Files
niri/src/layout/tile.rs
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1057 lines
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Rust
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use std::rc::Rc;
use niri_config::{Color, CornerRadius, GradientInterpolation};
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use smithay::backend::allocator::Fourcc;
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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, Transform};
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use super::focus_ring::{FocusRing, FocusRingRenderElement};
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use super::opening_window::{OpenAnimation, OpeningWindowRenderElement};
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use super::shadow::Shadow;
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use super::{
HitType, LayoutElement, LayoutElementRenderElement, LayoutElementRenderSnapshot, Options,
SizeFrac, RESIZE_ANIMATION_THRESHOLD,
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};
use crate::animation::{Animation, Clock};
use crate::niri_render_elements;
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use crate::render_helpers::border::BorderRenderElement;
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use crate::render_helpers::clipped_surface::{ClippedSurfaceRenderElement, RoundedCornerDamage};
use crate::render_helpers::damage::ExtraDamage;
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use crate::render_helpers::renderer::NiriRenderer;
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use crate::render_helpers::resize::ResizeRenderElement;
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use crate::render_helpers::shadow::ShadowRenderElement;
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use crate::render_helpers::snapshot::RenderSnapshot;
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use crate::render_helpers::solid_color::{SolidColorBuffer, SolidColorRenderElement};
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use crate::render_helpers::{render_to_encompassing_texture, RenderTarget};
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use crate::utils::transaction::Transaction;
/// 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.
focus_ring: FocusRing,
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/// The shadow around the window.
shadow: Shadow,
/// 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,
/// Whether the tile should float upon unfullscreening.
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pub(super) unfullscreen_to_floating: bool,
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/// The size that the window should assume when going floating.
///
/// This is generally the last size the window had when it was floating. It can be unknown if
/// the window starts out in the tiling layout or fullscreen.
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pub(super) floating_window_size: Option<Size<i32, Logical>>,
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/// The position that the tile should assume when going floating, relative to the floating
/// space working area.
///
/// This is generally the last position the tile had when it was floating. It can be unknown if
/// the window starts out in the tiling layout.
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pub(super) floating_pos: Option<Point<f64, SizeFrac>>,
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/// Currently selected preset width index when this tile is floating.
pub(super) floating_preset_width_idx: Option<usize>,
/// Currently selected preset height index when this tile is floating.
pub(super) floating_preset_height_idx: Option<usize>,
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/// The animation upon opening a window.
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open_animation: Option<OpenAnimation>,
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/// The animation of the window resizing.
resize_animation: Option<ResizeAnimation>,
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/// The animation of a tile visually moving horizontally.
move_x_animation: Option<MoveAnimation>,
/// The animation of a tile visually moving vertically.
move_y_animation: Option<MoveAnimation>,
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/// Offset during the initial interactive move rubberband.
pub(super) interactive_move_offset: Point<f64, Logical>,
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/// Snapshot of the last render for use in the close animation.
unmap_snapshot: Option<TileRenderSnapshot>,
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/// Extra damage for clipped surface corner radius changes.
rounded_corner_damage: RoundedCornerDamage,
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/// The view size for the tile's workspace.
///
/// Used as the fullscreen target size.
view_size: Size<f64, Logical>,
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/// Scale of the output the tile is on (and rounds its sizes to).
scale: f64,
/// Clock for driving animations.
pub(super) clock: Clock,
/// Configurable properties of the layout.
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pub(super) 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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Opening = OpeningWindowRenderElement,
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Resize = ResizeRenderElement,
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Border = BorderRenderElement,
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Shadow = ShadowRenderElement,
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ClippedSurface = ClippedSurfaceRenderElement<R>,
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ExtraDamage = ExtraDamage,
}
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}
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pub type TileRenderSnapshot =
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RenderSnapshot<TileRenderElement<GlesRenderer>, TileRenderElement<GlesRenderer>>;
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#[derive(Debug)]
struct ResizeAnimation {
anim: Animation,
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size_from: Size<f64, Logical>,
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snapshot: LayoutElementRenderSnapshot,
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}
#[derive(Debug)]
struct MoveAnimation {
anim: Animation,
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from: f64,
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}
impl<W: LayoutElement> Tile<W> {
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pub fn new(
window: W,
view_size: Size<f64, Logical>,
scale: f64,
clock: Clock,
options: Rc<Options>,
) -> Self {
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let rules = window.rules();
let border_config = rules.border.resolve_against(options.border);
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let focus_ring_config = rules.focus_ring.resolve_against(options.focus_ring.into());
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let shadow_config = rules.shadow.resolve_against(options.shadow);
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let is_fullscreen = window.is_fullscreen();
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Self {
window,
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border: FocusRing::new(border_config.into()),
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focus_ring: FocusRing::new(focus_ring_config.into()),
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shadow: Shadow::new(shadow_config),
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is_fullscreen,
fullscreen_backdrop: SolidColorBuffer::new(view_size, [0., 0., 0., 1.]),
unfullscreen_to_floating: false,
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floating_window_size: None,
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floating_pos: None,
floating_preset_width_idx: None,
floating_preset_height_idx: None,
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open_animation: None,
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resize_animation: None,
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move_x_animation: None,
move_y_animation: None,
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interactive_move_offset: Point::from((0., 0.)),
unmap_snapshot: None,
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rounded_corner_damage: Default::default(),
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view_size,
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scale,
clock,
options,
}
}
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pub fn update_config(
&mut self,
view_size: Size<f64, Logical>,
scale: f64,
options: Rc<Options>,
) {
// If preset widths or heights changed, clear our stored preset index.
if self.options.preset_column_widths != options.preset_column_widths {
self.floating_preset_width_idx = None;
}
if self.options.preset_window_heights != options.preset_window_heights {
self.floating_preset_height_idx = None;
}
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self.view_size = view_size;
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self.scale = scale;
self.options = options;
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let rules = self.window.rules();
let border_config = rules.border.resolve_against(self.options.border);
self.border.update_config(border_config.into());
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let focus_ring_config = rules
.focus_ring
.resolve_against(self.options.focus_ring.into());
self.focus_ring.update_config(focus_ring_config.into());
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let shadow_config = rules.shadow.resolve_against(self.options.shadow);
self.shadow.update_config(shadow_config);
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self.fullscreen_backdrop.resize(view_size);
}
pub fn update_shaders(&mut self) {
self.border.update_shaders();
self.focus_ring.update_shaders();
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self.shadow.update_shaders();
}
pub fn update_window(&mut self) {
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self.is_fullscreen = self.window.is_fullscreen();
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if let Some(animate_from) = self.window.take_animation_snapshot() {
let size_from = if let Some(resize) = self.resize_animation.take() {
// Compute like in animated_window_size(), but using the snapshot geometry (since
// the current one is already overwritten).
let mut size = animate_from.size;
let val = resize.anim.value();
let size_from = resize.size_from;
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size.w = size_from.w + (size.w - size_from.w) * val;
size.h = size_from.h + (size.h - size_from.h) * val;
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size
} else {
animate_from.size
};
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let change = self.window.size().to_f64().to_point() - size_from.to_point();
let change = f64::max(change.x.abs(), change.y.abs());
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if change > RESIZE_ANIMATION_THRESHOLD {
let anim = Animation::new(
self.clock.clone(),
0.,
1.,
0.,
self.options.animations.window_resize.anim,
);
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self.resize_animation = Some(ResizeAnimation {
anim,
size_from,
snapshot: animate_from,
});
} else {
self.resize_animation = None;
}
}
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let rules = self.window.rules();
let border_config = rules.border.resolve_against(self.options.border);
self.border.update_config(border_config.into());
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let focus_ring_config = rules
.focus_ring
.resolve_against(self.options.focus_ring.into());
self.focus_ring.update_config(focus_ring_config.into());
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let shadow_config = rules.shadow.resolve_against(self.options.shadow);
self.shadow.update_config(shadow_config);
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let window_size = self.window_size();
let radius = rules
.geometry_corner_radius
.unwrap_or_default()
.fit_to(window_size.w as f32, window_size.h as f32);
self.rounded_corner_damage.set_corner_radius(radius);
self.rounded_corner_damage.set_size(window_size);
}
pub fn advance_animations(&mut self) {
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if let Some(open) = &mut self.open_animation {
if open.is_done() {
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self.open_animation = None;
}
}
if let Some(resize) = &mut self.resize_animation {
if resize.anim.is_done() {
self.resize_animation = None;
}
}
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if let Some(move_) = &mut self.move_x_animation {
if move_.anim.is_done() {
self.move_x_animation = None;
}
}
if let Some(move_) = &mut self.move_y_animation {
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if move_.anim.is_done() {
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self.move_y_animation = None;
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}
}
}
pub fn are_animations_ongoing(&self) -> bool {
self.open_animation.is_some()
|| self.resize_animation.is_some()
|| self.move_x_animation.is_some()
|| self.move_y_animation.is_some()
}
pub fn update_render_elements(&mut self, is_active: bool, view_rect: Rectangle<f64, Logical>) {
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let rules = self.window.rules();
let draw_border_with_background = rules
.draw_border_with_background
.unwrap_or_else(|| !self.window.has_ssd());
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let border_width = self.effective_border_width().unwrap_or(0.);
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let radius = if self.is_fullscreen {
CornerRadius::default()
} else {
rules
.geometry_corner_radius
.map_or(CornerRadius::default(), |radius| {
radius.expanded_by(border_width as f32)
})
};
self.border.update_render_elements(
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self.animated_window_size(),
is_active,
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!draw_border_with_background,
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Rectangle::new(
view_rect.loc - Point::from((border_width, border_width)),
view_rect.size,
),
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radius,
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self.scale,
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1.,
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);
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let radius = if self.is_fullscreen {
CornerRadius::default()
} else if self.effective_border_width().is_some() {
radius
} else {
rules.geometry_corner_radius.unwrap_or_default()
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};
self.shadow.update_render_elements(
self.animated_tile_size(),
is_active,
radius,
self.scale,
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1.,
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);
let draw_focus_ring_with_background = if self.effective_border_width().is_some() {
false
} else {
draw_border_with_background
};
let radius = radius.expanded_by(self.focus_ring.width() as f32);
self.focus_ring.update_render_elements(
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self.animated_tile_size(),
is_active,
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!draw_focus_ring_with_background,
view_rect,
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radius,
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self.scale,
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1.,
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);
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}
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pub fn scale(&self) -> f64 {
self.scale
}
pub fn render_offset(&self) -> Point<f64, Logical> {
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let mut offset = Point::from((0., 0.));
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if let Some(move_) = &self.move_x_animation {
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offset.x += move_.from * move_.anim.value();
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}
if let Some(move_) = &self.move_y_animation {
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offset.y += move_.from * move_.anim.value();
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}
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offset += self.interactive_move_offset;
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offset
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}
pub fn start_open_animation(&mut self) {
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self.open_animation = Some(OpenAnimation::new(Animation::new(
self.clock.clone(),
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0.,
1.,
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0.,
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self.options.animations.window_open.anim,
)));
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}
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pub fn resize_animation(&self) -> Option<&Animation> {
self.resize_animation.as_ref().map(|resize| &resize.anim)
}
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pub fn animate_move_from(&mut self, from: Point<f64, Logical>) {
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self.animate_move_x_from(from.x);
self.animate_move_y_from(from.y);
}
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pub fn animate_move_x_from(&mut self, from: f64) {
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self.animate_move_x_from_with_config(from, self.options.animations.window_movement.0);
}
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pub fn animate_move_x_from_with_config(&mut self, from: f64, config: niri_config::Animation) {
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let current_offset = self.render_offset().x;
// Preserve the previous config if ongoing.
let anim = self.move_x_animation.take().map(|move_| move_.anim);
let anim = anim
.map(|anim| anim.restarted(1., 0., 0.))
.unwrap_or_else(|| Animation::new(self.clock.clone(), 1., 0., 0., config));
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self.move_x_animation = Some(MoveAnimation {
anim,
from: from + current_offset,
});
}
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pub fn animate_move_y_from(&mut self, from: f64) {
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self.animate_move_y_from_with_config(from, self.options.animations.window_movement.0);
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}
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pub fn animate_move_y_from_with_config(&mut self, from: f64, config: niri_config::Animation) {
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let current_offset = self.render_offset().y;
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// Preserve the previous config if ongoing.
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let anim = self.move_y_animation.take().map(|move_| move_.anim);
let anim = anim
.map(|anim| anim.restarted(1., 0., 0.))
.unwrap_or_else(|| Animation::new(self.clock.clone(), 1., 0., 0., config));
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self.move_y_animation = Some(MoveAnimation {
anim,
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from: from + current_offset,
});
}
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pub fn stop_move_animations(&mut self) {
self.move_x_animation = None;
self.move_y_animation = None;
}
pub fn window(&self) -> &W {
&self.window
}
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pub fn window_mut(&mut self) -> &mut W {
&mut self.window
}
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pub fn is_fullscreen(&self) -> bool {
self.is_fullscreen
}
/// Returns `None` if the border is hidden and `Some(width)` if it should be shown.
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pub fn effective_border_width(&self) -> Option<f64> {
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.
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pub fn window_loc(&self) -> Point<f64, Logical> {
let mut loc = Point::from((0., 0.));
// In fullscreen, center the window in the given size.
if self.is_fullscreen {
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let window_size = self.window_size();
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let target_size = self.view_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 {
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loc.x += (target_size.w - window_size.w) / 2.;
}
if window_size.h < target_size.h {
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loc.y += (target_size.h - window_size.h) / 2.;
}
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// Round to physical pixels.
loc = loc
.to_physical_precise_round(self.scale)
.to_logical(self.scale);
}
if let Some(width) = self.effective_border_width() {
loc += (width, width).into();
}
loc
}
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pub fn tile_size(&self) -> Size<f64, 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.
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size.w = f64::max(size.w, self.view_size.w);
size.h = f64::max(size.h, self.view_size.h);
return size;
}
if let Some(width) = self.effective_border_width() {
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size.w += width * 2.;
size.h += width * 2.;
}
size
}
pub fn tile_expected_or_current_size(&self) -> Size<f64, Logical> {
let mut size = self.window_expected_or_current_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.
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size.w = f64::max(size.w, self.view_size.w);
size.h = f64::max(size.h, self.view_size.h);
return size;
}
if let Some(width) = self.effective_border_width() {
size.w += width * 2.;
size.h += width * 2.;
}
size
}
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pub fn window_size(&self) -> Size<f64, Logical> {
let mut size = self.window.size().to_f64();
size = size
.to_physical_precise_round(self.scale)
.to_logical(self.scale);
size
}
pub fn window_expected_or_current_size(&self) -> Size<f64, Logical> {
let size = self.window.expected_size();
let mut size = size.unwrap_or_else(|| self.window.size()).to_f64();
size = size
.to_physical_precise_round(self.scale)
.to_logical(self.scale);
size
}
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fn animated_window_size(&self) -> Size<f64, Logical> {
let mut size = self.window_size();
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if let Some(resize) = &self.resize_animation {
let val = resize.anim.value();
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let size_from = resize.size_from.to_f64();
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size.w = f64::max(1., size_from.w + (size.w - size_from.w) * val);
size.h = f64::max(1., size_from.h + (size.h - size_from.h) * val);
size = size
.to_physical_precise_round(self.scale)
.to_logical(self.scale);
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}
size
}
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fn animated_tile_size(&self) -> Size<f64, Logical> {
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let mut size = self.animated_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.
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size.w = f64::max(size.w, self.view_size.w);
size.h = f64::max(size.h, self.view_size.h);
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return size;
}
if let Some(width) = self.effective_border_width() {
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size.w += width * 2.;
size.h += width * 2.;
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}
size
}
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pub fn buf_loc(&self) -> Point<f64, Logical> {
let mut loc = Point::from((0., 0.));
loc += self.window_loc();
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loc += self.window.buf_loc().to_f64();
loc
}
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)
}
fn is_in_activation_region(&self, point: Point<f64, Logical>) -> bool {
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let activation_region = Rectangle::from_size(self.tile_size());
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activation_region.contains(point)
}
pub fn hit(&self, point: Point<f64, Logical>) -> Option<HitType> {
if self.is_in_input_region(point) {
let win_pos = self.buf_loc();
Some(HitType::Input { win_pos })
} else if self.is_in_activation_region(point) {
Some(HitType::Activate)
} else {
None
}
}
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pub fn request_tile_size(
&mut self,
mut size: Size<f64, Logical>,
animate: bool,
transaction: Option<Transaction>,
) {
// Can't go through effective_border_width() because we might be fullscreen.
if !self.border.is_off() {
let width = self.border.width();
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size.w = f64::max(1., size.w - width * 2.);
size.h = f64::max(1., size.h - width * 2.);
}
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// The size request has to be i32 unfortunately, due to Wayland. We floor here instead of
// round to avoid situations where proportionally-sized columns don't fit on the screen
// exactly.
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self.window
.request_size(size.to_i32_floor(), animate, transaction);
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}
pub fn tile_width_for_window_width(&self, size: f64) -> f64 {
if self.border.is_off() {
size
} else {
size + self.border.width() * 2.
}
}
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pub fn tile_height_for_window_height(&self, size: f64) -> f64 {
if self.border.is_off() {
size
} else {
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size + self.border.width() * 2.
}
}
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pub fn window_width_for_tile_width(&self, size: f64) -> f64 {
if self.border.is_off() {
size
} else {
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size - self.border.width() * 2.
}
}
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pub fn window_height_for_tile_height(&self, size: f64) -> f64 {
if self.border.is_off() {
size
} else {
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size - self.border.width() * 2.
}
}
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pub fn request_fullscreen(&mut self) {
self.window
.request_fullscreen(self.view_size.to_i32_round());
}
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pub fn min_size(&self) -> Size<f64, Logical> {
let mut size = self.window.min_size().to_f64();
if let Some(width) = self.effective_border_width() {
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size.w = f64::max(1., size.w);
size.h = f64::max(1., size.h);
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size.w += width * 2.;
size.h += width * 2.;
}
size
}
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pub fn max_size(&self) -> Size<f64, Logical> {
let mut size = self.window.max_size().to_f64();
if let Some(width) = self.effective_border_width() {
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if size.w > 0. {
size.w += width * 2.;
}
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if size.h > 0. {
size.h += 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<'a, R: NiriRenderer + 'a>(
&'a self,
renderer: &mut R,
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location: Point<f64, Logical>,
scale: Scale<f64>,
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focus_ring: bool,
target: RenderTarget,
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) -> impl Iterator<Item = TileRenderElement<R>> + 'a {
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let _span = tracy_client::span!("Tile::render_inner");
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let win_alpha = if self.is_fullscreen || self.window.is_ignoring_opacity_window_rule() {
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1.
} else {
self.window.rules().opacity.unwrap_or(1.).clamp(0., 1.)
};
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let window_loc = self.window_loc();
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let window_size = self.window_size().to_f64();
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let animated_window_size = self.animated_window_size();
let window_render_loc = location + window_loc;
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let area = Rectangle::new(window_render_loc, animated_window_size);
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let rules = self.window.rules();
let clip_to_geometry = !self.is_fullscreen && rules.clip_to_geometry == Some(true);
let radius = rules.geometry_corner_radius.unwrap_or_default();
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// If we're resizing, try to render a shader, or a fallback.
let mut resize_shader = None;
let mut resize_popups = None;
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let mut resize_fallback = None;
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if let Some(resize) = &self.resize_animation {
resize_popups = Some(
self.window
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.render_popups(renderer, window_render_loc, scale, win_alpha, target)
.into_iter()
.map(Into::into),
);
if ResizeRenderElement::has_shader(renderer) {
let gles_renderer = renderer.as_gles_renderer();
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if let Some(texture_from) = resize.snapshot.texture(gles_renderer, scale, target) {
let window_elements = self.window.render_normal(
gles_renderer,
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Point::from((0., 0.)),
scale,
1.,
target,
);
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let current = render_to_encompassing_texture(
gles_renderer,
scale,
Transform::Normal,
Fourcc::Abgr8888,
&window_elements,
)
.map_err(|err| warn!("error rendering window to texture: {err:?}"))
.ok();
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// Clip blocked-out resizes unconditionally because they use solid color render
// elements.
let clip_to_geometry = if target
.should_block_out(resize.snapshot.block_out_from)
&& target.should_block_out(rules.block_out_from)
{
true
} else {
clip_to_geometry
};
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if let Some((texture_current, _sync_point, texture_current_geo)) = current {
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let elem = ResizeRenderElement::new(
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area,
scale,
texture_from.clone(),
resize.snapshot.size,
(texture_current, texture_current_geo),
window_size,
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resize.anim.value() as f32,
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resize.anim.clamped_value().clamp(0., 1.) as f32,
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radius,
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clip_to_geometry,
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win_alpha,
);
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// FIXME: with split popups, this will use the resize element ID for
// popups, but we want the real IDs.
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self.window
.set_offscreen_element_id(Some(elem.id().clone()));
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resize_shader = Some(elem.into());
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}
}
}
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if resize_shader.is_none() {
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let fallback_buffer = SolidColorBuffer::new(area.size, [1., 0., 0., 1.]);
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resize_fallback = Some(
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SolidColorRenderElement::from_buffer(
&fallback_buffer,
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area.loc,
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win_alpha,
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Kind::Unspecified,
)
.into(),
);
self.window.set_offscreen_element_id(None);
}
}
// If we're not resizing, render the window itself.
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let mut window_surface = None;
let mut window_popups = None;
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let mut rounded_corner_damage = None;
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if resize_shader.is_none() && resize_fallback.is_none() {
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let window = self
.window
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.render(renderer, window_render_loc, scale, win_alpha, target);
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let geo = Rectangle::new(window_render_loc, window_size);
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let radius = radius.fit_to(window_size.w as f32, window_size.h as f32);
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let clip_shader = ClippedSurfaceRenderElement::shader(renderer).cloned();
let has_border_shader = BorderRenderElement::has_shader(renderer);
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if clip_to_geometry && clip_shader.is_some() {
let damage = self.rounded_corner_damage.element();
rounded_corner_damage = Some(damage.with_location(window_render_loc).into());
}
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window_surface = Some(window.normal.into_iter().map(move |elem| match elem {
LayoutElementRenderElement::Wayland(elem) => {
// If we should clip to geometry, render a clipped window.
if clip_to_geometry {
if let Some(shader) = clip_shader.clone() {
if ClippedSurfaceRenderElement::will_clip(&elem, scale, geo, radius) {
return ClippedSurfaceRenderElement::new(
elem,
scale,
geo,
shader.clone(),
radius,
)
.into();
}
}
}
// Otherwise, render it normally.
LayoutElementRenderElement::Wayland(elem).into()
}
LayoutElementRenderElement::SolidColor(elem) => {
// In this branch we're rendering a blocked-out window with a solid
// color. We need to render it with a rounded corner shader even if
// clip_to_geometry is false, because in this case we're assuming that
// the unclipped window CSD already has corners rounded to the
// user-provided radius, so our blocked-out rendering should match that
// radius.
if radius != CornerRadius::default() && has_border_shader {
return BorderRenderElement::new(
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geo.size,
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Rectangle::from_size(geo.size),
GradientInterpolation::default(),
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Color::from_color32f(elem.color()),
Color::from_color32f(elem.color()),
0.,
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Rectangle::from_size(geo.size),
0.,
radius,
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scale.x as f32,
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1.,
)
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.with_location(geo.loc)
.into();
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}
// Otherwise, render the solid color as is.
LayoutElementRenderElement::SolidColor(elem).into()
}
}));
window_popups = Some(window.popups.into_iter().map(Into::into));
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}
let rv = resize_popups
.into_iter()
.flatten()
.chain(resize_shader)
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.chain(resize_fallback)
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.chain(window_popups.into_iter().flatten())
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.chain(rounded_corner_damage)
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.chain(window_surface.into_iter().flatten());
let elem = self.is_fullscreen.then(|| {
SolidColorRenderElement::from_buffer(
&self.fullscreen_backdrop,
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location,
1.,
Kind::Unspecified,
)
.into()
});
let rv = rv.chain(elem);
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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)))
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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).map(Into::into));
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let rv = rv.chain(elem.into_iter().flatten());
rv.chain(self.shadow.render(renderer, location).map(Into::into))
}
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pub fn render<'a, R: NiriRenderer + 'a>(
&'a self,
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renderer: &mut R,
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location: Point<f64, Logical>,
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scale: Scale<f64>,
focus_ring: bool,
target: RenderTarget,
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) -> impl Iterator<Item = TileRenderElement<R>> + 'a {
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let _span = tracy_client::span!("Tile::render");
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let mut open_anim_elem = None;
let mut window_elems = None;
if let Some(open) = &self.open_animation {
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let renderer = renderer.as_gles_renderer();
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let elements =
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self.render_inner(renderer, Point::from((0., 0.)), scale, focus_ring, target);
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let elements = elements.collect::<Vec<TileRenderElement<_>>>();
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match open.render(renderer, &elements, self.tile_size(), location, scale) {
Ok(elem) => {
self.window()
.set_offscreen_element_id(Some(elem.id().clone()));
open_anim_elem = Some(elem.into());
}
Err(err) => {
warn!("error rendering window opening animation: {err:?}");
}
}
}
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if open_anim_elem.is_none() {
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self.window().set_offscreen_element_id(None);
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window_elems = Some(self.render_inner(renderer, location, scale, focus_ring, target));
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}
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open_anim_elem
.into_iter()
.chain(window_elems.into_iter().flatten())
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}
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pub fn store_unmap_snapshot_if_empty(
&mut self,
renderer: &mut GlesRenderer,
scale: Scale<f64>,
) {
if self.unmap_snapshot.is_some() {
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return;
}
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self.unmap_snapshot = Some(self.render_snapshot(renderer, scale));
}
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fn render_snapshot(
&self,
renderer: &mut GlesRenderer,
scale: Scale<f64>,
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) -> TileRenderSnapshot {
let _span = tracy_client::span!("Tile::render_snapshot");
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let contents = self.render(
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renderer,
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Point::from((0., 0.)),
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scale,
false,
RenderTarget::Output,
);
// A bit of a hack to render blocked out as for screencast, but I think it's fine here.
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let blocked_out_contents = self.render(
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renderer,
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Point::from((0., 0.)),
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scale,
false,
RenderTarget::Screencast,
);
RenderSnapshot {
contents: contents.collect(),
blocked_out_contents: blocked_out_contents.collect(),
block_out_from: self.window.rules().block_out_from,
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size: self.animated_tile_size(),
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texture: Default::default(),
blocked_out_texture: Default::default(),
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}
}
pub fn take_unmap_snapshot(&mut self) -> Option<TileRenderSnapshot> {
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self.unmap_snapshot.take()
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}
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pub fn options(&self) -> &Rc<Options> {
&self.options
}
#[cfg(test)]
pub fn view_size(&self) -> Size<f64, Logical> {
self.view_size
}
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#[cfg(test)]
pub fn verify_invariants(&self) {
use approx::assert_abs_diff_eq;
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assert_eq!(self.is_fullscreen, self.window.is_fullscreen());
assert_eq!(self.fullscreen_backdrop.size(), self.view_size);
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let scale = self.scale;
let size = self.tile_size();
let rounded = size.to_physical_precise_round(scale).to_logical(scale);
assert_abs_diff_eq!(size.w, rounded.w, epsilon = 1e-5);
assert_abs_diff_eq!(size.h, rounded.h, epsilon = 1e-5);
}
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}