feat: add noblur option to windowrule

This commit is contained in:
DreamMaoMao 2025-07-31 20:24:05 +08:00
parent 5a7d99668f
commit 5f26ad6f13
2 changed files with 18 additions and 10 deletions

View file

@ -310,6 +310,7 @@ struct Client {
float unfocused_opacity;
char oldmonname[128];
int scratchpad_width, scratchpad_height;
int noblur;
};
typedef struct {
@ -1044,6 +1045,7 @@ static void apply_rule_properties(Client *c, const ConfigWinRule *r) {
APPLY_INT_PROP(c, r, isunglobal);
APPLY_INT_PROP(c, r, scratchpad_width);
APPLY_INT_PROP(c, r, scratchpad_height);
APPLY_INT_PROP(c, r, noblur);
APPLY_FLOAT_PROP(c, r, scroller_proportion);
APPLY_FLOAT_PROP(c, r, focused_opacity);
@ -3205,7 +3207,7 @@ static void iter_xdg_scene_buffers(struct wlr_scene_buffer *buffer, int sx,
if (wlr_subsurface_try_from_wlr_surface(surface) != NULL)
return;
if (blur && c) {
if (blur && c && !c->noblur) {
wlr_scene_buffer_set_backdrop_blur(buffer, true);
wlr_scene_buffer_set_backdrop_blur_ignore_transparent(buffer, true);
if (blur_optimized) {
@ -3300,6 +3302,7 @@ mapnotify(struct wl_listener *listener, void *data) {
return;
}
// border
c->border = wlr_scene_rect_create(c->scene, 0, 0,
c->isurgent ? urgentcolor : bordercolor);
wlr_scene_node_lower_to_bottom(&c->border->node);
@ -3308,15 +3311,6 @@ mapnotify(struct wl_listener *listener, void *data) {
border_radius_location_default);
wlr_scene_node_set_enabled(&c->border->node, true);
c->shadow = wlr_scene_shadow_create(c->scene, 0, 0, border_radius,
shadows_blur, shadowscolor);
wlr_scene_node_lower_to_bottom(&c->shadow->node);
wlr_scene_node_set_enabled(&c->shadow->node, true);
wlr_scene_node_for_each_buffer(&c->scene_surface->node,
iter_xdg_scene_buffers, c);
/* Initialize client geometry with room for border */
client_set_tiled(c, WLR_EDGE_TOP | WLR_EDGE_BOTTOM | WLR_EDGE_LEFT |
WLR_EDGE_RIGHT);
@ -3345,6 +3339,16 @@ mapnotify(struct wl_listener *listener, void *data) {
applyrules(c);
}
// effects
c->shadow = wlr_scene_shadow_create(c->scene, 0, 0, border_radius,
shadows_blur, shadowscolor);
wlr_scene_node_lower_to_bottom(&c->shadow->node);
wlr_scene_node_set_enabled(&c->shadow->node, true);
wlr_scene_node_for_each_buffer(&c->scene_surface->node,
iter_xdg_scene_buffers, c);
// make sure the animation is open type
c->is_pending_open_animation = true;
resize(c, c->geom, 0);