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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`.
285 lines
9.3 KiB
C
285 lines
9.3 KiB
C
// SPDX-License-Identifier: GPL-2.0-only
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#include <assert.h>
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#include <cairo.h>
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#include <wlr/types/wlr_scene.h>
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#include "buffer.h"
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#include "config/rcxml.h"
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#include "labwc.h"
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#include "ssd-internal.h"
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#include "theme.h"
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#include "view.h"
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/*
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* Implements point_accepts_input for a buffer which never accepts input
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* because drop-shadows should never catch clicks!
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*/
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static bool
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never_accepts_input(struct wlr_scene_buffer *buffer, double *sx, double *sy)
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{
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return false;
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}
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/*
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* Setup transform and scale for shadow corner buffers. Cropping is applied if
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* the window is short or narrow enough that corners would overlap, the amount
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* to crop is controlled by vertical_overlap and horizontal_overlap.
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*/
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static void
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corner_scale_crop(struct wlr_scene_buffer *buffer, int horizontal_overlap,
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int vertical_overlap, int corner_size)
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{
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int width = MAX(corner_size - horizontal_overlap, 0);
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int height = MAX(corner_size - vertical_overlap, 0);
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struct wlr_fbox src_box = {
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.x = horizontal_overlap,
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.y = vertical_overlap,
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.width = width,
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.height = height,
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};
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wlr_scene_buffer_set_source_box(buffer, &src_box);
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wlr_scene_buffer_set_dest_size(buffer, width, height);
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}
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/*
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* Set the position, scaling, and visibility for a single part of a window
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* drop-shadow.
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*/
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static void
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set_shadow_parts_geometry(struct ssd_shadow_subtree *subtree,
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int width, int height, int titlebar_height, int corner_size,
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int inset, int visible_shadow_width)
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{
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/*
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* If the shadow inset is greater than half the overall window height
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* or width (eg. because the window is shaded or because we have a
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* small window with massive shadows) then the corners would overlap
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* which looks horrible. To avoid this, when the window is too narrow
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* or short we hide the edges on that axis and clip off the portion of
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* the corners which would overlap. This does produce slight
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* aberrations in the shadow shape where corners meet but it's not too
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* noticeable.
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*/
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bool show_topbottom = width > inset * 2;
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bool show_sides = height > inset * 2;
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/* These values are the overlap on each corner (half total overlap) */
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int horizontal_overlap = MAX(0, inset - width / 2);
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int vertical_overlap = MAX(0, inset - height / 2);
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/*
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* If window width or height is odd then making the corners equally
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* sized when the edge is hidden would leave a single pixel gap
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* between the corners. Showing a single pixel edge between clipped
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* corners looks bad because the edge-piece doesn't match up with the
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* corners after the corners are clipped. So fill the gap by making
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* the top-left and bottom-right corners one pixel wider (if the width
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* is odd) or taller (if the height is odd).
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*/
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int horizontal_overlap_downsized = horizontal_overlap;
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if (horizontal_overlap > 0) {
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horizontal_overlap_downsized -= width % 2;
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}
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int vertical_overlap_downsized = vertical_overlap;
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if (vertical_overlap > 0) {
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vertical_overlap_downsized -= height % 2;
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}
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int x;
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int y;
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x = width - inset + horizontal_overlap_downsized;
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y = -titlebar_height + height - inset + vertical_overlap_downsized;
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wlr_scene_node_set_position(&subtree->bottom_right->node, x, y);
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corner_scale_crop(subtree->bottom_right, horizontal_overlap_downsized,
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vertical_overlap_downsized, corner_size);
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x = -visible_shadow_width;
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y = -titlebar_height + height - inset + vertical_overlap;
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wlr_scene_node_set_position(&subtree->bottom_left->node, x, y);
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corner_scale_crop(subtree->bottom_left, horizontal_overlap,
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vertical_overlap, corner_size);
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x = -visible_shadow_width;
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y = -titlebar_height - visible_shadow_width;
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wlr_scene_node_set_position(&subtree->top_left->node, x, y);
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corner_scale_crop(subtree->top_left, horizontal_overlap_downsized,
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vertical_overlap_downsized, corner_size);
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x = width - inset + horizontal_overlap;
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y = -titlebar_height - visible_shadow_width;
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wlr_scene_node_set_position(&subtree->top_right->node, x, y);
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corner_scale_crop(subtree->top_right, horizontal_overlap,
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vertical_overlap, corner_size);
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x = width;
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y = -titlebar_height + inset;
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wlr_scene_node_set_position(&subtree->right->node, x, y);
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wlr_scene_buffer_set_dest_size(subtree->right,
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visible_shadow_width, MAX(height - 2 * inset, 0));
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wlr_scene_node_set_enabled(&subtree->right->node, show_sides);
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x = inset;
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y = -titlebar_height + height;
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wlr_scene_node_set_position(&subtree->bottom->node, x, y);
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wlr_scene_buffer_set_dest_size(subtree->bottom,
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MAX(width - 2 * inset, 0), visible_shadow_width);
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wlr_scene_node_set_enabled(&subtree->bottom->node, show_topbottom);
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x = -visible_shadow_width;
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y = -titlebar_height + inset;
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wlr_scene_node_set_position(&subtree->left->node, x, y);
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wlr_scene_buffer_set_dest_size(subtree->left,
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visible_shadow_width, MAX(height - 2 * inset, 0));
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wlr_scene_node_set_enabled(&subtree->left->node, show_sides);
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x = inset;
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y = -titlebar_height - visible_shadow_width;
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wlr_scene_node_set_position(&subtree->top->node, x, y);
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wlr_scene_buffer_set_dest_size(subtree->top,
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MAX(width - 2 * inset, 0), visible_shadow_width);
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wlr_scene_node_set_enabled(&subtree->top->node, show_topbottom);
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}
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static void
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set_shadow_geometry(struct ssd *ssd)
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{
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struct view *view = ssd->view;
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struct theme *theme = view->server->theme;
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int titlebar_height = ssd->titlebar.height;
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int width = view->current.width;
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int height = view_effective_height(view, false) + titlebar_height;
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enum ssd_active_state active;
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FOR_EACH_ACTIVE_STATE(active) {
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struct ssd_shadow_subtree *subtree = &ssd->shadow.subtrees[active];
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if (!subtree->tree) {
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/* Looks like this type of shadow is disabled */
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continue;
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}
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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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int inset = inset_proportion * (double)visible_shadow_width;
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/*
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* Total size of corner buffers including inset and visible
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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 =
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theme->window[active].shadow_corner_top->logical_height;
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set_shadow_parts_geometry(subtree, width, height,
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titlebar_height, corner_size, inset,
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visible_shadow_width);
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}
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}
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static struct wlr_scene_buffer *
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make_shadow(struct view *view,
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struct wlr_scene_tree *parent, struct wlr_buffer *buf,
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enum wl_output_transform tx)
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{
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struct wlr_scene_buffer *scene_buf =
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wlr_scene_buffer_create(parent, buf);
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wlr_scene_buffer_set_transform(scene_buf, tx);
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scene_buf->point_accepts_input = never_accepts_input;
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/*
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* Pixman has odd behaviour with bilinear filtering on buffers only one
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* pixel wide/tall. Use nearest-neighbour scaling to workaround.
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*/
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scene_buf->filter_mode = WLR_SCALE_FILTER_NEAREST;
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return scene_buf;
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}
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void
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ssd_shadow_create(struct ssd *ssd)
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{
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assert(ssd);
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assert(!ssd->shadow.tree);
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ssd->shadow.tree = wlr_scene_tree_create(ssd->tree);
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struct theme *theme = ssd->view->server->theme;
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struct view *view = ssd->view;
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enum ssd_active_state active;
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FOR_EACH_ACTIVE_STATE(active) {
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struct ssd_shadow_subtree *subtree = &ssd->shadow.subtrees[active];
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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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}
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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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struct wlr_scene_tree *parent = subtree->tree;
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struct wlr_buffer *corner_top_buffer =
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&theme->window[active].shadow_corner_top->base;
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struct wlr_buffer *corner_bottom_buffer =
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&theme->window[active].shadow_corner_bottom->base;
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struct wlr_buffer *edge_buffer =
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&theme->window[active].shadow_edge->base;
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subtree->bottom_right = make_shadow(view, parent,
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corner_bottom_buffer, WL_OUTPUT_TRANSFORM_NORMAL);
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subtree->bottom_left = make_shadow(view, parent,
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corner_bottom_buffer, WL_OUTPUT_TRANSFORM_FLIPPED);
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subtree->top_left = make_shadow(view, parent,
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corner_top_buffer, WL_OUTPUT_TRANSFORM_180);
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subtree->top_right = make_shadow(view, parent,
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corner_top_buffer, WL_OUTPUT_TRANSFORM_FLIPPED_180);
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subtree->right = make_shadow(view, parent,
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edge_buffer, WL_OUTPUT_TRANSFORM_NORMAL);
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subtree->bottom = make_shadow(view, parent,
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edge_buffer, WL_OUTPUT_TRANSFORM_90);
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subtree->left = make_shadow(view, parent,
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edge_buffer, WL_OUTPUT_TRANSFORM_180);
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subtree->top = make_shadow(view, parent,
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edge_buffer, WL_OUTPUT_TRANSFORM_270);
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}
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ssd_shadow_update(ssd);
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}
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void
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ssd_shadow_update(struct ssd *ssd)
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{
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assert(ssd);
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assert(ssd->shadow.tree);
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struct view *view = ssd->view;
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struct theme *theme = ssd->view->server->theme;
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bool maximized = view->maximized == VIEW_AXIS_BOTH;
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bool tiled_shadows = false;
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if (rc.shadows_on_tiled) {
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if (rc.gap >= theme->window[THEME_ACTIVE].shadow_size
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&& rc.gap >= theme->window[THEME_INACTIVE].shadow_size) {
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tiled_shadows = true;
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} else {
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wlr_log(WLR_INFO, "gap size < shadow_size, ignore rc.shadows_ontiled");
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}
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};
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bool show_shadows = rc.shadows_enabled && !maximized
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&& (!view_is_tiled(ssd->view) || tiled_shadows);
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wlr_scene_node_set_enabled(&ssd->shadow.tree->node, show_shadows);
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if (show_shadows) {
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set_shadow_geometry(ssd);
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}
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}
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void
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ssd_shadow_destroy(struct ssd *ssd)
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{
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assert(ssd);
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assert(ssd->shadow.tree);
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wlr_scene_node_destroy(&ssd->shadow.tree->node);
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ssd->shadow = (struct ssd_shadow_scene){0};
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}
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