Add full handle/grip assembly to the bottom of SSD window frames,
following the Openbox themerc specification for geometry and theming.
Theme parsing:
- Parse window.handle.width (handle bar height, default 6)
- Parse window.grip.width (corner grip width, default 20)
- Parse window.[active|inactive].handle.bg with Solid/Gradient support
- Parse window.[active|inactive].grip.bg (inherits from handle if unset)
- Pre-render 1px-wide fill buffers and cairo patterns for handle/grip
Scene graph (new ssd-handle.c):
- Handle assembly replaces bottom border when active, with its own
left/right/top borders and three-segment bottom border
- Grips at left/right corners for diagonal resize (sw/se-resize)
- Center handle for vertical resize (s-resize)
- Vertical separator lines between grips and handle using border color
- Per Openbox spec, handle_width is content-only height with borders
drawn around it (total assembly height = 2*border_width + handle_width)
Interactive visual states (grips only):
- Hover: 20% black overlay on grip content area
- Pressed: 40% black overlay with 1px inset shadow (dark top/left,
light bottom/right) for a pushed-in 3D effect
- Dragging: 20% overlay with inset shadow maintained
- Global hover tracking (server.hovered_handle_ssd/element) ensures
proper cleanup when cursor moves across views or to desktop
Decoration toggle cycle (ToggleDecorations action):
- New LAB_SSD_MODE_BORDER_HANDLE between BORDER and FULL
- keepBorder=true: full -> border+handle -> border -> none -> full
- keepBorder=false: full -> none -> full (unchanged)
Node types and input:
- New LAB_NODE_HANDLE, LAB_NODE_GRIP_LEFT, LAB_NODE_GRIP_RIGHT
- Integrated into LAB_NODE_BORDER/BORDER_BOTTOM containment so
existing Border context mousebinds (Resize) work automatically
- Handle/grip descriptors resolved directly in get_cursor_context()
bypassing ssd_get_resizing_type() for precise cursor shapes
Visibility rules:
- Hidden when maximized, shaded, or handle_width is 0
- Hidden in LAB_SSD_MODE_BORDER and LAB_SSD_MODE_NONE states
- Bottom border in ssd-border.c disabled when handle is active
Documentation:
- labwc-theme.5.scd: document all handle/grip theme properties
- labwc-actions.5.scd: update ToggleDecorations to 4-state cycle
- docs/themerc: add handle/grip default values
struct ssd_part and struct node_descriptor seem to have essentially the
same purpose: tag a wlr_scene_node with some extra data indicating what
we're using it for.
Also, as with enum ssd_part_type (now lab_node_type), ssd_part is used
for several types of nodes that are not part of SSD.
So instead of the current chaining (node_descriptor -> ssd_part), let's
flatten/unify the two structs.
In detail:
- First, merge node_descriptor_type into lab_node_type.
- Add a separate view pointer in node_descriptor, since in the case of
SSD buttons we need separate view and button data pointers.
- Rename ssd_part_button to simply ssd_button. It no longer contains
an ssd_part as base.
- Add node_try_ssd_button_from_node() which replaces
node_ssd_part_from_node() + button_try_from_ssd_part().
- Factor out ssd_button_free() to be called in node descriptor destroy.
- Finally, get_cursor_context() needs a little reorganization to handle
the unified structs.
Overall, this simplifies the code a bit, and in my opinion makes it
easier to understand. No functional change intended.
Add optional drop-shadows to windows using server-side decoration.
Shadows can be enabled/disabled rc.xml and their appearance configured
in themerc. The default is no shadows to preserve current behaviour.
The shadows are drawn in fixed corner and edge buffers shared between
all windows, the edges are scaled to size depending on the size of each
window. Two sets of buffers are used to give the different appearances
for active and inactive windows. I use separate corner/edge buffers for
a few reasons:
- It avoids needing to store a separate large shadow buffer per window
- It avoids needing to redraw the shadows when the window is being
resized
- Compositing the shadows onto the desktop should be faster as there are
overall fewer pixels to blend, and scaling up the edge buffers only
requires reading a tiny buffer which is then replicated.