) {
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CBox surfaceBox = PWINDOW->getWindowMainSurfaceBox();
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if (PWORKSPACE && PWORKSPACE->m_vRenderOffset.isBeingAnimated() && !PWINDOW->m_bPinned)
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surfaceBox.translate(PWORKSPACE->m_vRenderOffset.value());
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surfaceBox.translate(PWINDOW->m_vFloatingOffset);
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surfaceBox.expand(-ROUNDINGSIZE);
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shadowRegion.subtract(CRegion(surfaceBox));
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}
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for (auto& m : g_pCompositor->m_vMonitors) {
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if (!g_pHyprRenderer->shouldRenderWindow(PWINDOW, m.get())) {
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const CRegion monitorRegion({m->vecPosition, m->vecSize});
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shadowRegion.subtract(monitorRegion);
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}
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}
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g_pHyprRenderer->damageRegion(shadowRegion);
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}
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void CHyprDropShadowDecoration::updateWindow(PHLWINDOW pWindow) {
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const auto PWINDOW = m_pWindow.lock();
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m_vLastWindowPos = PWINDOW->m_vRealPosition.value();
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m_vLastWindowSize = PWINDOW->m_vRealSize.value();
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m_bLastWindowBox = {m_vLastWindowPos.x, m_vLastWindowPos.y, m_vLastWindowSize.x, m_vLastWindowSize.y};
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m_bLastWindowBoxWithDecos = g_pDecorationPositioner->getBoxWithIncludedDecos(pWindow);
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}
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void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a) {
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const auto PWINDOW = m_pWindow.lock();
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if (!validMapped(PWINDOW))
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return;
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if (PWINDOW->m_cRealShadowColor.value() == CColor(0, 0, 0, 0))
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return; // don't draw invisible shadows
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if (!PWINDOW->m_sSpecialRenderData.decorate)
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return;
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if (!PWINDOW->m_sSpecialRenderData.shadow)
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return;
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if (PWINDOW->m_sAdditionalConfigData.forceNoShadow)
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return;
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static auto PSHADOWS = CConfigValue<Hyprlang::INT>("decoration:drop_shadow");
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static auto PSHADOWSIZE = CConfigValue<Hyprlang::INT>("decoration:shadow_range");
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static auto PSHADOWIGNOREWINDOW = CConfigValue<Hyprlang::INT>("decoration:shadow_ignore_window");
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static auto PSHADOWSCALE = CConfigValue<Hyprlang::FLOAT>("decoration:shadow_scale");
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static auto PSHADOWOFFSET = CConfigValue<Hyprlang::VEC2>("decoration:shadow_offset");
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if (*PSHADOWS != 1)
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return; // disabled
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const auto ROUNDINGBASE = PWINDOW->rounding();
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const auto ROUNDING = ROUNDINGBASE > 0 ? ROUNDINGBASE + PWINDOW->getRealBorderSize() : 0;
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const auto PWORKSPACE = PWINDOW->m_pWorkspace;
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const auto WORKSPACEOFFSET = PWORKSPACE && !PWINDOW->m_bPinned ? PWORKSPACE->m_vRenderOffset.value() : Vector2D();
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// draw the shadow
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CBox fullBox = m_bLastWindowBoxWithDecos;
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fullBox.translate(-pMonitor->vecPosition + WORKSPACEOFFSET);
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fullBox.x -= *PSHADOWSIZE;
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fullBox.y -= *PSHADOWSIZE;
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fullBox.w += 2 * *PSHADOWSIZE;
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fullBox.h += 2 * *PSHADOWSIZE;
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const float SHADOWSCALE = std::clamp(*PSHADOWSCALE, 0.f, 1.f);
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// scale the box in relation to the center of the box
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fullBox.scaleFromCenter(SHADOWSCALE).translate(*PSHADOWOFFSET);
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updateWindow(PWINDOW);
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m_vLastWindowPos += WORKSPACEOFFSET;
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m_seExtents = {{m_vLastWindowPos.x - fullBox.x - pMonitor->vecPosition.x + 2, m_vLastWindowPos.y - fullBox.y - pMonitor->vecPosition.y + 2},
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{fullBox.x + fullBox.width + pMonitor->vecPosition.x - m_vLastWindowPos.x - m_vLastWindowSize.x + 2,
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fullBox.y + fullBox.height + pMonitor->vecPosition.y - m_vLastWindowPos.y - m_vLastWindowSize.y + 2}};
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fullBox.translate(PWINDOW->m_vFloatingOffset);
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if (fullBox.width < 1 || fullBox.height < 1)
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return; // don't draw invisible shadows
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g_pHyprOpenGL->scissor((CBox*)nullptr);
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// we'll take the liberty of using this as it should not be used rn
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CFramebuffer& alphaFB = g_pHyprOpenGL->m_RenderData.pCurrentMonData->mirrorFB;
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CFramebuffer& alphaSwapFB = g_pHyprOpenGL->m_RenderData.pCurrentMonData->mirrorSwapFB;
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auto* LASTFB = g_pHyprOpenGL->m_RenderData.currentFB;
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fullBox.scale(pMonitor->scale).round();
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if (*PSHADOWIGNOREWINDOW) {
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CBox windowBox = m_bLastWindowBox;
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CBox withDecos = m_bLastWindowBoxWithDecos;
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// get window box
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windowBox.translate(-pMonitor->vecPosition + WORKSPACEOFFSET);
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withDecos.translate(-pMonitor->vecPosition + WORKSPACEOFFSET);
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windowBox.translate(PWINDOW->m_vFloatingOffset);
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withDecos.translate(PWINDOW->m_vFloatingOffset);
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auto scaledExtentss = withDecos.extentsFrom(windowBox);
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scaledExtentss = scaledExtentss * pMonitor->scale;
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scaledExtentss = scaledExtentss.round();
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// add extents
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windowBox.scale(pMonitor->scale).round().addExtents(scaledExtentss);
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if (windowBox.width < 1 || windowBox.height < 1)
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return; // prevent assert failed
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CRegion saveDamage = g_pHyprOpenGL->m_RenderData.damage;
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g_pHyprOpenGL->m_RenderData.damage = fullBox;
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g_pHyprOpenGL->m_RenderData.damage.subtract(windowBox.copy().expand(-ROUNDING * pMonitor->scale)).intersect(saveDamage);
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g_pHyprOpenGL->m_RenderData.renderModif.applyToRegion(g_pHyprOpenGL->m_RenderData.damage);
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alphaFB.bind();
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// build the matte
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// 10-bit formats have dogshit alpha channels, so we have to use the matte to its fullest.
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// first, clear region of interest with black (fully transparent)
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g_pHyprOpenGL->renderRect(&fullBox, CColor(0, 0, 0, 1), 0);
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// render white shadow with the alpha of the shadow color (otherwise we clear with alpha later and shit it to 2 bit)
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g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, CColor(1, 1, 1, PWINDOW->m_cRealShadowColor.value().a), a);
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// render black window box ("clip")
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g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 1.0), (ROUNDING + 1 /* This fixes small pixel gaps. */) * pMonitor->scale);
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alphaSwapFB.bind();
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// alpha swap just has the shadow color. It will be the "texture" to render.
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g_pHyprOpenGL->renderRect(&fullBox, PWINDOW->m_cRealShadowColor.value().stripA(), 0);
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LASTFB->bind();
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CBox monbox = {0, 0, pMonitor->vecTransformedSize.x, pMonitor->vecTransformedSize.y};
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g_pHyprOpenGL->setMonitorTransformEnabled(true);
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g_pHyprOpenGL->setRenderModifEnabled(false);
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g_pHyprOpenGL->renderTextureMatte(alphaSwapFB.m_cTex, &monbox, alphaFB);
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g_pHyprOpenGL->setRenderModifEnabled(true);
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g_pHyprOpenGL->setMonitorTransformEnabled(false);
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g_pHyprOpenGL->m_RenderData.damage = saveDamage;
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} else {
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g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, PWINDOW->m_cRealShadowColor.value(), a);
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}
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if (m_seExtents != m_seReportedExtents)
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g_pDecorationPositioner->repositionDeco(this);
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}
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eDecorationLayer CHyprDropShadowDecoration::getDecorationLayer() {
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return DECORATION_LAYER_BOTTOM;
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}
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