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* core: move to UP and make widgets use SPs * widgets: make widgets have a self ref to avoid UB * fix shadows and let them have a WP to widgets
74 lines
2.7 KiB
C++
74 lines
2.7 KiB
C++
#pragma once
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#include <chrono>
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#include <optional>
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#include "Shader.hpp"
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#include "../defines.hpp"
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#include "../core/LockSurface.hpp"
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#include "../helpers/AnimatedVariable.hpp"
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#include "../helpers/Color.hpp"
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#include "AsyncResourceGatherer.hpp"
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#include "../config/ConfigDataValues.hpp"
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#include "widgets/IWidget.hpp"
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#include "Framebuffer.hpp"
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typedef std::unordered_map<OUTPUTID, std::vector<SP<IWidget>>> widgetMap_t;
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class CRenderer {
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public:
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CRenderer();
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struct SRenderFeedback {
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bool needsFrame = false;
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};
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struct SBlurParams {
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int size = 0, passes = 0;
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float noise = 0, contrast = 0, brightness = 0, vibrancy = 0, vibrancy_darkness = 0;
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std::optional<CHyprColor> colorize;
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float boostA = 1.0;
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};
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SRenderFeedback renderLock(const CSessionLockSurface& surf);
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void renderRect(const CBox& box, const CHyprColor& col, int rounding = 0);
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void renderBorder(const CBox& box, const CGradientValueData& gradient, int thickness, int rounding = 0, float alpha = 1.0);
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void renderTexture(const CBox& box, const CTexture& tex, float a = 1.0, int rounding = 0, std::optional<eTransform> tr = {});
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void renderTextureMix(const CBox& box, const CTexture& tex, const CTexture& tex2, float a = 1.0, float mixFactor = 0.0, int rounding = 0, std::optional<eTransform> tr = {});
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void blurFB(const CFramebuffer& outfb, SBlurParams params);
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UP<CAsyncResourceGatherer> asyncResourceGatherer;
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std::chrono::system_clock::time_point firstFullFrameTime;
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void pushFb(GLint fb);
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void popFb();
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void removeWidgetsFor(OUTPUTID id);
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void reconfigureWidgetsFor(OUTPUTID id);
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void startFadeIn();
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void startFadeOut(bool unlock = false, bool immediate = true);
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private:
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widgetMap_t widgets;
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std::vector<SP<IWidget>>& getOrCreateWidgetsFor(const CSessionLockSurface& surf);
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CShader rectShader;
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CShader texShader;
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CShader texMixShader;
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CShader blurShader1;
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CShader blurShader2;
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CShader blurPrepareShader;
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CShader blurFinishShader;
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CShader borderShader;
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Mat3x3 projMatrix = Mat3x3::identity();
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Mat3x3 projection;
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PHLANIMVAR<float> opacity;
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std::vector<GLint> boundFBs;
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};
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inline UP<CRenderer> g_pRenderer;
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