labwc/src/ssd/ssd-button.c

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2022-02-21 03:18:38 +01:00
// SPDX-License-Identifier: GPL-2.0-only
#include <assert.h>
ssd: clean up scene management Our codebase for ssd scenes has grown with a lot of technical debts: - We needed to call `ssd_get_part()` everywhere to get the scene node of a ssd part. We then needed to cast it to `wlr_scene_rect` and `wlr_scene_buffer`. This bloated our codebase and even blocked duplicated button types in `<titlebar><layout>`. - `ssd_get_part_type()` was a dirty hack. It compared parent, grandparent and grandgrandparent of a node with each subtree in the ssd to get the part type of the node. To resolve this issues, this commit changes how ssd scenes are managed: - Access scene rects and scene buffers just as a member of `struct ssd`. - `ssd_part` is now a attachment to a scene node that can be accessed via node_descriptor->data, with a new node-descriptor type `LAB_NODE_DESC_SSD_PART`. `LAB_NODE_DESC_SSD_BUTTON` is unified into it. Now the scene graph under ssd->tree looks like below. The parentheses indicate the type of ssd_part attached to the node: ssd->tree (LAB_SSD_NONE) +--titlebar (LAB_SSD_PART_TITLEBAR) | +--inactive | | +--background bar | | +--left corner | | +--right corner | | +--title (LAB_SSD_PART_TITLE) | | +--iconify button (LAB_SSD_BUTTON_ICONIFY) | | | +--normal close icon image | | | +--hovered close icon image | | | +--... | | +--window icon (LAB_SSD_BUTTON_WINDOW_ICON) | | | +--window icon image | | +--... | +--active | +--... +--border | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--shadow | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--extents +--top +--... When hovering on SSD, `get_cursor_context()` traverses this scene node from the leaf. If it finds a `ssd_part` attached to the node, it returns `ssd_part_type` that represents the resizing direction, button types or `Title`/`Titlebar`.
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#include "config/rcxml.h"
#include "common/list.h"
#include "common/mem.h"
#include "node.h"
#include "scaled-buffer/scaled-icon-buffer.h"
#include "scaled-buffer/scaled-img-buffer.h"
#include "ssd.h"
#include "ssd-internal.h"
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ssd: clean up scene management Our codebase for ssd scenes has grown with a lot of technical debts: - We needed to call `ssd_get_part()` everywhere to get the scene node of a ssd part. We then needed to cast it to `wlr_scene_rect` and `wlr_scene_buffer`. This bloated our codebase and even blocked duplicated button types in `<titlebar><layout>`. - `ssd_get_part_type()` was a dirty hack. It compared parent, grandparent and grandgrandparent of a node with each subtree in the ssd to get the part type of the node. To resolve this issues, this commit changes how ssd scenes are managed: - Access scene rects and scene buffers just as a member of `struct ssd`. - `ssd_part` is now a attachment to a scene node that can be accessed via node_descriptor->data, with a new node-descriptor type `LAB_NODE_DESC_SSD_PART`. `LAB_NODE_DESC_SSD_BUTTON` is unified into it. Now the scene graph under ssd->tree looks like below. The parentheses indicate the type of ssd_part attached to the node: ssd->tree (LAB_SSD_NONE) +--titlebar (LAB_SSD_PART_TITLEBAR) | +--inactive | | +--background bar | | +--left corner | | +--right corner | | +--title (LAB_SSD_PART_TITLE) | | +--iconify button (LAB_SSD_BUTTON_ICONIFY) | | | +--normal close icon image | | | +--hovered close icon image | | | +--... | | +--window icon (LAB_SSD_BUTTON_WINDOW_ICON) | | | +--window icon image | | +--... | +--active | +--... +--border | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--shadow | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--extents +--top +--... When hovering on SSD, `get_cursor_context()` traverses this scene node from the leaf. If it finds a `ssd_part` attached to the node, it returns `ssd_part_type` that represents the resizing direction, button types or `Title`/`Titlebar`.
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/* Internal API */
struct ssd_button *
attach_ssd_button(struct wl_list *button_parts, enum lab_node_type type,
struct wlr_scene_tree *parent,
struct lab_img *imgs[LAB_BS_ALL + 1],
int x, int y, struct view *view)
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{
ssd: clean up scene management Our codebase for ssd scenes has grown with a lot of technical debts: - We needed to call `ssd_get_part()` everywhere to get the scene node of a ssd part. We then needed to cast it to `wlr_scene_rect` and `wlr_scene_buffer`. This bloated our codebase and even blocked duplicated button types in `<titlebar><layout>`. - `ssd_get_part_type()` was a dirty hack. It compared parent, grandparent and grandgrandparent of a node with each subtree in the ssd to get the part type of the node. To resolve this issues, this commit changes how ssd scenes are managed: - Access scene rects and scene buffers just as a member of `struct ssd`. - `ssd_part` is now a attachment to a scene node that can be accessed via node_descriptor->data, with a new node-descriptor type `LAB_NODE_DESC_SSD_PART`. `LAB_NODE_DESC_SSD_BUTTON` is unified into it. Now the scene graph under ssd->tree looks like below. The parentheses indicate the type of ssd_part attached to the node: ssd->tree (LAB_SSD_NONE) +--titlebar (LAB_SSD_PART_TITLEBAR) | +--inactive | | +--background bar | | +--left corner | | +--right corner | | +--title (LAB_SSD_PART_TITLE) | | +--iconify button (LAB_SSD_BUTTON_ICONIFY) | | | +--normal close icon image | | | +--hovered close icon image | | | +--... | | +--window icon (LAB_SSD_BUTTON_WINDOW_ICON) | | | +--window icon image | | +--... | +--active | +--... +--border | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--shadow | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--extents +--top +--... When hovering on SSD, `get_cursor_context()` traverses this scene node from the leaf. If it finds a `ssd_part` attached to the node, it returns `ssd_part_type` that represents the resizing direction, button types or `Title`/`Titlebar`.
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struct wlr_scene_tree *root = wlr_scene_tree_create(parent);
wlr_scene_node_set_position(&root->node, x, y);
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assert(node_type_contains(LAB_NODE_BUTTON, type));
struct ssd_button *button = znew(*button);
button->node = &root->node;
button->type = type;
node_descriptor_create(&root->node, type, view, button);
ssd: clean up scene management Our codebase for ssd scenes has grown with a lot of technical debts: - We needed to call `ssd_get_part()` everywhere to get the scene node of a ssd part. We then needed to cast it to `wlr_scene_rect` and `wlr_scene_buffer`. This bloated our codebase and even blocked duplicated button types in `<titlebar><layout>`. - `ssd_get_part_type()` was a dirty hack. It compared parent, grandparent and grandgrandparent of a node with each subtree in the ssd to get the part type of the node. To resolve this issues, this commit changes how ssd scenes are managed: - Access scene rects and scene buffers just as a member of `struct ssd`. - `ssd_part` is now a attachment to a scene node that can be accessed via node_descriptor->data, with a new node-descriptor type `LAB_NODE_DESC_SSD_PART`. `LAB_NODE_DESC_SSD_BUTTON` is unified into it. Now the scene graph under ssd->tree looks like below. The parentheses indicate the type of ssd_part attached to the node: ssd->tree (LAB_SSD_NONE) +--titlebar (LAB_SSD_PART_TITLEBAR) | +--inactive | | +--background bar | | +--left corner | | +--right corner | | +--title (LAB_SSD_PART_TITLE) | | +--iconify button (LAB_SSD_BUTTON_ICONIFY) | | | +--normal close icon image | | | +--hovered close icon image | | | +--... | | +--window icon (LAB_SSD_BUTTON_WINDOW_ICON) | | | +--window icon image | | +--... | +--active | +--... +--border | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--shadow | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--extents +--top +--... When hovering on SSD, `get_cursor_context()` traverses this scene node from the leaf. If it finds a `ssd_part` attached to the node, it returns `ssd_part_type` that represents the resizing direction, button types or `Title`/`Titlebar`.
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wl_list_append(button_parts, &button->link);
/* Hitbox */
float invisible[4] = { 0, 0, 0, 0 };
ssd: clean up scene management Our codebase for ssd scenes has grown with a lot of technical debts: - We needed to call `ssd_get_part()` everywhere to get the scene node of a ssd part. We then needed to cast it to `wlr_scene_rect` and `wlr_scene_buffer`. This bloated our codebase and even blocked duplicated button types in `<titlebar><layout>`. - `ssd_get_part_type()` was a dirty hack. It compared parent, grandparent and grandgrandparent of a node with each subtree in the ssd to get the part type of the node. To resolve this issues, this commit changes how ssd scenes are managed: - Access scene rects and scene buffers just as a member of `struct ssd`. - `ssd_part` is now a attachment to a scene node that can be accessed via node_descriptor->data, with a new node-descriptor type `LAB_NODE_DESC_SSD_PART`. `LAB_NODE_DESC_SSD_BUTTON` is unified into it. Now the scene graph under ssd->tree looks like below. The parentheses indicate the type of ssd_part attached to the node: ssd->tree (LAB_SSD_NONE) +--titlebar (LAB_SSD_PART_TITLEBAR) | +--inactive | | +--background bar | | +--left corner | | +--right corner | | +--title (LAB_SSD_PART_TITLE) | | +--iconify button (LAB_SSD_BUTTON_ICONIFY) | | | +--normal close icon image | | | +--hovered close icon image | | | +--... | | +--window icon (LAB_SSD_BUTTON_WINDOW_ICON) | | | +--window icon image | | +--... | +--active | +--... +--border | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--shadow | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--extents +--top +--... When hovering on SSD, `get_cursor_context()` traverses this scene node from the leaf. If it finds a `ssd_part` attached to the node, it returns `ssd_part_type` that represents the resizing direction, button types or `Title`/`Titlebar`.
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wlr_scene_rect_create(root, rc.theme->window_button_width,
rc.theme->window_button_height, invisible);
/* Icons */
int button_width = rc.theme->window_button_width;
int button_height = rc.theme->window_button_height;
/*
* Ensure a small amount of horizontal padding within the button
* area (2px on each side with the default 26px button width).
* A new theme setting could be added to configure this. Using
* an existing setting (padding.width or window.button.spacing)
* was considered, but these settings have distinct purposes
* already and are zero by default.
*/
int icon_padding = button_width / 10;
if (type == LAB_NODE_BUTTON_WINDOW_ICON) {
struct scaled_icon_buffer *icon_buffer =
ssd: clean up scene management Our codebase for ssd scenes has grown with a lot of technical debts: - We needed to call `ssd_get_part()` everywhere to get the scene node of a ssd part. We then needed to cast it to `wlr_scene_rect` and `wlr_scene_buffer`. This bloated our codebase and even blocked duplicated button types in `<titlebar><layout>`. - `ssd_get_part_type()` was a dirty hack. It compared parent, grandparent and grandgrandparent of a node with each subtree in the ssd to get the part type of the node. To resolve this issues, this commit changes how ssd scenes are managed: - Access scene rects and scene buffers just as a member of `struct ssd`. - `ssd_part` is now a attachment to a scene node that can be accessed via node_descriptor->data, with a new node-descriptor type `LAB_NODE_DESC_SSD_PART`. `LAB_NODE_DESC_SSD_BUTTON` is unified into it. Now the scene graph under ssd->tree looks like below. The parentheses indicate the type of ssd_part attached to the node: ssd->tree (LAB_SSD_NONE) +--titlebar (LAB_SSD_PART_TITLEBAR) | +--inactive | | +--background bar | | +--left corner | | +--right corner | | +--title (LAB_SSD_PART_TITLE) | | +--iconify button (LAB_SSD_BUTTON_ICONIFY) | | | +--normal close icon image | | | +--hovered close icon image | | | +--... | | +--window icon (LAB_SSD_BUTTON_WINDOW_ICON) | | | +--window icon image | | +--... | +--active | +--... +--border | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--shadow | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--extents +--top +--... When hovering on SSD, `get_cursor_context()` traverses this scene node from the leaf. If it finds a `ssd_part` attached to the node, it returns `ssd_part_type` that represents the resizing direction, button types or `Title`/`Titlebar`.
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scaled_icon_buffer_create(root, view->server,
button_width - 2 * icon_padding, button_height);
assert(icon_buffer);
ssd: clean up scene management Our codebase for ssd scenes has grown with a lot of technical debts: - We needed to call `ssd_get_part()` everywhere to get the scene node of a ssd part. We then needed to cast it to `wlr_scene_rect` and `wlr_scene_buffer`. This bloated our codebase and even blocked duplicated button types in `<titlebar><layout>`. - `ssd_get_part_type()` was a dirty hack. It compared parent, grandparent and grandgrandparent of a node with each subtree in the ssd to get the part type of the node. To resolve this issues, this commit changes how ssd scenes are managed: - Access scene rects and scene buffers just as a member of `struct ssd`. - `ssd_part` is now a attachment to a scene node that can be accessed via node_descriptor->data, with a new node-descriptor type `LAB_NODE_DESC_SSD_PART`. `LAB_NODE_DESC_SSD_BUTTON` is unified into it. Now the scene graph under ssd->tree looks like below. The parentheses indicate the type of ssd_part attached to the node: ssd->tree (LAB_SSD_NONE) +--titlebar (LAB_SSD_PART_TITLEBAR) | +--inactive | | +--background bar | | +--left corner | | +--right corner | | +--title (LAB_SSD_PART_TITLE) | | +--iconify button (LAB_SSD_BUTTON_ICONIFY) | | | +--normal close icon image | | | +--hovered close icon image | | | +--... | | +--window icon (LAB_SSD_BUTTON_WINDOW_ICON) | | | +--window icon image | | +--... | +--active | +--... +--border | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--shadow | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--extents +--top +--... When hovering on SSD, `get_cursor_context()` traverses this scene node from the leaf. If it finds a `ssd_part` attached to the node, it returns `ssd_part_type` that represents the resizing direction, button types or `Title`/`Titlebar`.
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struct wlr_scene_node *icon_node = &icon_buffer->scene_buffer->node;
scaled_icon_buffer_set_view(icon_buffer, view);
wlr_scene_node_set_position(icon_node, icon_padding, 0);
button->window_icon = icon_buffer;
} else {
for (uint8_t state_set = LAB_BS_DEFAULT;
state_set <= LAB_BS_ALL; state_set++) {
if (!imgs[state_set]) {
continue;
}
struct scaled_img_buffer *img_buffer = scaled_img_buffer_create(
ssd: clean up scene management Our codebase for ssd scenes has grown with a lot of technical debts: - We needed to call `ssd_get_part()` everywhere to get the scene node of a ssd part. We then needed to cast it to `wlr_scene_rect` and `wlr_scene_buffer`. This bloated our codebase and even blocked duplicated button types in `<titlebar><layout>`. - `ssd_get_part_type()` was a dirty hack. It compared parent, grandparent and grandgrandparent of a node with each subtree in the ssd to get the part type of the node. To resolve this issues, this commit changes how ssd scenes are managed: - Access scene rects and scene buffers just as a member of `struct ssd`. - `ssd_part` is now a attachment to a scene node that can be accessed via node_descriptor->data, with a new node-descriptor type `LAB_NODE_DESC_SSD_PART`. `LAB_NODE_DESC_SSD_BUTTON` is unified into it. Now the scene graph under ssd->tree looks like below. The parentheses indicate the type of ssd_part attached to the node: ssd->tree (LAB_SSD_NONE) +--titlebar (LAB_SSD_PART_TITLEBAR) | +--inactive | | +--background bar | | +--left corner | | +--right corner | | +--title (LAB_SSD_PART_TITLE) | | +--iconify button (LAB_SSD_BUTTON_ICONIFY) | | | +--normal close icon image | | | +--hovered close icon image | | | +--... | | +--window icon (LAB_SSD_BUTTON_WINDOW_ICON) | | | +--window icon image | | +--... | +--active | +--... +--border | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--shadow | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--extents +--top +--... When hovering on SSD, `get_cursor_context()` traverses this scene node from the leaf. If it finds a `ssd_part` attached to the node, it returns `ssd_part_type` that represents the resizing direction, button types or `Title`/`Titlebar`.
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root, imgs[state_set], rc.theme->window_button_width,
rc.theme->window_button_height);
assert(img_buffer);
ssd: clean up scene management Our codebase for ssd scenes has grown with a lot of technical debts: - We needed to call `ssd_get_part()` everywhere to get the scene node of a ssd part. We then needed to cast it to `wlr_scene_rect` and `wlr_scene_buffer`. This bloated our codebase and even blocked duplicated button types in `<titlebar><layout>`. - `ssd_get_part_type()` was a dirty hack. It compared parent, grandparent and grandgrandparent of a node with each subtree in the ssd to get the part type of the node. To resolve this issues, this commit changes how ssd scenes are managed: - Access scene rects and scene buffers just as a member of `struct ssd`. - `ssd_part` is now a attachment to a scene node that can be accessed via node_descriptor->data, with a new node-descriptor type `LAB_NODE_DESC_SSD_PART`. `LAB_NODE_DESC_SSD_BUTTON` is unified into it. Now the scene graph under ssd->tree looks like below. The parentheses indicate the type of ssd_part attached to the node: ssd->tree (LAB_SSD_NONE) +--titlebar (LAB_SSD_PART_TITLEBAR) | +--inactive | | +--background bar | | +--left corner | | +--right corner | | +--title (LAB_SSD_PART_TITLE) | | +--iconify button (LAB_SSD_BUTTON_ICONIFY) | | | +--normal close icon image | | | +--hovered close icon image | | | +--... | | +--window icon (LAB_SSD_BUTTON_WINDOW_ICON) | | | +--window icon image | | +--... | +--active | +--... +--border | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--shadow | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--extents +--top +--... When hovering on SSD, `get_cursor_context()` traverses this scene node from the leaf. If it finds a `ssd_part` attached to the node, it returns `ssd_part_type` that represents the resizing direction, button types or `Title`/`Titlebar`.
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struct wlr_scene_node *icon_node = &img_buffer->scene_buffer->node;
wlr_scene_node_set_enabled(icon_node, false);
button->img_buffers[state_set] = img_buffer;
}
/* Initially show non-hover, non-toggled, unrounded variant */
wlr_scene_node_set_enabled(
&button->img_buffers[LAB_BS_DEFAULT]->scene_buffer->node, true);
}
ssd: clean up scene management Our codebase for ssd scenes has grown with a lot of technical debts: - We needed to call `ssd_get_part()` everywhere to get the scene node of a ssd part. We then needed to cast it to `wlr_scene_rect` and `wlr_scene_buffer`. This bloated our codebase and even blocked duplicated button types in `<titlebar><layout>`. - `ssd_get_part_type()` was a dirty hack. It compared parent, grandparent and grandgrandparent of a node with each subtree in the ssd to get the part type of the node. To resolve this issues, this commit changes how ssd scenes are managed: - Access scene rects and scene buffers just as a member of `struct ssd`. - `ssd_part` is now a attachment to a scene node that can be accessed via node_descriptor->data, with a new node-descriptor type `LAB_NODE_DESC_SSD_PART`. `LAB_NODE_DESC_SSD_BUTTON` is unified into it. Now the scene graph under ssd->tree looks like below. The parentheses indicate the type of ssd_part attached to the node: ssd->tree (LAB_SSD_NONE) +--titlebar (LAB_SSD_PART_TITLEBAR) | +--inactive | | +--background bar | | +--left corner | | +--right corner | | +--title (LAB_SSD_PART_TITLE) | | +--iconify button (LAB_SSD_BUTTON_ICONIFY) | | | +--normal close icon image | | | +--hovered close icon image | | | +--... | | +--window icon (LAB_SSD_BUTTON_WINDOW_ICON) | | | +--window icon image | | +--... | +--active | +--... +--border | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--shadow | +--inactive | | +--top | | +--... | +--active | +--top | +--... +--extents +--top +--... When hovering on SSD, `get_cursor_context()` traverses this scene node from the leaf. If it finds a `ssd_part` attached to the node, it returns `ssd_part_type` that represents the resizing direction, button types or `Title`/`Titlebar`.
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return button;
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}
/* called from node descriptor destroy */
void ssd_button_free(struct ssd_button *button)
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{
wl_list_remove(&button->link);
free(button);
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}