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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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13 changed files with 516 additions and 726 deletions
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@ -192,6 +192,7 @@ struct theme {
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int mag_border_width;
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};
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/* TODO: replace with enum ssd_active_state */
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#define THEME_INACTIVE 0
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#define THEME_ACTIVE 1
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