labwc/src/common/borderset.c

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#include <wlr/types/wlr_scene.h>
#include "common/borderset.h"
#include "common/mem.h"
#include "common/macros.h"
#include "buffer.h"
struct borderset * getBorders(uint32_t id, int size, enum border_type type, int bevelSize) {
struct borderset * current = borderCache;
struct borderset * last;
while (current != NULL) {
if (current->size == size && current->id == id && current->type == type) {
return current;
}
last = current;
current = current -> next;
}
// Fall through, we need to create a buffer.
if (borderCache == NULL) {
borderCache = createBuffer(id, size, type, bevelSize);
return borderCache;
} else {
last->next = createBuffer(id, size, type, bevelSize);
return last->next;
}
return NULL;
}
struct borderset * createBuffer(uint32_t id, int size, enum border_type type, int bevelSize) {
struct borderset *newBorderset = znew(*newBorderset);
newBorderset->next = NULL;
newBorderset->id = id;
newBorderset->size = size;
newBorderset->type = type;
// Use ID as a AARRGGBB colour
uint8_t a = id >> 24 & 255;
uint8_t r = id >> 16 & 255;
uint8_t g = id >> 8 & 255;
uint8_t b = id & 255;
uint32_t r1 = r * 5 / 4;
if (r1 > a) r1=a;
uint32_t g1 = g * 5 / 4;
if (g1 > a) g1=a;
uint32_t b1 = b * 5 / 4;
if (b1 > a) b1=a;
/* darker outline */
uint32_t r0 = r / 2;
uint32_t g0 = g / 2;
uint32_t b0 = b / 2;
uint32_t hl32 = ((uint32_t)a << 24) | ((uint32_t)r1 << 16)
| ((uint32_t)g1 << 8) | (uint32_t)b1;
uint32_t ll32 = ((uint32_t)a << 24) | ((uint32_t)r0 << 16)
| ((uint32_t)g0 << 8) | (uint32_t)b0;
// All borders have NxN corners
newBorderset->tl = znew_n(uint32_t, size*size);
newBorderset->tr = znew_n(uint32_t, size*size);
newBorderset->bl = znew_n(uint32_t, size*size);
newBorderset->br = znew_n(uint32_t, size*size);
switch(type) {
case BORDER_SINGLE: // Single bevel borders have 1x1 sides
newBorderset->top = znew(uint32_t);
newBorderset->left = znew(uint32_t);
newBorderset->right = znew(uint32_t);
newBorderset->bottom = znew(uint32_t);
*newBorderset->top = hl32;
*newBorderset->left = hl32;
*newBorderset->right = ll32;
*newBorderset->bottom = ll32;
// Fill with solid
for (int j=0; j<size;j++) {
for (int k=0; k<size;k++) {
newBorderset->tl[PIXEL(j, k, size)] = hl32;
newBorderset->tr[PIXEL(size - 1 - j, k, size)] = (j > k) ? hl32 : ll32;
newBorderset->bl[PIXEL(size - 1 -j, k, size)] = (j > k) ? hl32 : ll32;
newBorderset->br[PIXEL(j, k, size)] = ll32;
}
}
break;
case BORDER_DOUBLE:
newBorderset->top = znew_n(uint32_t, size);
newBorderset->left = znew_n(uint32_t, size);
newBorderset->right = znew_n(uint32_t, size);
newBorderset->bottom = znew_n(uint32_t, size);
for (int i = 0; i < size; i++) {
if (i<bevelSize) {
newBorderset->left[i] = hl32;
newBorderset->top[i] = hl32;
newBorderset->right[i] = hl32;
newBorderset->bottom[i] = hl32;
} else if (i > (size-bevelSize-1)) {
newBorderset->left[i] = ll32;
newBorderset->top[i] = ll32;
newBorderset->right[i] = ll32;
newBorderset->bottom[i] = ll32;
} else {
newBorderset->left[i] = id;
newBorderset->top[i] = id;
newBorderset->right[i] = id;
newBorderset->bottom[i] = id;
}
}
// Blank corners...
for (int i=0; i<size;i++) {
for (int j=0; j<size;j++) {
newBorderset->tl[PIXEL(i, j, size)] = id;
newBorderset->tr[PIXEL(i, j, size)] = id;
newBorderset->bl[PIXEL(i, j, size)] = id;
newBorderset->br[PIXEL(i, j, size)] = id;
}
}
// Main Corners
for (int i=0; i < bevelSize; i++) {
// Solid bar parts
for (int j=0; j<size; j++) {
// Top left corner: Entire "bevel size" top rows are highlighted
newBorderset->tl[PIXEL(j, i, size)] = hl32;
// First "bevel size" top columns are highlighted
newBorderset->tl[PIXEL(i, j, size)] = hl32;
// Bottom Right corner: Entire "bevel size" last rows are lowlight
newBorderset->br[PIXEL(j, (size-1-i), size)] = ll32;
// Last "bevel size" columns are lowlight
newBorderset->br[PIXEL((size-1-i), j, size)] = ll32;
// Bottom left corner: Entire "bevel size" last rows are lowlight
newBorderset->bl[PIXEL(j, (size-1-i), size)] = ll32;
// First "bevel size" columns are highlight, except for the bottom right corner
newBorderset->bl[PIXEL(i, j, size)] = hl32;
// Top Right corner: Entire "bevel size" first rows are highlight
newBorderset->tr[PIXEL(j, i, size)] = hl32;
// Last "bevel size" columns are lowlight, except for the top left
newBorderset->tr[PIXEL((size-1-i), j, size)] = ll32;
}
}
// Beveled Corner Parts
for (int i=0; i < bevelSize; i++) {
for (int j=0; j<bevelSize; j++) {
// Outer Corners
// Bottom left corner:
// First "bevel size" columns are highlight, except for the bottom right corner
newBorderset->bl[PIXEL(i, (size - 1 - j), size)] = (j >= i) ? hl32 : ll32;
// Top Right corner:
// Last "bevel size" columns are lowlight, except for the top left
newBorderset->tr[PIXEL((size-1-i), j, size)] = (j > i) ? ll32 : hl32;
// Inner Corners
// Top left corner: Bottom right is all dark
newBorderset->tl[PIXEL((size-1-i), (size - 1 - j), size)] = ll32;
// Bottom Right corner: Top left is all light
newBorderset->br[PIXEL(i, j, size)] = hl32;
// Top Right corner:
// Interior bottom left is dark on top, light on bottom
newBorderset->tr[PIXEL(i, (size-1-j), size)] = (i > j) ? hl32 : ll32;
// Bottom Left corner:
// Interior top right is dark on top, light on bottom
newBorderset->bl[PIXEL((size-1-i), j, size)] = (i > j) ? ll32 : hl32;
}
}
break;
case BORDER_FLAT: // Placeholder that uses buffers but for a flat colour
newBorderset->top = znew(uint32_t);
newBorderset->left = znew(uint32_t);
newBorderset->right = znew(uint32_t);
newBorderset->bottom = znew(uint32_t);
*newBorderset->top = id;
*newBorderset->left = id;
*newBorderset->right = id;
*newBorderset->bottom = id;
// Fill with solid
for (int j=0; j<size;j++) {
for (int k=0; k<size;k++) {
newBorderset->tl[PIXEL(j, k, size)] = id;
newBorderset->tr[PIXEL(size - 1 - j, k, size)] = id;
newBorderset->bl[PIXEL(size - 1 -j, k, size)] = id;
newBorderset->br[PIXEL(j, k, size)] = id;
}
}
break;
case BORDER_INSET: // Sunken Single bevel borders have 1x1 sides
newBorderset->top = znew(uint32_t);
newBorderset->left = znew(uint32_t);
newBorderset->right = znew(uint32_t);
newBorderset->bottom = znew(uint32_t);
*newBorderset->top = ll32;
*newBorderset->left = ll32;
*newBorderset->right = hl32;
*newBorderset->bottom = hl32;
// Fill with solid
for (int j=0; j<size;j++) {
for (int k=0; k<size;k++) {
newBorderset->tl[PIXEL(j, k, size)] = ll32;
newBorderset->tr[PIXEL(size - 1 - j, k, size)] = (j > k) ? ll32 : hl32;
newBorderset->bl[PIXEL(size - 1 -j, k, size)] = (j > k) ? ll32 : hl32;
newBorderset->br[PIXEL(j, k, size)] = hl32;
}
}
break;
}
return newBorderset;
}
struct bufferset * generateBufferset(struct wlr_scene_tree * tree, struct borderset *borderset, int bw)
{
struct bufferset * bufferset = znew(struct bufferset);
bufferset->border_width = bw;
if (borderset->type == BORDER_DOUBLE) {
struct lab_data_buffer *ttexture_buffer =
buffer_create_from_data(borderset->top, 1, bw, 4);
bufferset->top = wlr_scene_buffer_create(tree, &ttexture_buffer->base);
struct lab_data_buffer *ltexture_buffer =
buffer_create_from_data(borderset->left, bw, 1, 4*bw);
bufferset->left = wlr_scene_buffer_create(tree, &ltexture_buffer->base);
struct lab_data_buffer *rtexture_buffer =
buffer_create_from_data(borderset->right, bw, 1, 4*bw);
bufferset->right = wlr_scene_buffer_create(tree, &rtexture_buffer->base);
struct lab_data_buffer *btexture_buffer =
buffer_create_from_data(borderset->bottom, 1, bw, 4);
bufferset->bottom = wlr_scene_buffer_create(tree, &btexture_buffer->base);
} else {
struct lab_data_buffer *ttexture_buffer =
buffer_create_from_data(borderset->top, 1, 1, 4);
bufferset->top = wlr_scene_buffer_create(tree, &ttexture_buffer->base);
struct lab_data_buffer *ltexture_buffer =
buffer_create_from_data(borderset->left, 1, 1, 4);
bufferset->left = wlr_scene_buffer_create(tree, &ltexture_buffer->base);
struct lab_data_buffer *rtexture_buffer =
buffer_create_from_data(borderset->right, 1, 1, 4);
bufferset->right = wlr_scene_buffer_create(tree, &rtexture_buffer->base);
struct lab_data_buffer *btexture_buffer =
buffer_create_from_data(borderset->bottom, 1, 1, 4);
bufferset->bottom = wlr_scene_buffer_create(tree, &btexture_buffer->base);
}
struct lab_data_buffer *tltexture_buffer =
buffer_create_from_data(borderset->tl, bw, bw, 4*bw);
bufferset->tl = wlr_scene_buffer_create(tree, &tltexture_buffer->base);
struct lab_data_buffer *trtexture_buffer =
buffer_create_from_data(borderset->tr, bw, bw, 4*bw);
bufferset->tr = wlr_scene_buffer_create(tree, &trtexture_buffer->base);
struct lab_data_buffer *bltexture_buffer =
buffer_create_from_data(borderset->bl, bw, bw, 4*bw);
bufferset->bl = wlr_scene_buffer_create(tree, &bltexture_buffer->base);
struct lab_data_buffer *brtexture_buffer =
buffer_create_from_data(borderset->br, bw, bw, 4*bw);
bufferset->br = wlr_scene_buffer_create(tree, &brtexture_buffer->base);
return bufferset;
}
void renderBufferset(struct bufferset *bufferset, int width, int height, int y)
{
wlr_scene_buffer_set_dest_size(bufferset->top,
width - 2 * bufferset->border_width, bufferset->border_width);
wlr_scene_node_set_position(&bufferset->top->node,
bufferset->border_width,y);
wlr_scene_buffer_set_dest_size(bufferset->bottom,
width - 2 * bufferset->border_width, bufferset->border_width);
wlr_scene_node_set_position(&bufferset->bottom->node,
bufferset->border_width, y+height - bufferset->border_width);
wlr_scene_buffer_set_dest_size(bufferset->left,
bufferset->border_width, height - bufferset->border_width * 2);
wlr_scene_node_set_position(&bufferset->left->node,
0, bufferset->border_width+y);
wlr_scene_buffer_set_dest_size(bufferset->right,
bufferset->border_width, height - bufferset->border_width * 2);
wlr_scene_node_set_position(&bufferset->right->node,
width - bufferset->border_width, y+ bufferset->border_width);
wlr_scene_buffer_set_dest_size(bufferset->tl,
bufferset->border_width, bufferset->border_width);
wlr_scene_node_set_position(&bufferset->tl->node,
0,y);
wlr_scene_buffer_set_dest_size(bufferset->tr,
bufferset->border_width, bufferset->border_width);
wlr_scene_node_set_position(&bufferset->tr->node,
width-bufferset->border_width, y);
wlr_scene_buffer_set_dest_size(bufferset->br,
bufferset->border_width, bufferset->border_width);
wlr_scene_node_set_position(&bufferset->br->node,
width-bufferset->border_width , y+height-bufferset->border_width);
wlr_scene_buffer_set_dest_size(bufferset->bl,
bufferset->border_width, bufferset->border_width);
wlr_scene_node_set_position(&bufferset->bl->node,
0, height-bufferset->border_width+y);
}
void clearBorderCache(struct borderset * borderset)
{
if (borderset == NULL)
return;
if (borderset->next != NULL) {
clearBorderCache(borderset->next);
}
free(borderset->top);
free(borderset->left);
free(borderset->right);
free(borderset->bottom);
free(borderset->tl);
free(borderset->tr);
free(borderset->bl);
free(borderset->br);
free(borderset);
}