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theme: move some variables into theme->window
For example, variables: `theme->window_inactive_border_color` `theme->window_active_border_color` are converted to: `theme->window[THEME_INACTIVE].border_color` `theme->window[THEME_ACTIVE].border_color`
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720ae1fc87
commit
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6 changed files with 137 additions and 201 deletions
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@ -181,10 +181,9 @@ set_shadow_geometry(struct ssd *ssd)
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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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int active = (subtree == &ssd->shadow.active) ?
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THEME_ACTIVE : THEME_INACTIVE;
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int visible_shadow_width = theme->window[active].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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@ -195,9 +194,8 @@ set_shadow_geometry(struct ssd *ssd)
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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->logical_height
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: theme->shadow_corner_top_inactive->logical_height;
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int corner_size =
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theme->window[active].shadow_corner_top->logical_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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@ -239,6 +237,7 @@ ssd_shadow_create(struct ssd *ssd)
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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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int active;
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FOR_EACH_STATE(ssd, subtree) {
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wl_list_init(&subtree->parts);
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@ -246,29 +245,19 @@ ssd_shadow_create(struct ssd *ssd)
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if (!rc.shadows_enabled) {
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/* Shadows are globally disabled */
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continue;
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} else 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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active = (subtree == &ssd->shadow.active) ?
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THEME_ACTIVE : THEME_INACTIVE;
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if (theme->window[active].shadow_size == 0) {
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/* Window shadows are disabled */
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continue;
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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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corner_top_buffer = &theme->window[active].shadow_corner_top->base;
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corner_bottom_buffer = &theme->window[active].shadow_corner_bottom->base;
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edge_buffer = &theme->window[active].shadow_edge->base;
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make_shadow(&subtree->parts,
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LAB_SSD_PART_CORNER_BOTTOM_RIGHT, parent,
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