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