labwc/src/ssd/ssd-shadow.c
tokyo4j f347a818e3 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`.
2025-08-28 21:06:51 +01:00

285 lines
9.3 KiB
C

// SPDX-License-Identifier: GPL-2.0-only
#include <assert.h>
#include <cairo.h>
#include <wlr/types/wlr_scene.h>
#include "buffer.h"
#include "config/rcxml.h"
#include "labwc.h"
#include "ssd-internal.h"
#include "theme.h"
#include "view.h"
/*
* Implements point_accepts_input for a buffer which never accepts input
* because drop-shadows should never catch clicks!
*/
static bool
never_accepts_input(struct wlr_scene_buffer *buffer, double *sx, double *sy)
{
return false;
}
/*
* Setup transform and scale for shadow corner buffers. Cropping is applied if
* the window is short or narrow enough that corners would overlap, the amount
* to crop is controlled by vertical_overlap and horizontal_overlap.
*/
static void
corner_scale_crop(struct wlr_scene_buffer *buffer, int horizontal_overlap,
int vertical_overlap, int corner_size)
{
int width = MAX(corner_size - horizontal_overlap, 0);
int height = MAX(corner_size - vertical_overlap, 0);
struct wlr_fbox src_box = {
.x = horizontal_overlap,
.y = vertical_overlap,
.width = width,
.height = height,
};
wlr_scene_buffer_set_source_box(buffer, &src_box);
wlr_scene_buffer_set_dest_size(buffer, width, height);
}
/*
* Set the position, scaling, and visibility for a single part of a window
* drop-shadow.
*/
static void
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)
{
/*
* 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
* small window with massive shadows) then the corners would overlap
* which looks horrible. To avoid this, when the window is too narrow
* or short we hide the edges on that axis and clip off the portion of
* the corners which would overlap. This does produce slight
* aberrations in the shadow shape where corners meet but it's not too
* noticeable.
*/
bool show_topbottom = width > inset * 2;
bool show_sides = height > inset * 2;
/* These values are the overlap on each corner (half total overlap) */
int horizontal_overlap = MAX(0, inset - width / 2);
int vertical_overlap = MAX(0, inset - height / 2);
/*
* If window width or height is odd then making the corners equally
* sized when the edge is hidden would leave a single pixel gap
* between the corners. Showing a single pixel edge between clipped
* corners looks bad because the edge-piece doesn't match up with the
* corners after the corners are clipped. So fill the gap by making
* the top-left and bottom-right corners one pixel wider (if the width
* is odd) or taller (if the height is odd).
*/
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;
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
set_shadow_geometry(struct ssd *ssd)
{
struct view *view = ssd->view;
struct theme *theme = view->server->theme;
int titlebar_height = ssd->titlebar.height;
int width = view->current.width;
int height = view_effective_height(view, false) + titlebar_height;
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 visible_shadow_width = theme->window[active].shadow_size;
/* inset as a proportion of shadow width */
double inset_proportion = SSD_SHADOW_INSET;
/* inset in actual pixels */
int inset = inset_proportion * (double)visible_shadow_width;
/*
* Total size of corner buffers including inset and visible
* portion. Top and bottom are the same size (only the cutout
* is different). The buffers are square so width == height.
*/
int corner_size =
theme->window[active].shadow_corner_top->logical_height;
set_shadow_parts_geometry(subtree, width, height,
titlebar_height, corner_size, inset,
visible_shadow_width);
}
}
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 wlr_scene_buffer *scene_buf =
wlr_scene_buffer_create(parent, buf);
wlr_scene_buffer_set_transform(scene_buf, tx);
scene_buf->point_accepts_input = never_accepts_input;
/*
* Pixman has odd behaviour with bilinear filtering on buffers only one
* pixel wide/tall. Use nearest-neighbour scaling to workaround.
*/
scene_buf->filter_mode = WLR_SCALE_FILTER_NEAREST;
return scene_buf;
}
void
ssd_shadow_create(struct ssd *ssd)
{
assert(ssd);
assert(!ssd->shadow.tree);
ssd->shadow.tree = wlr_scene_tree_create(ssd->tree);
struct theme *theme = ssd->view->server->theme;
struct view *view = ssd->view;
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;
}
if (theme->window[active].shadow_size == 0) {
/* Window shadows are disabled */
continue;
}
subtree->tree = wlr_scene_tree_create(ssd->shadow.tree);
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;
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);
subtree->bottom = make_shadow(view, parent,
edge_buffer, WL_OUTPUT_TRANSFORM_90);
subtree->left = make_shadow(view, parent,
edge_buffer, WL_OUTPUT_TRANSFORM_180);
subtree->top = make_shadow(view, parent,
edge_buffer, WL_OUTPUT_TRANSFORM_270);
}
ssd_shadow_update(ssd);
}
void
ssd_shadow_update(struct ssd *ssd)
{
assert(ssd);
assert(ssd->shadow.tree);
struct view *view = ssd->view;
struct theme *theme = ssd->view->server->theme;
bool maximized = view->maximized == VIEW_AXIS_BOTH;
bool tiled_shadows = false;
if (rc.shadows_on_tiled) {
if (rc.gap >= theme->window[THEME_ACTIVE].shadow_size
&& rc.gap >= theme->window[THEME_INACTIVE].shadow_size) {
tiled_shadows = true;
} else {
wlr_log(WLR_INFO, "gap size < shadow_size, ignore rc.shadows_ontiled");
}
};
bool show_shadows = rc.shadows_enabled && !maximized
&& (!view_is_tiled(ssd->view) || tiled_shadows);
wlr_scene_node_set_enabled(&ssd->shadow.tree->node, show_shadows);
if (show_shadows) {
set_shadow_geometry(ssd);
}
}
void
ssd_shadow_destroy(struct ssd *ssd)
{
assert(ssd);
assert(ssd->shadow.tree);
wlr_scene_node_destroy(&ssd->shadow.tree->node);
ssd->shadow = (struct ssd_shadow_scene){0};
}