labwc/src/ssd/ssd-shadow.c

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// SPDX-License-Identifier: GPL-2.0-only
#include <assert.h>
#include "common/scene-helpers.h"
#include "labwc.h"
#include "buffer.h"
#include "ssd-internal.h"
#include "theme.h"
#include "view.h"
#include <cairo.h>
#define FOR_EACH_STATE(ssd, tmp) FOR_EACH(tmp, \
&(ssd)->shadow.active, \
&(ssd)->shadow.inactive)
/*
* Implements point_accepts_input for a buffer which never accepts input
* because drop-shadows should never catch clicks!
*/
static bool
never_accepts_input(struct wlr_scene_buffer *buffer, double *sx, double *sy)
{
return false;
}
/*
* Setup transform and scale for shadow corner buffers. Cropping is applied if
* the window is short or narrow enough that corners would overlap, the amount
* to crop is controlled by vertical_overlap and horizontal_overlap. Cropping
* is applied before rotation so switch_axes should be true for the bottom-left
* and top-right corners to crop horizontally instead of vertically.
*/
static void
corner_scale_crop(struct wlr_scene_buffer *buffer, int horizontal_overlap,
int vertical_overlap, int corner_size, bool switch_axes)
{
int width = corner_size - horizontal_overlap;
int height = corner_size - vertical_overlap;
/* Crop is applied before rotation so gets the axis flip */
struct wlr_fbox src_box = {
.x = switch_axes ? vertical_overlap : horizontal_overlap,
.y = switch_axes ? horizontal_overlap : vertical_overlap,
.width = switch_axes ? height : width,
.height = switch_axes ? width : height,
};
wlr_scene_buffer_set_source_box(buffer, &src_box);
/* But scaling is applied after rotation so no axis flip */
wlr_scene_buffer_set_dest_size(buffer, width, height);
}
/*
* Set the position, scaling, and visibility for a single part of a window
* drop-shadow.
*/
static void
set_shadow_part_geometry(struct ssd_part *part, int width, int height,
int titlebar_height, int corner_size, int inset,
int visible_shadow_width)
{
struct wlr_scene_buffer *scene_buf =
wlr_scene_buffer_from_node(part->node);
/*
* If the shadow inset is greater than half the overall window height
* or width (eg. becaused the window is shaded or because we have a
* small window with massive shadows) then the corners would overlap
* which looks horrible. To avoid this, when the window is too narrow
* or short we hide the edges on that axis and clip off the portion of
* the corners which would overlap. This does produce slight
* aberrations in the shadow shape where corners meet but it's not too
* noticeable.
*/
bool show_topbottom = width > inset * 2;
bool show_sides = height > inset * 2;
/* These values are the overlap on each corner (half total overlap) */
int horizontal_overlap = MAX(0, inset - width / 2);
int vertical_overlap = MAX(0, inset - height / 2);
/*
* If window width or height is odd then making the corners equally
* sized when the edge is hidden would leave a single pixel gap
* between the corners. Showing a single pixel edge between clipped
* corners looks bad because the edge-piece doesn't match up with the
* corners after the corners are clipped. So fill the gap by making
* the top-left and bottom-right corners one pixel wider (if the width
* is odd) or taller (if the height is odd).
*/
if (part->type == LAB_SSD_PART_CORNER_TOP_LEFT
|| part->type == LAB_SSD_PART_CORNER_BOTTOM_RIGHT) {
if (horizontal_overlap > 0) {
horizontal_overlap -= width % 2;
}
if (vertical_overlap > 0) {
vertical_overlap -= height % 2;
}
}
int x;
int y;
switch (part->type) {
case LAB_SSD_PART_CORNER_BOTTOM_RIGHT:
x = width - inset + horizontal_overlap;
y = -titlebar_height + height - inset + vertical_overlap;
wlr_scene_node_set_position(part->node, x, y);
corner_scale_crop(scene_buf, horizontal_overlap,
vertical_overlap, corner_size, false);
break;
case LAB_SSD_PART_CORNER_BOTTOM_LEFT:
x = -visible_shadow_width;
y = -titlebar_height + height - inset + vertical_overlap;
wlr_scene_node_set_position(part->node, x, y);
corner_scale_crop(scene_buf, horizontal_overlap,
vertical_overlap, corner_size, true);
break;
case LAB_SSD_PART_CORNER_TOP_LEFT:
x = -visible_shadow_width;
y = -titlebar_height - visible_shadow_width;
wlr_scene_node_set_position(part->node, x, y);
corner_scale_crop(scene_buf, horizontal_overlap,
vertical_overlap, corner_size, false);
break;
case LAB_SSD_PART_CORNER_TOP_RIGHT:
x = width - inset + horizontal_overlap;
y = -titlebar_height - visible_shadow_width;
wlr_scene_node_set_position(part->node, x, y);
corner_scale_crop(scene_buf, horizontal_overlap,
vertical_overlap, corner_size, true);
break;
case LAB_SSD_PART_RIGHT:
x = width;
y = -titlebar_height + inset;
wlr_scene_node_set_position(part->node, x, y);
wlr_scene_buffer_set_dest_size(
scene_buf, visible_shadow_width, height - 2 * inset);
wlr_scene_node_set_enabled(part->node, show_sides);
break;
case LAB_SSD_PART_BOTTOM:
x = inset;
y = -titlebar_height + height;
wlr_scene_node_set_position(part->node, x, y);
wlr_scene_buffer_set_dest_size(
scene_buf, width - 2 * inset, visible_shadow_width);
wlr_scene_node_set_enabled(part->node, show_topbottom);
break;
case LAB_SSD_PART_LEFT:
x = -visible_shadow_width;
y = -titlebar_height + inset;
wlr_scene_node_set_position(part->node, x, y);
wlr_scene_buffer_set_dest_size(
scene_buf, visible_shadow_width, height - 2 * inset);
wlr_scene_node_set_enabled(part->node, show_sides);
break;
case LAB_SSD_PART_TOP:
x = inset;
y = -titlebar_height - visible_shadow_width;
wlr_scene_node_set_position(part->node, x, y);
wlr_scene_buffer_set_dest_size(
scene_buf, width - 2 * inset, visible_shadow_width);
wlr_scene_node_set_enabled(part->node, show_topbottom);
break;
default:
break;
}
}
static void
set_shadow_geometry(struct ssd *ssd)
{
struct view *view = ssd->view;
struct theme *theme = view->server->theme;
int titlebar_height = ssd->titlebar.height;
int width = view->current.width;
int height = view_effective_height(view, false) + titlebar_height;
struct ssd_part *part;
struct ssd_sub_tree *subtree;
FOR_EACH_STATE(ssd, subtree) {
if (!subtree->tree) {
/* Looks like this type of shadow is disabled */
continue;
}
bool active = subtree == &ssd->shadow.active;
int visible_shadow_width = active
? theme->window_active_shadow_size
: theme->window_inactive_shadow_size;
/* inset as a proportion of shadow width */
double inset_proportion = SSD_SHADOW_INSET;
/* inset in actual pixels */
int inset = inset_proportion * (double)visible_shadow_width;
/*
* Total size of corner buffers including inset and visible
* portion. Top and bottom are the same size (only the cutout
* is different). The buffers are square so width == height.
*/
int corner_size = active
? theme->shadow_corner_top_active->unscaled_height
: theme->shadow_corner_top_inactive->unscaled_height;
wl_list_for_each(part, &subtree->parts, link) {
set_shadow_part_geometry(part, width, height,
titlebar_height, corner_size, inset,
visible_shadow_width);
}
} FOR_EACH_END
}
static void
make_shadow(struct wl_list *parts, enum ssd_part_type type,
struct wlr_scene_tree *parent, struct wlr_buffer *buf,
enum wl_output_transform tx)
{
struct ssd_part *part = add_scene_buffer(
parts, type, parent, buf, 0, 0);
struct wlr_scene_buffer *scene_buf =
wlr_scene_buffer_from_node(part->node);
wlr_scene_buffer_set_transform(scene_buf, tx);
scene_buf->point_accepts_input = never_accepts_input;
/*
* Pixman has odd behaviour with bilinear filtering on buffers only one
* pixel wide/tall. Use nearest-neighbour scaling to workaround.
*/
scene_buf->filter_mode = WLR_SCALE_FILTER_NEAREST;
}
void
ssd_shadow_create(struct ssd *ssd)
{
assert(ssd);
assert(!ssd->shadow.tree);
ssd->shadow.tree = wlr_scene_tree_create(ssd->tree);
struct theme *theme = ssd->view->server->theme;
struct wlr_buffer *corner_top_buffer;
struct wlr_buffer *corner_bottom_buffer;
struct wlr_buffer *edge_buffer;
struct ssd_sub_tree *subtree;
struct wlr_scene_tree *parent;
FOR_EACH_STATE(ssd, subtree) {
if (subtree == &ssd->shadow.active) {
if (theme->window_active_shadow_size == 0) {
/* Active window shadows are disabled */
continue;
}
} else {
if (theme->window_inactive_shadow_size == 0) {
/* Inactive window shadows are disabled */
continue;
}
}
subtree->tree = wlr_scene_tree_create(ssd->shadow.tree);
parent = subtree->tree;
if (subtree == &ssd->shadow.active) {
corner_top_buffer = &theme->shadow_corner_top_active->base;
corner_bottom_buffer = &theme->shadow_corner_bottom_active->base;
edge_buffer = &theme->shadow_edge_active->base;
} else {
corner_top_buffer = &theme->shadow_corner_top_inactive->base;
corner_bottom_buffer = &theme->shadow_corner_bottom_inactive->base;
edge_buffer = &theme->shadow_edge_inactive->base;
}
wl_list_init(&subtree->parts);
make_shadow(&subtree->parts,
LAB_SSD_PART_CORNER_BOTTOM_RIGHT, parent,
corner_bottom_buffer, WL_OUTPUT_TRANSFORM_NORMAL);
make_shadow(&subtree->parts, LAB_SSD_PART_CORNER_BOTTOM_LEFT,
parent, corner_bottom_buffer, WL_OUTPUT_TRANSFORM_90);
make_shadow(&subtree->parts, LAB_SSD_PART_CORNER_TOP_LEFT,
parent, corner_top_buffer, WL_OUTPUT_TRANSFORM_180);
make_shadow(&subtree->parts, LAB_SSD_PART_CORNER_TOP_RIGHT,
parent, corner_top_buffer, WL_OUTPUT_TRANSFORM_270);
make_shadow(&subtree->parts, LAB_SSD_PART_RIGHT, parent,
edge_buffer, WL_OUTPUT_TRANSFORM_NORMAL);
make_shadow(&subtree->parts, LAB_SSD_PART_BOTTOM, parent,
edge_buffer, WL_OUTPUT_TRANSFORM_90);
make_shadow(&subtree->parts, LAB_SSD_PART_LEFT, parent,
edge_buffer, WL_OUTPUT_TRANSFORM_180);
make_shadow(&subtree->parts, LAB_SSD_PART_TOP, parent,
edge_buffer, WL_OUTPUT_TRANSFORM_270);
} FOR_EACH_END
ssd_shadow_update(ssd);
}
void
ssd_shadow_update(struct ssd *ssd)
{
assert(ssd);
assert(ssd->shadow.tree);
struct view *view = ssd->view;
bool maximized = view->maximized == VIEW_AXIS_BOTH;
bool show_shadows =
rc.shadows_enabled && !maximized && !view_is_tiled(ssd->view);
wlr_scene_node_set_enabled(&ssd->shadow.tree->node, show_shadows);
if (show_shadows) {
set_shadow_geometry(ssd);
}
}
void
ssd_shadow_destroy(struct ssd *ssd)
{
assert(ssd);
assert(ssd->shadow.tree);
wlr_scene_node_destroy(&ssd->shadow.tree->node);
ssd->shadow.tree = NULL;
}