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`.
This commit is contained in:
tokyo4j 2025-08-13 21:00:11 +09:00 committed by Johan Malm
parent aa3dbb4f85
commit f347a818e3
13 changed files with 516 additions and 726 deletions

View file

@ -10,10 +10,6 @@
#include "theme.h"
#include "view.h"
#define FOR_EACH_STATE(ssd, tmp) FOR_EACH(tmp, \
&(ssd)->shadow.active, \
&(ssd)->shadow.inactive)
/*
* Implements point_accepts_input for a buffer which never accepts input
* because drop-shadows should never catch clicks!
@ -50,12 +46,10 @@ corner_scale_crop(struct wlr_scene_buffer *buffer, int horizontal_overlap,
* drop-shadow.
*/
static void
set_shadow_part_geometry(struct ssd_part *part, int width, int height,
int titlebar_height, int corner_size, int inset,
int visible_shadow_width)
set_shadow_parts_geometry(struct ssd_shadow_subtree *subtree,
int width, int height, int titlebar_height, int corner_size,
int inset, int visible_shadow_width)
{
struct wlr_scene_buffer *scene_buf =
wlr_scene_buffer_from_node(part->node);
/*
* If the shadow inset is greater than half the overall window height
* or width (eg. because the window is shaded or because we have a
@ -81,83 +75,69 @@ set_shadow_part_geometry(struct ssd_part *part, int width, int height,
* the top-left and bottom-right corners one pixel wider (if the width
* is odd) or taller (if the height is odd).
*/
if (part->type == LAB_SSD_PART_CORNER_TOP_LEFT
|| part->type == LAB_SSD_PART_CORNER_BOTTOM_RIGHT) {
if (horizontal_overlap > 0) {
horizontal_overlap -= width % 2;
}
if (vertical_overlap > 0) {
vertical_overlap -= height % 2;
}
int horizontal_overlap_downsized = horizontal_overlap;
if (horizontal_overlap > 0) {
horizontal_overlap_downsized -= width % 2;
}
int vertical_overlap_downsized = vertical_overlap;
if (vertical_overlap > 0) {
vertical_overlap_downsized -= height % 2;
}
int x;
int y;
switch (part->type) {
case LAB_SSD_PART_CORNER_BOTTOM_RIGHT:
x = width - inset + horizontal_overlap;
y = -titlebar_height + height - inset + vertical_overlap;
wlr_scene_node_set_position(part->node, x, y);
corner_scale_crop(scene_buf, horizontal_overlap,
vertical_overlap, corner_size);
break;
case LAB_SSD_PART_CORNER_BOTTOM_LEFT:
x = -visible_shadow_width;
y = -titlebar_height + height - inset + vertical_overlap;
wlr_scene_node_set_position(part->node, x, y);
corner_scale_crop(scene_buf, horizontal_overlap,
vertical_overlap, corner_size);
break;
case LAB_SSD_PART_CORNER_TOP_LEFT:
x = -visible_shadow_width;
y = -titlebar_height - visible_shadow_width;
wlr_scene_node_set_position(part->node, x, y);
corner_scale_crop(scene_buf, horizontal_overlap,
vertical_overlap, corner_size);
break;
case LAB_SSD_PART_CORNER_TOP_RIGHT:
x = width - inset + horizontal_overlap;
y = -titlebar_height - visible_shadow_width;
wlr_scene_node_set_position(part->node, x, y);
corner_scale_crop(scene_buf, horizontal_overlap,
vertical_overlap, corner_size);
break;
case LAB_SSD_PART_RIGHT:
x = width;
y = -titlebar_height + inset;
wlr_scene_node_set_position(part->node, x, y);
wlr_scene_buffer_set_dest_size(
scene_buf, visible_shadow_width, MAX(height - 2 * inset, 0));
wlr_scene_node_set_enabled(part->node, show_sides);
break;
case LAB_SSD_PART_BOTTOM:
x = inset;
y = -titlebar_height + height;
wlr_scene_node_set_position(part->node, x, y);
wlr_scene_buffer_set_dest_size(
scene_buf, MAX(width - 2 * inset, 0), visible_shadow_width);
wlr_scene_node_set_enabled(part->node, show_topbottom);
break;
case LAB_SSD_PART_LEFT:
x = -visible_shadow_width;
y = -titlebar_height + inset;
wlr_scene_node_set_position(part->node, x, y);
wlr_scene_buffer_set_dest_size(
scene_buf, visible_shadow_width, MAX(height - 2 * inset, 0));
wlr_scene_node_set_enabled(part->node, show_sides);
break;
case LAB_SSD_PART_TOP:
x = inset;
y = -titlebar_height - visible_shadow_width;
wlr_scene_node_set_position(part->node, x, y);
wlr_scene_buffer_set_dest_size(
scene_buf, MAX(width - 2 * inset, 0), visible_shadow_width);
wlr_scene_node_set_enabled(part->node, show_topbottom);
break;
default:
break;
}
x = width - inset + horizontal_overlap_downsized;
y = -titlebar_height + height - inset + vertical_overlap_downsized;
wlr_scene_node_set_position(&subtree->bottom_right->node, x, y);
corner_scale_crop(subtree->bottom_right, horizontal_overlap_downsized,
vertical_overlap_downsized, corner_size);
x = -visible_shadow_width;
y = -titlebar_height + height - inset + vertical_overlap;
wlr_scene_node_set_position(&subtree->bottom_left->node, x, y);
corner_scale_crop(subtree->bottom_left, horizontal_overlap,
vertical_overlap, corner_size);
x = -visible_shadow_width;
y = -titlebar_height - visible_shadow_width;
wlr_scene_node_set_position(&subtree->top_left->node, x, y);
corner_scale_crop(subtree->top_left, horizontal_overlap_downsized,
vertical_overlap_downsized, corner_size);
x = width - inset + horizontal_overlap;
y = -titlebar_height - visible_shadow_width;
wlr_scene_node_set_position(&subtree->top_right->node, x, y);
corner_scale_crop(subtree->top_right, horizontal_overlap,
vertical_overlap, corner_size);
x = width;
y = -titlebar_height + inset;
wlr_scene_node_set_position(&subtree->right->node, x, y);
wlr_scene_buffer_set_dest_size(subtree->right,
visible_shadow_width, MAX(height - 2 * inset, 0));
wlr_scene_node_set_enabled(&subtree->right->node, show_sides);
x = inset;
y = -titlebar_height + height;
wlr_scene_node_set_position(&subtree->bottom->node, x, y);
wlr_scene_buffer_set_dest_size(subtree->bottom,
MAX(width - 2 * inset, 0), visible_shadow_width);
wlr_scene_node_set_enabled(&subtree->bottom->node, show_topbottom);
x = -visible_shadow_width;
y = -titlebar_height + inset;
wlr_scene_node_set_position(&subtree->left->node, x, y);
wlr_scene_buffer_set_dest_size(subtree->left,
visible_shadow_width, MAX(height - 2 * inset, 0));
wlr_scene_node_set_enabled(&subtree->left->node, show_sides);
x = inset;
y = -titlebar_height - visible_shadow_width;
wlr_scene_node_set_position(&subtree->top->node, x, y);
wlr_scene_buffer_set_dest_size(subtree->top,
MAX(width - 2 * inset, 0), visible_shadow_width);
wlr_scene_node_set_enabled(&subtree->top->node, show_topbottom);
}
static void
@ -169,17 +149,14 @@ set_shadow_geometry(struct ssd *ssd)
int width = view->current.width;
int height = view_effective_height(view, false) + titlebar_height;
struct ssd_part *part;
struct ssd_sub_tree *subtree;
FOR_EACH_STATE(ssd, subtree) {
enum ssd_active_state active;
FOR_EACH_ACTIVE_STATE(active) {
struct ssd_shadow_subtree *subtree = &ssd->shadow.subtrees[active];
if (!subtree->tree) {
/* Looks like this type of shadow is disabled */
continue;
}
int active = (subtree == &ssd->shadow.active) ?
THEME_ACTIVE : THEME_INACTIVE;
int visible_shadow_width = theme->window[active].shadow_size;
/* inset as a proportion of shadow width */
double inset_proportion = SSD_SHADOW_INSET;
@ -194,23 +171,19 @@ set_shadow_geometry(struct ssd *ssd)
int corner_size =
theme->window[active].shadow_corner_top->logical_height;
wl_list_for_each(part, &subtree->parts, link) {
set_shadow_part_geometry(part, width, height,
titlebar_height, corner_size, inset,
visible_shadow_width);
}
} FOR_EACH_END
set_shadow_parts_geometry(subtree, width, height,
titlebar_height, corner_size, inset,
visible_shadow_width);
}
}
static void
make_shadow(struct wl_list *parts, enum ssd_part_type type,
static struct wlr_scene_buffer *
make_shadow(struct view *view,
struct wlr_scene_tree *parent, struct wlr_buffer *buf,
enum wl_output_transform tx)
{
struct ssd_part *part = add_scene_buffer(
parts, type, parent, buf, 0, 0);
struct wlr_scene_buffer *scene_buf =
wlr_scene_buffer_from_node(part->node);
wlr_scene_buffer_create(parent, buf);
wlr_scene_buffer_set_transform(scene_buf, tx);
scene_buf->point_accepts_input = never_accepts_input;
/*
@ -218,6 +191,7 @@ make_shadow(struct wl_list *parts, enum ssd_part_type type,
* pixel wide/tall. Use nearest-neighbour scaling to workaround.
*/
scene_buf->filter_mode = WLR_SCALE_FILTER_NEAREST;
return scene_buf;
}
void
@ -229,51 +203,47 @@ ssd_shadow_create(struct ssd *ssd)
ssd->shadow.tree = wlr_scene_tree_create(ssd->tree);
struct theme *theme = ssd->view->server->theme;
struct wlr_buffer *corner_top_buffer;
struct wlr_buffer *corner_bottom_buffer;
struct wlr_buffer *edge_buffer;
struct ssd_sub_tree *subtree;
struct wlr_scene_tree *parent;
int active;
struct view *view = ssd->view;
FOR_EACH_STATE(ssd, subtree) {
wl_list_init(&subtree->parts);
enum ssd_active_state active;
FOR_EACH_ACTIVE_STATE(active) {
struct ssd_shadow_subtree *subtree = &ssd->shadow.subtrees[active];
if (!rc.shadows_enabled) {
/* Shadows are globally disabled */
continue;
}
active = (subtree == &ssd->shadow.active) ?
THEME_ACTIVE : THEME_INACTIVE;
if (theme->window[active].shadow_size == 0) {
/* Window shadows are disabled */
continue;
}
subtree->tree = wlr_scene_tree_create(ssd->shadow.tree);
parent = subtree->tree;
corner_top_buffer = &theme->window[active].shadow_corner_top->base;
corner_bottom_buffer = &theme->window[active].shadow_corner_bottom->base;
edge_buffer = &theme->window[active].shadow_edge->base;
struct wlr_scene_tree *parent = subtree->tree;
struct wlr_buffer *corner_top_buffer =
&theme->window[active].shadow_corner_top->base;
struct wlr_buffer *corner_bottom_buffer =
&theme->window[active].shadow_corner_bottom->base;
struct wlr_buffer *edge_buffer =
&theme->window[active].shadow_edge->base;
make_shadow(&subtree->parts, LAB_SSD_PART_CORNER_BOTTOM_RIGHT,
parent, corner_bottom_buffer, WL_OUTPUT_TRANSFORM_NORMAL);
make_shadow(&subtree->parts, LAB_SSD_PART_CORNER_BOTTOM_LEFT,
parent, corner_bottom_buffer, WL_OUTPUT_TRANSFORM_FLIPPED);
make_shadow(&subtree->parts, LAB_SSD_PART_CORNER_TOP_LEFT,
parent, corner_top_buffer, WL_OUTPUT_TRANSFORM_180);
make_shadow(&subtree->parts, LAB_SSD_PART_CORNER_TOP_RIGHT,
parent, corner_top_buffer, WL_OUTPUT_TRANSFORM_FLIPPED_180);
make_shadow(&subtree->parts, LAB_SSD_PART_RIGHT, parent,
subtree->bottom_right = make_shadow(view, parent,
corner_bottom_buffer, WL_OUTPUT_TRANSFORM_NORMAL);
subtree->bottom_left = make_shadow(view, parent,
corner_bottom_buffer, WL_OUTPUT_TRANSFORM_FLIPPED);
subtree->top_left = make_shadow(view, parent,
corner_top_buffer, WL_OUTPUT_TRANSFORM_180);
subtree->top_right = make_shadow(view, parent,
corner_top_buffer, WL_OUTPUT_TRANSFORM_FLIPPED_180);
subtree->right = make_shadow(view, parent,
edge_buffer, WL_OUTPUT_TRANSFORM_NORMAL);
make_shadow(&subtree->parts, LAB_SSD_PART_BOTTOM, parent,
subtree->bottom = make_shadow(view, parent,
edge_buffer, WL_OUTPUT_TRANSFORM_90);
make_shadow(&subtree->parts, LAB_SSD_PART_LEFT, parent,
subtree->left = make_shadow(view, parent,
edge_buffer, WL_OUTPUT_TRANSFORM_180);
make_shadow(&subtree->parts, LAB_SSD_PART_TOP, parent,
subtree->top = make_shadow(view, parent,
edge_buffer, WL_OUTPUT_TRANSFORM_270);
} FOR_EACH_END
}
ssd_shadow_update(ssd);
}
@ -310,16 +280,6 @@ ssd_shadow_destroy(struct ssd *ssd)
assert(ssd);
assert(ssd->shadow.tree);
struct ssd_sub_tree *subtree;
FOR_EACH_STATE(ssd, subtree) {
ssd_destroy_parts(&subtree->parts);
/*
* subtree->tree will be destroyed when its
* parent (ssd->shadow.tree) is destroyed.
*/
subtree->tree = NULL;
} FOR_EACH_END
wlr_scene_node_destroy(&ssd->shadow.tree->node);
ssd->shadow.tree = NULL;
ssd->shadow = (struct ssd_shadow_scene){0};
}