Files
niri/src/layout/tile.rs
T

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Rust
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use std::cmp::max;
use std::rc::Rc;
use std::time::Duration;
use smithay::backend::renderer::element::solid::{SolidColorBuffer, SolidColorRenderElement};
use smithay::backend::renderer::element::utils::RescaleRenderElement;
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use smithay::backend::renderer::element::{Element, Kind};
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use smithay::backend::renderer::gles::GlesRenderer;
use smithay::utils::{Logical, Point, Rectangle, Scale, Size};
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use super::focus_ring::{FocusRing, FocusRingRenderElement};
use super::{LayoutElement, LayoutElementRenderElement, Options};
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use crate::animation::Animation;
use crate::niri_render_elements;
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use crate::render_helpers::offscreen::OffscreenRenderElement;
use crate::render_helpers::primary_gpu_texture::PrimaryGpuTextureRenderElement;
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use crate::render_helpers::renderer::NiriRenderer;
use crate::render_helpers::{RenderSnapshot, RenderTarget, ToRenderElement};
/// Toplevel window with decorations.
#[derive(Debug)]
pub struct Tile<W: LayoutElement> {
/// The toplevel window itself.
window: W,
/// The border around the window.
border: FocusRing,
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/// The focus ring around the window.
///
/// It's supposed to be on the Workspace, but for the sake of a nicer open animation it's
/// currently here.
focus_ring: FocusRing,
/// Whether this tile is fullscreen.
///
/// This will update only when the `window` actually goes fullscreen, rather than right away,
/// to avoid black backdrop flicker before the window has had a chance to resize.
is_fullscreen: bool,
/// The black backdrop for fullscreen windows.
fullscreen_backdrop: SolidColorBuffer,
/// The size we were requested to fullscreen into.
fullscreen_size: Size<i32, Logical>,
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/// The animation upon opening a window.
open_animation: Option<Animation>,
/// Configurable properties of the layout.
options: Rc<Options>,
}
niri_render_elements! {
TileRenderElement<R> => {
LayoutElement = LayoutElementRenderElement<R>,
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FocusRing = FocusRingRenderElement,
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SolidColor = SolidColorRenderElement,
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Offscreen = RescaleRenderElement<OffscreenRenderElement>,
}
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}
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niri_render_elements! {
TileSnapshotRenderElement => {
Texture = PrimaryGpuTextureRenderElement,
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FocusRing = FocusRingRenderElement,
SolidColor = SolidColorRenderElement,
}
}
impl<W: LayoutElement> Tile<W> {
pub fn new(window: W, options: Rc<Options>) -> Self {
Self {
window,
border: FocusRing::new(options.border.into()),
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focus_ring: FocusRing::new(options.focus_ring),
is_fullscreen: false, // FIXME: up-to-date fullscreen right away, but we need size.
fullscreen_backdrop: SolidColorBuffer::new((0, 0), [0., 0., 0., 1.]),
fullscreen_size: Default::default(),
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open_animation: None,
options,
}
}
pub fn update_config(&mut self, options: Rc<Options>) {
self.border.update_config(options.border.into());
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self.focus_ring.update_config(options.focus_ring);
self.options = options;
}
pub fn update_window(&mut self) {
// FIXME: remove when we can get a fullscreen size right away.
if self.fullscreen_size != Size::from((0, 0)) {
self.is_fullscreen = self.window.is_fullscreen();
}
}
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pub fn advance_animations(&mut self, current_time: Duration, is_active: bool) {
let draw_border_with_background = self
.window
.rules()
.draw_border_with_background
.unwrap_or_else(|| !self.window.has_ssd());
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self.border
.update(self.window.size(), !draw_border_with_background);
self.border.set_active(is_active);
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let draw_focus_ring_with_background = if self.effective_border_width().is_some() {
false
} else {
draw_border_with_background
};
self.focus_ring
.update(self.tile_size(), !draw_focus_ring_with_background);
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self.focus_ring.set_active(is_active);
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match &mut self.open_animation {
Some(anim) => {
anim.set_current_time(current_time);
if anim.is_done() {
self.open_animation = None;
}
}
None => (),
}
}
pub fn are_animations_ongoing(&self) -> bool {
self.open_animation.is_some()
}
pub fn start_open_animation(&mut self) {
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self.open_animation = Some(Animation::new(
0.,
1.,
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0.,
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self.options.animations.window_open,
niri_config::Animation::default_window_open(),
));
}
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pub fn open_animation(&self) -> &Option<Animation> {
&self.open_animation
}
pub fn window(&self) -> &W {
&self.window
}
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pub fn window_mut(&mut self) -> &mut W {
&mut self.window
}
pub fn into_window(self) -> W {
self.window
}
/// Returns `None` if the border is hidden and `Some(width)` if it should be shown.
fn effective_border_width(&self) -> Option<i32> {
if self.is_fullscreen {
return None;
}
if self.border.is_off() {
return None;
}
Some(self.border.width())
}
/// Returns the location of the window's visual geometry within this Tile.
pub fn window_loc(&self) -> Point<i32, Logical> {
let mut loc = Point::from((0, 0));
// In fullscreen, center the window in the given size.
if self.is_fullscreen {
let window_size = self.window.size();
let target_size = self.fullscreen_size;
// Windows aren't supposed to be larger than the fullscreen size, but in case we get
// one, leave it at the top-left as usual.
if window_size.w < target_size.w {
loc.x += (target_size.w - window_size.w) / 2;
}
if window_size.h < target_size.h {
loc.y += (target_size.h - window_size.h) / 2;
}
}
if let Some(width) = self.effective_border_width() {
loc += (width, width).into();
}
loc
}
pub fn tile_size(&self) -> Size<i32, Logical> {
let mut size = self.window.size();
if self.is_fullscreen {
// Normally we'd just return the fullscreen size here, but this makes things a bit
// nicer if a fullscreen window is bigger than the fullscreen size for some reason.
size.w = max(size.w, self.fullscreen_size.w);
size.h = max(size.h, self.fullscreen_size.h);
return size;
}
if let Some(width) = self.effective_border_width() {
size.w = size.w.saturating_add(width * 2);
size.h = size.h.saturating_add(width * 2);
}
size
}
pub fn window_size(&self) -> Size<i32, Logical> {
self.window.size()
}
pub fn buf_loc(&self) -> Point<i32, Logical> {
let mut loc = Point::from((0, 0));
loc += self.window_loc();
loc += self.window.buf_loc();
loc
}
pub fn is_in_input_region(&self, mut point: Point<f64, Logical>) -> bool {
point -= self.window_loc().to_f64();
self.window.is_in_input_region(point)
}
pub fn is_in_activation_region(&self, point: Point<f64, Logical>) -> bool {
let activation_region = Rectangle::from_loc_and_size((0, 0), self.tile_size());
activation_region.to_f64().contains(point)
}
pub fn request_tile_size(&mut self, mut size: Size<i32, Logical>) {
// Can't go through effective_border_width() because we might be fullscreen.
if !self.border.is_off() {
let width = self.border.width();
size.w = max(1, size.w - width * 2);
size.h = max(1, size.h - width * 2);
}
self.window.request_size(size);
}
pub fn tile_width_for_window_width(&self, size: i32) -> i32 {
if self.border.is_off() {
size
} else {
size.saturating_add(self.border.width() * 2)
}
}
pub fn tile_height_for_window_height(&self, size: i32) -> i32 {
if self.border.is_off() {
size
} else {
size.saturating_add(self.border.width() * 2)
}
}
pub fn window_height_for_tile_height(&self, size: i32) -> i32 {
if self.border.is_off() {
size
} else {
size.saturating_sub(self.border.width() * 2)
}
}
pub fn request_fullscreen(&mut self, size: Size<i32, Logical>) {
self.fullscreen_backdrop.resize(size);
self.fullscreen_size = size;
self.window.request_fullscreen(size);
}
pub fn min_size(&self) -> Size<i32, Logical> {
let mut size = self.window.min_size();
if let Some(width) = self.effective_border_width() {
size.w = max(1, size.w);
size.h = max(1, size.h);
size.w = size.w.saturating_add(width * 2);
size.h = size.h.saturating_add(width * 2);
}
size
}
pub fn max_size(&self) -> Size<i32, Logical> {
let mut size = self.window.max_size();
if let Some(width) = self.effective_border_width() {
if size.w > 0 {
size.w = size.w.saturating_add(width * 2);
}
if size.h > 0 {
size.h = size.h.saturating_add(width * 2);
}
}
size
}
pub fn draw_border_with_background(&self) -> bool {
if self.effective_border_width().is_some() {
return false;
}
self.window
.rules()
.draw_border_with_background
.unwrap_or_else(|| !self.window.has_ssd())
}
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fn render_inner<R: NiriRenderer>(
&self,
renderer: &mut R,
location: Point<i32, Logical>,
scale: Scale<f64>,
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view_size: Size<i32, Logical>,
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focus_ring: bool,
target: RenderTarget,
) -> impl Iterator<Item = TileRenderElement<R>> {
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let alpha = if self.is_fullscreen {
1.
} else {
self.window.rules().opacity.unwrap_or(1.).clamp(0., 1.)
};
let rv = self
.window
.render(renderer, location + self.window_loc(), scale, alpha, target)
.into_iter()
.map(Into::into);
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let elem = self.effective_border_width().map(|width| {
self.border
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.render(
renderer,
location + Point::from((width, width)),
scale,
view_size,
)
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.map(Into::into)
});
let rv = rv.chain(elem.into_iter().flatten());
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let elem = focus_ring.then(|| {
self.focus_ring
.render(renderer, location, scale, view_size)
.map(Into::into)
});
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let rv = rv.chain(elem.into_iter().flatten());
let elem = self.is_fullscreen.then(|| {
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SolidColorRenderElement::from_buffer(
&self.fullscreen_backdrop,
location.to_physical_precise_round(scale),
scale,
1.,
Kind::Unspecified,
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)
.into()
});
rv.chain(elem)
}
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pub fn render<R: NiriRenderer>(
&self,
renderer: &mut R,
location: Point<i32, Logical>,
scale: Scale<f64>,
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view_size: Size<i32, Logical>,
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focus_ring: bool,
target: RenderTarget,
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) -> impl Iterator<Item = TileRenderElement<R>> {
if let Some(anim) = &self.open_animation {
let renderer = renderer.as_gles_renderer();
let elements =
self.render_inner(renderer, location, scale, view_size, focus_ring, target);
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let elements = elements.collect::<Vec<TileRenderElement<_>>>();
let elem = OffscreenRenderElement::new(
renderer,
scale.x as i32,
&elements,
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anim.value().clamp(0., 1.) as f32,
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);
self.window()
.set_offscreen_element_id(Some(elem.id().clone()));
let mut center = location;
center.x += self.tile_size().w / 2;
center.y += self.tile_size().h / 2;
Some(TileRenderElement::Offscreen(
RescaleRenderElement::from_element(
elem,
center.to_physical_precise_round(scale),
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(anim.value() / 2. + 0.5).max(0.),
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),
))
.into_iter()
.chain(None.into_iter().flatten())
} else {
self.window().set_offscreen_element_id(None);
let elements =
self.render_inner(renderer, location, scale, view_size, focus_ring, target);
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None.into_iter().chain(Some(elements).into_iter().flatten())
}
}
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fn render_snapshot<E, C>(
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&self,
renderer: &mut GlesRenderer,
scale: Scale<f64>,
view_size: Size<i32, Logical>,
contents: Vec<C>,
) -> Vec<TileSnapshotRenderElement>
where
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E: Into<TileSnapshotRenderElement>,
C: ToRenderElement<RenderElement = E>,
{
let alpha = if self.is_fullscreen {
1.
} else {
self.window.rules().opacity.unwrap_or(1.).clamp(0., 1.)
};
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let mut rv = vec![];
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for baked in contents {
let elem = baked.to_render_element(self.window_loc(), scale, alpha, Kind::Unspecified);
rv.push(elem.into());
}
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if let Some(width) = self.effective_border_width() {
rv.extend(
self.border
.render(renderer, Point::from((width, width)), scale, view_size)
.map(Into::into),
);
}
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if self.is_fullscreen {
let elem = SolidColorRenderElement::from_buffer(
&self.fullscreen_backdrop,
Point::from((0, 0)),
scale,
1.,
Kind::Unspecified,
);
rv.push(elem.into());
}
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rv
}
pub fn take_snapshot_for_close_anim(
&self,
renderer: &mut GlesRenderer,
scale: Scale<f64>,
view_size: Size<i32, Logical>,
) -> RenderSnapshot<TileSnapshotRenderElement, TileSnapshotRenderElement> {
let snapshot = self.window.take_last_render();
if snapshot.contents.is_empty() {
return RenderSnapshot::default();
}
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RenderSnapshot {
contents: self.render_snapshot(renderer, scale, view_size, snapshot.contents),
blocked_out_contents: self.render_snapshot(
renderer,
scale,
view_size,
snapshot.blocked_out_contents,
),
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block_out_from: snapshot.block_out_from,
}
}
}