mirror of
https://github.com/niri-wm/niri.git
synced 2026-06-21 02:01:55 +07:00
d0e98d6e73
As far as I can tell, it was unused even when it was first added.
1198 lines
42 KiB
Rust
1198 lines
42 KiB
Rust
use core::f64;
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use std::rc::Rc;
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use niri_config::{Color, CornerRadius, GradientInterpolation};
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use niri_ipc::WindowLayout;
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use smithay::backend::renderer::element::{Element, Kind};
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use smithay::backend::renderer::gles::GlesRenderer;
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use smithay::utils::{Logical, Point, Rectangle, Scale, Size};
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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::{
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HitType, LayoutElement, LayoutElementRenderElement, LayoutElementRenderSnapshot, Options,
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SizeFrac, RESIZE_ANIMATION_THRESHOLD,
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};
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use crate::animation::{Animation, Clock};
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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};
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use crate::render_helpers::damage::ExtraDamage;
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use crate::render_helpers::offscreen::{OffscreenBuffer, OffscreenRenderElement};
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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::RenderTarget;
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use crate::utils::transaction::Transaction;
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use crate::utils::{baba_is_float_offset, round_logical_in_physical};
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/// Toplevel window with decorations.
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#[derive(Debug)]
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pub struct Tile<W: LayoutElement> {
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/// The toplevel window itself.
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window: W,
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/// The border around the window.
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border: FocusRing,
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/// The focus ring around the window.
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focus_ring: FocusRing,
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/// The shadow around the window.
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shadow: Shadow,
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/// Whether this tile is fullscreen.
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///
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/// This will update only when the `window` actually goes fullscreen, rather than right away,
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/// to avoid black backdrop flicker before the window has had a chance to resize.
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is_fullscreen: bool,
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/// The black backdrop for fullscreen windows.
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fullscreen_backdrop: SolidColorBuffer,
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/// 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.
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///
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/// This is generally the last size the window had when it was floating. It can be unknown if
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/// 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
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/// space working area.
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///
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/// This is generally the last position the tile had when it was floating. It can be unknown if
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/// 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.
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pub(super) floating_preset_width_idx: Option<usize>,
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/// Currently selected preset height index when this tile is floating.
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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.
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resize_animation: Option<ResizeAnimation>,
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/// The animation of a tile visually moving horizontally.
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move_x_animation: Option<MoveAnimation>,
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/// The animation of a tile visually moving vertically.
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move_y_animation: Option<MoveAnimation>,
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/// The animation of the tile's opacity.
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pub(super) alpha_animation: Option<AlphaAnimation>,
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/// Offset during the initial interactive move rubberband.
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pub(super) interactive_move_offset: Point<f64, Logical>,
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/// Snapshot of the last render for use in the close animation.
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unmap_snapshot: Option<TileRenderSnapshot>,
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/// Extra damage for clipped surface corner radius changes.
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rounded_corner_damage: RoundedCornerDamage,
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/// The view size for the tile's workspace.
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///
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/// Used as the fullscreen target size.
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view_size: Size<f64, Logical>,
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/// Scale of the output the tile is on (and rounds its sizes to).
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scale: f64,
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/// Clock for driving animations.
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pub(super) clock: Clock,
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/// Configurable properties of the layout.
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pub(super) options: Rc<Options>,
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}
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niri_render_elements! {
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TileRenderElement<R> => {
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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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Offscreen = OffscreenRenderElement,
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ExtraDamage = ExtraDamage,
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}
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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)]
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struct ResizeAnimation {
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anim: Animation,
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size_from: Size<f64, Logical>,
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snapshot: LayoutElementRenderSnapshot,
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offscreen: OffscreenBuffer,
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}
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#[derive(Debug)]
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struct MoveAnimation {
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anim: Animation,
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from: f64,
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}
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#[derive(Debug)]
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pub(super) struct AlphaAnimation {
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pub(super) anim: Animation,
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/// Whether the animation should persist after it's done.
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///
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/// This is used by things like interactive move which need to animate alpha to
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/// semitransparent, then hold it at semitransparent for a while, until the operation
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/// completes.
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pub(super) hold_after_done: bool,
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offscreen: OffscreenBuffer,
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}
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impl<W: LayoutElement> Tile<W> {
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pub fn new(
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window: W,
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view_size: Size<f64, Logical>,
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scale: f64,
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clock: Clock,
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options: Rc<Options>,
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) -> Self {
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let rules = window.rules();
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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 {
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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,
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fullscreen_backdrop: SolidColorBuffer::new(view_size, [0., 0., 0., 1.]),
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unfullscreen_to_floating: false,
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floating_window_size: None,
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floating_pos: None,
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floating_preset_width_idx: None,
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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,
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move_y_animation: None,
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alpha_animation: None,
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interactive_move_offset: Point::from((0., 0.)),
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unmap_snapshot: None,
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rounded_corner_damage: Default::default(),
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view_size,
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scale,
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clock,
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options,
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}
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}
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pub fn update_config(
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&mut self,
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view_size: Size<f64, Logical>,
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scale: f64,
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options: Rc<Options>,
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) {
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// If preset widths or heights changed, clear our stored preset index.
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if self.options.preset_column_widths != options.preset_column_widths {
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self.floating_preset_width_idx = None;
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}
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if self.options.preset_window_heights != options.preset_window_heights {
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self.floating_preset_height_idx = None;
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}
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self.view_size = view_size;
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self.scale = scale;
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self.options = options;
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let rules = self.window.rules();
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let border_config = rules.border.resolve_against(self.options.border);
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self.border.update_config(border_config.into());
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let focus_ring_config = rules
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.focus_ring
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.resolve_against(self.options.focus_ring.into());
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self.focus_ring.update_config(focus_ring_config.into());
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let shadow_config = rules.shadow.resolve_against(self.options.shadow);
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self.shadow.update_config(shadow_config);
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self.fullscreen_backdrop.resize(view_size);
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}
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pub fn update_shaders(&mut self) {
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self.border.update_shaders();
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self.focus_ring.update_shaders();
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self.shadow.update_shaders();
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}
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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() {
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let (size_from, offscreen) = if let Some(resize) = self.resize_animation.take() {
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// Compute like in animated_window_size(), but using the snapshot geometry (since
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// the current one is already overwritten).
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let mut size = animate_from.size;
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let val = resize.anim.value();
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let size_from = resize.size_from;
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size.w = size_from.w + (size.w - size_from.w) * val;
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size.h = size_from.h + (size.h - size_from.h) * val;
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// Also try to reuse the existing offscreen buffer if we have one.
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(size, resize.offscreen)
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} else {
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(animate_from.size, OffscreenBuffer::default())
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};
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let change = self.window.size().to_f64().to_point() - size_from.to_point();
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let change = f64::max(change.x.abs(), change.y.abs());
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if change > RESIZE_ANIMATION_THRESHOLD {
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let anim = Animation::new(
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self.clock.clone(),
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0.,
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1.,
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0.,
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self.options.animations.window_resize.anim,
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);
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self.resize_animation = Some(ResizeAnimation {
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anim,
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size_from,
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snapshot: animate_from,
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offscreen,
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});
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} else {
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self.resize_animation = None;
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}
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}
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let rules = self.window.rules();
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let border_config = rules.border.resolve_against(self.options.border);
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self.border.update_config(border_config.into());
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let focus_ring_config = rules
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.focus_ring
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.resolve_against(self.options.focus_ring.into());
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self.focus_ring.update_config(focus_ring_config.into());
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let shadow_config = rules.shadow.resolve_against(self.options.shadow);
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self.shadow.update_config(shadow_config);
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let window_size = self.window_size();
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let radius = rules
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.geometry_corner_radius
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.unwrap_or_default()
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.fit_to(window_size.w as f32, window_size.h as f32);
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self.rounded_corner_damage.set_corner_radius(radius);
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self.rounded_corner_damage.set_size(window_size);
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}
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pub fn advance_animations(&mut self) {
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if let Some(open) = &mut self.open_animation {
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if open.is_done() {
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self.open_animation = None;
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}
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}
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if let Some(resize) = &mut self.resize_animation {
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if resize.anim.is_done() {
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self.resize_animation = None;
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}
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}
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if let Some(move_) = &mut self.move_x_animation {
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if move_.anim.is_done() {
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self.move_x_animation = None;
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}
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}
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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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}
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}
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if let Some(alpha) = &mut self.alpha_animation {
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if !alpha.hold_after_done && alpha.anim.is_done() {
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self.alpha_animation = None;
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}
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}
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}
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pub fn are_animations_ongoing(&self) -> bool {
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self.are_transitions_ongoing() || self.window.rules().baba_is_float == Some(true)
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}
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pub fn are_transitions_ongoing(&self) -> bool {
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self.open_animation.is_some()
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|| self.resize_animation.is_some()
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|| self.move_x_animation.is_some()
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|| self.move_y_animation.is_some()
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|| self
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.alpha_animation
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.as_ref()
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.is_some_and(|alpha| !alpha.anim.is_done())
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}
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pub fn update_render_elements(&mut self, is_active: bool, view_rect: Rectangle<f64, Logical>) {
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let rules = self.window.rules();
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let animated_window_size = self.animated_window_size();
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let animated_tile_size = self.animated_tile_size();
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let draw_border_with_background = rules
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.draw_border_with_background
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.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 {
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CornerRadius::default()
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} else {
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rules
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.geometry_corner_radius
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.map_or(CornerRadius::default(), |radius| {
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radius.expanded_by(border_width as f32)
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})
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};
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self.border.update_render_elements(
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animated_window_size,
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is_active,
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!draw_border_with_background,
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self.window.is_urgent(),
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Rectangle::new(
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view_rect.loc - Point::from((border_width, border_width)),
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view_rect.size,
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),
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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 {
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CornerRadius::default()
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} else if self.effective_border_width().is_some() {
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radius
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} else {
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rules.geometry_corner_radius.unwrap_or_default()
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};
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self.shadow
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.update_render_elements(animated_tile_size, is_active, radius, self.scale, 1.);
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let draw_focus_ring_with_background = if self.effective_border_width().is_some() {
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false
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} else {
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draw_border_with_background
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};
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let radius = radius.expanded_by(self.focus_ring.width() as f32);
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self.focus_ring.update_render_elements(
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self.animated_tile_size(),
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is_active,
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!draw_focus_ring_with_background,
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self.window.is_urgent(),
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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 {
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self.scale
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}
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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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}
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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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}
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pub fn start_open_animation(&mut self) {
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self.open_animation = Some(OpenAnimation::new(Animation::new(
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self.clock.clone(),
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0.,
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1.,
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0.,
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self.options.animations.window_open.anim,
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)));
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}
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pub fn resize_animation(&self) -> Option<&Animation> {
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self.resize_animation.as_ref().map(|resize| &resize.anim)
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}
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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);
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self.animate_move_y_from(from.y);
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}
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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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}
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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;
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// Preserve the previous config if ongoing.
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let anim = self.move_x_animation.take().map(|move_| move_.anim);
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let anim = anim
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.map(|anim| anim.restarted(1., 0., 0.))
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.unwrap_or_else(|| Animation::new(self.clock.clone(), 1., 0., 0., config));
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self.move_x_animation = Some(MoveAnimation {
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anim,
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from: from + current_offset,
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});
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}
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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);
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let anim = anim
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.map(|anim| anim.restarted(1., 0., 0.))
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.unwrap_or_else(|| Animation::new(self.clock.clone(), 1., 0., 0., config));
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self.move_y_animation = Some(MoveAnimation {
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anim,
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from: from + current_offset,
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});
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}
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pub fn offset_move_y_anim_current(&mut self, offset: f64) {
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if let Some(move_) = self.move_y_animation.as_mut() {
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// If the anim is almost done, there's little point trying to offset it; we can let
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// things jump. If it turns out like a bad idea, we could restart the anim instead.
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let value = move_.anim.value();
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if value > 0.001 {
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move_.from += offset / value;
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}
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}
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}
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pub fn stop_move_animations(&mut self) {
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self.move_x_animation = None;
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self.move_y_animation = None;
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}
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pub fn animate_alpha(&mut self, from: f64, to: f64, config: niri_config::Animation) {
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let from = from.clamp(0., 1.);
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let to = to.clamp(0., 1.);
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|
|
let (current, offscreen) = if let Some(alpha) = self.alpha_animation.take() {
|
|
(alpha.anim.clamped_value(), alpha.offscreen)
|
|
} else {
|
|
(from, OffscreenBuffer::default())
|
|
};
|
|
|
|
self.alpha_animation = Some(AlphaAnimation {
|
|
anim: Animation::new(self.clock.clone(), current, to, 0., config),
|
|
hold_after_done: false,
|
|
offscreen,
|
|
});
|
|
}
|
|
|
|
pub fn ensure_alpha_animates_to_1(&mut self) {
|
|
if let Some(alpha) = &self.alpha_animation {
|
|
if alpha.anim.to() != 1. {
|
|
// Cancel animation instead of starting a new one because the user likely wants to
|
|
// see the tile right away.
|
|
self.alpha_animation = None;
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn hold_alpha_animation_after_done(&mut self) {
|
|
if let Some(alpha) = &mut self.alpha_animation {
|
|
alpha.hold_after_done = true;
|
|
}
|
|
}
|
|
|
|
pub fn window(&self) -> &W {
|
|
&self.window
|
|
}
|
|
|
|
pub fn window_mut(&mut self) -> &mut W {
|
|
&mut self.window
|
|
}
|
|
|
|
pub fn is_fullscreen(&self) -> bool {
|
|
self.is_fullscreen
|
|
}
|
|
|
|
/// Returns `None` if the border is hidden and `Some(width)` if it should be shown.
|
|
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.
|
|
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 {
|
|
let window_size = self.window_size();
|
|
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 {
|
|
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.;
|
|
}
|
|
|
|
// 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
|
|
}
|
|
|
|
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.
|
|
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
|
|
}
|
|
|
|
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.
|
|
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
|
|
}
|
|
|
|
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
|
|
}
|
|
|
|
pub fn animated_window_size(&self) -> Size<f64, Logical> {
|
|
let mut size = self.window_size();
|
|
|
|
if let Some(resize) = &self.resize_animation {
|
|
let val = resize.anim.value();
|
|
let size_from = resize.size_from.to_f64();
|
|
|
|
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);
|
|
}
|
|
|
|
size
|
|
}
|
|
|
|
pub fn animated_tile_size(&self) -> Size<f64, Logical> {
|
|
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.
|
|
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
|
|
}
|
|
|
|
pub fn buf_loc(&self) -> Point<f64, Logical> {
|
|
let mut loc = Point::from((0., 0.));
|
|
loc += self.window_loc();
|
|
loc += self.window.buf_loc().to_f64();
|
|
loc
|
|
}
|
|
|
|
/// Returns a partially-filled [`WindowLayout`].
|
|
///
|
|
/// Only the sizing properties that a [`Tile`] can fill are filled.
|
|
pub fn ipc_layout_template(&self) -> WindowLayout {
|
|
WindowLayout {
|
|
pos_in_scrolling_layout: None,
|
|
tile_size: self.tile_size().into(),
|
|
window_size: self.window().size().into(),
|
|
tile_pos_in_workspace_view: None,
|
|
window_offset_in_tile: self.window_loc().into(),
|
|
}
|
|
}
|
|
|
|
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 {
|
|
let activation_region = Rectangle::from_size(self.tile_size());
|
|
activation_region.contains(point)
|
|
}
|
|
|
|
pub fn hit(&self, point: Point<f64, Logical>) -> Option<HitType> {
|
|
let offset = self.bob_offset();
|
|
let point = point - offset;
|
|
|
|
if self.is_in_input_region(point) {
|
|
let win_pos = self.buf_loc() + offset;
|
|
Some(HitType::Input { win_pos })
|
|
} else if self.is_in_activation_region(point) {
|
|
Some(HitType::Activate {
|
|
is_tab_indicator: false,
|
|
})
|
|
} else {
|
|
None
|
|
}
|
|
}
|
|
|
|
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();
|
|
size.w = f64::max(1., size.w - width * 2.);
|
|
size.h = f64::max(1., size.h - width * 2.);
|
|
}
|
|
|
|
// 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.
|
|
self.window
|
|
.request_size(size.to_i32_floor(), false, animate, transaction);
|
|
}
|
|
|
|
pub fn tile_width_for_window_width(&self, size: f64) -> f64 {
|
|
if self.border.is_off() {
|
|
size
|
|
} else {
|
|
size + self.border.width() * 2.
|
|
}
|
|
}
|
|
|
|
pub fn tile_height_for_window_height(&self, size: f64) -> f64 {
|
|
if self.border.is_off() {
|
|
size
|
|
} else {
|
|
size + self.border.width() * 2.
|
|
}
|
|
}
|
|
|
|
pub fn window_width_for_tile_width(&self, size: f64) -> f64 {
|
|
if self.border.is_off() {
|
|
size
|
|
} else {
|
|
size - self.border.width() * 2.
|
|
}
|
|
}
|
|
|
|
pub fn window_height_for_tile_height(&self, size: f64) -> f64 {
|
|
if self.border.is_off() {
|
|
size
|
|
} else {
|
|
size - self.border.width() * 2.
|
|
}
|
|
}
|
|
|
|
pub fn request_fullscreen(&mut self, animate: bool, transaction: Option<Transaction>) {
|
|
self.window
|
|
.request_size(self.view_size.to_i32_round(), true, animate, transaction);
|
|
}
|
|
|
|
pub fn min_size_nonfullscreen(&self) -> Size<f64, Logical> {
|
|
let mut size = self.window.min_size().to_f64();
|
|
|
|
// Can't go through effective_border_width() because we might be fullscreen.
|
|
if !self.border.is_off() {
|
|
let width = self.border.width();
|
|
|
|
size.w = f64::max(1., size.w);
|
|
size.h = f64::max(1., size.h);
|
|
|
|
size.w += width * 2.;
|
|
size.h += width * 2.;
|
|
}
|
|
|
|
size
|
|
}
|
|
|
|
pub fn max_size_nonfullscreen(&self) -> Size<f64, Logical> {
|
|
let mut size = self.window.max_size().to_f64();
|
|
|
|
// Can't go through effective_border_width() because we might be fullscreen.
|
|
if !self.border.is_off() {
|
|
let width = self.border.width();
|
|
|
|
if size.w > 0. {
|
|
size.w += width * 2.;
|
|
}
|
|
if size.h > 0. {
|
|
size.h += width * 2.;
|
|
}
|
|
}
|
|
|
|
size
|
|
}
|
|
|
|
pub fn bob_offset(&self) -> Point<f64, Logical> {
|
|
if self.window.rules().baba_is_float != Some(true) {
|
|
return Point::from((0., 0.));
|
|
}
|
|
|
|
let y = baba_is_float_offset(self.clock.now(), self.view_size.h);
|
|
let y = round_logical_in_physical(self.scale, y);
|
|
Point::from((0., y))
|
|
}
|
|
|
|
fn render_inner<'a, R: NiriRenderer + 'a>(
|
|
&'a self,
|
|
renderer: &mut R,
|
|
location: Point<f64, Logical>,
|
|
focus_ring: bool,
|
|
target: RenderTarget,
|
|
) -> impl Iterator<Item = TileRenderElement<R>> + 'a {
|
|
let _span = tracy_client::span!("Tile::render_inner");
|
|
|
|
let scale = Scale::from(self.scale);
|
|
|
|
let win_alpha = if self.is_fullscreen || self.window.is_ignoring_opacity_window_rule() {
|
|
1.
|
|
} else {
|
|
self.window.rules().opacity.unwrap_or(1.).clamp(0., 1.)
|
|
};
|
|
|
|
// This is here rather than in render_offset() because render_offset() is currently assumed
|
|
// by the code to be temporary. So, for example, interactive move will try to "grab" the
|
|
// tile at its current render offset and reset the render offset to zero by cancelling the
|
|
// tile move animations. On the other hand, bob_offset() is not resettable, so adding it in
|
|
// render_offset() would cause obvious animation glitches.
|
|
//
|
|
// This isn't to say that adding it here is perfect; indeed, it kind of breaks view_rect
|
|
// passed to update_render_elements(). But, it works well enough for what it is.
|
|
let location = location + self.bob_offset();
|
|
|
|
let window_loc = self.window_loc();
|
|
let window_size = self.window_size().to_f64();
|
|
let animated_window_size = self.animated_window_size();
|
|
let window_render_loc = location + window_loc;
|
|
let area = Rectangle::new(window_render_loc, animated_window_size);
|
|
|
|
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();
|
|
|
|
// If we're resizing, try to render a shader, or a fallback.
|
|
let mut resize_shader = None;
|
|
let mut resize_popups = None;
|
|
let mut resize_fallback = None;
|
|
|
|
if let Some(resize) = &self.resize_animation {
|
|
resize_popups = Some(
|
|
self.window
|
|
.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();
|
|
|
|
if let Some(texture_from) = resize.snapshot.texture(gles_renderer, scale, target) {
|
|
let window_elements = self.window.render_normal(
|
|
gles_renderer,
|
|
Point::from((0., 0.)),
|
|
scale,
|
|
1.,
|
|
target,
|
|
);
|
|
|
|
let current = resize
|
|
.offscreen
|
|
.render(gles_renderer, scale, &window_elements)
|
|
.map_err(|err| warn!("error rendering window to texture: {err:?}"))
|
|
.ok();
|
|
|
|
// 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
|
|
};
|
|
|
|
if let Some((elem_current, _sync_point, mut data)) = current {
|
|
let texture_current = elem_current.texture().clone();
|
|
// The offset and size are computed in physical pixels and converted to
|
|
// logical with the same `scale`, so converting them back with rounding
|
|
// inside the geometry() call gives us the same physical result back.
|
|
let texture_current_geo = elem_current.geometry(scale);
|
|
|
|
let elem = ResizeRenderElement::new(
|
|
area,
|
|
scale,
|
|
texture_from.clone(),
|
|
resize.snapshot.size,
|
|
(texture_current, texture_current_geo),
|
|
window_size,
|
|
resize.anim.value() as f32,
|
|
resize.anim.clamped_value().clamp(0., 1.) as f32,
|
|
radius,
|
|
clip_to_geometry,
|
|
win_alpha,
|
|
);
|
|
|
|
// We're drawing the resize shader, not the offscreen directly.
|
|
data.id = elem.id().clone();
|
|
|
|
// This is not a problem for split popups as the code will look for them by
|
|
// original id when it doesn't find them on the offscreen.
|
|
self.window.set_offscreen_data(Some(data));
|
|
resize_shader = Some(elem.into());
|
|
}
|
|
}
|
|
}
|
|
|
|
if resize_shader.is_none() {
|
|
let fallback_buffer = SolidColorBuffer::new(area.size, [1., 0., 0., 1.]);
|
|
resize_fallback = Some(
|
|
SolidColorRenderElement::from_buffer(
|
|
&fallback_buffer,
|
|
area.loc,
|
|
win_alpha,
|
|
Kind::Unspecified,
|
|
)
|
|
.into(),
|
|
);
|
|
}
|
|
}
|
|
|
|
// If we're not resizing, render the window itself.
|
|
let mut window_surface = None;
|
|
let mut window_popups = None;
|
|
let mut rounded_corner_damage = None;
|
|
if resize_shader.is_none() && resize_fallback.is_none() {
|
|
let window = self
|
|
.window
|
|
.render(renderer, window_render_loc, scale, win_alpha, target);
|
|
|
|
let geo = Rectangle::new(window_render_loc, window_size);
|
|
let radius = radius.fit_to(window_size.w as f32, window_size.h as f32);
|
|
|
|
let clip_shader = ClippedSurfaceRenderElement::shader(renderer).cloned();
|
|
let has_border_shader = BorderRenderElement::has_shader(renderer);
|
|
|
|
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());
|
|
}
|
|
|
|
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(
|
|
geo.size,
|
|
Rectangle::from_size(geo.size),
|
|
GradientInterpolation::default(),
|
|
Color::from_color32f(elem.color()),
|
|
Color::from_color32f(elem.color()),
|
|
0.,
|
|
Rectangle::from_size(geo.size),
|
|
0.,
|
|
radius,
|
|
scale.x as f32,
|
|
1.,
|
|
)
|
|
.with_location(geo.loc)
|
|
.into();
|
|
}
|
|
|
|
// Otherwise, render the solid color as is.
|
|
LayoutElementRenderElement::SolidColor(elem).into()
|
|
}
|
|
}));
|
|
|
|
window_popups = Some(window.popups.into_iter().map(Into::into));
|
|
}
|
|
|
|
let rv = resize_popups
|
|
.into_iter()
|
|
.flatten()
|
|
.chain(resize_shader)
|
|
.chain(resize_fallback)
|
|
.chain(window_popups.into_iter().flatten())
|
|
.chain(rounded_corner_damage)
|
|
.chain(window_surface.into_iter().flatten());
|
|
|
|
let elem = self.is_fullscreen.then(|| {
|
|
SolidColorRenderElement::from_buffer(
|
|
&self.fullscreen_backdrop,
|
|
location,
|
|
1.,
|
|
Kind::Unspecified,
|
|
)
|
|
.into()
|
|
});
|
|
let rv = rv.chain(elem);
|
|
|
|
let elem = self.effective_border_width().map(|width| {
|
|
self.border
|
|
.render(renderer, location + Point::from((width, width)))
|
|
.map(Into::into)
|
|
});
|
|
let rv = rv.chain(elem.into_iter().flatten());
|
|
|
|
let elem = focus_ring.then(|| self.focus_ring.render(renderer, location).map(Into::into));
|
|
let rv = rv.chain(elem.into_iter().flatten());
|
|
|
|
rv.chain(self.shadow.render(renderer, location).map(Into::into))
|
|
}
|
|
|
|
pub fn render<'a, R: NiriRenderer + 'a>(
|
|
&'a self,
|
|
renderer: &mut R,
|
|
location: Point<f64, Logical>,
|
|
focus_ring: bool,
|
|
target: RenderTarget,
|
|
) -> impl Iterator<Item = TileRenderElement<R>> + 'a {
|
|
let _span = tracy_client::span!("Tile::render");
|
|
|
|
let scale = Scale::from(self.scale);
|
|
|
|
let tile_alpha = self
|
|
.alpha_animation
|
|
.as_ref()
|
|
.map_or(1., |alpha| alpha.anim.clamped_value()) as f32;
|
|
|
|
let mut open_anim_elem = None;
|
|
let mut alpha_anim_elem = None;
|
|
let mut window_elems = None;
|
|
|
|
self.window().set_offscreen_data(None);
|
|
|
|
if let Some(open) = &self.open_animation {
|
|
let renderer = renderer.as_gles_renderer();
|
|
let elements = self.render_inner(renderer, Point::from((0., 0.)), focus_ring, target);
|
|
let elements = elements.collect::<Vec<TileRenderElement<_>>>();
|
|
match open.render(
|
|
renderer,
|
|
&elements,
|
|
self.animated_tile_size(),
|
|
location,
|
|
scale,
|
|
tile_alpha,
|
|
) {
|
|
Ok((elem, data)) => {
|
|
self.window().set_offscreen_data(Some(data));
|
|
open_anim_elem = Some(elem.into());
|
|
}
|
|
Err(err) => {
|
|
warn!("error rendering window opening animation: {err:?}");
|
|
}
|
|
}
|
|
} else if let Some(alpha) = &self.alpha_animation {
|
|
let renderer = renderer.as_gles_renderer();
|
|
let elements = self.render_inner(renderer, Point::from((0., 0.)), focus_ring, target);
|
|
let elements = elements.collect::<Vec<TileRenderElement<_>>>();
|
|
match alpha.offscreen.render(renderer, scale, &elements) {
|
|
Ok((elem, _sync, data)) => {
|
|
let offset = elem.offset();
|
|
let elem = elem.with_alpha(tile_alpha).with_offset(location + offset);
|
|
|
|
self.window().set_offscreen_data(Some(data));
|
|
alpha_anim_elem = Some(elem.into());
|
|
}
|
|
Err(err) => {
|
|
warn!("error rendering tile to offscreen for alpha animation: {err:?}");
|
|
}
|
|
}
|
|
}
|
|
|
|
if open_anim_elem.is_none() && alpha_anim_elem.is_none() {
|
|
window_elems = Some(self.render_inner(renderer, location, focus_ring, target));
|
|
}
|
|
|
|
open_anim_elem
|
|
.into_iter()
|
|
.chain(alpha_anim_elem)
|
|
.chain(window_elems.into_iter().flatten())
|
|
}
|
|
|
|
pub fn store_unmap_snapshot_if_empty(&mut self, renderer: &mut GlesRenderer) {
|
|
if self.unmap_snapshot.is_some() {
|
|
return;
|
|
}
|
|
|
|
self.unmap_snapshot = Some(self.render_snapshot(renderer));
|
|
}
|
|
|
|
fn render_snapshot(&self, renderer: &mut GlesRenderer) -> TileRenderSnapshot {
|
|
let _span = tracy_client::span!("Tile::render_snapshot");
|
|
|
|
let contents = self.render(renderer, Point::from((0., 0.)), false, RenderTarget::Output);
|
|
|
|
// A bit of a hack to render blocked out as for screencast, but I think it's fine here.
|
|
let blocked_out_contents = self.render(
|
|
renderer,
|
|
Point::from((0., 0.)),
|
|
false,
|
|
RenderTarget::Screencast,
|
|
);
|
|
|
|
RenderSnapshot {
|
|
contents: contents.collect(),
|
|
blocked_out_contents: blocked_out_contents.collect(),
|
|
block_out_from: self.window.rules().block_out_from,
|
|
size: self.animated_tile_size(),
|
|
texture: Default::default(),
|
|
blocked_out_texture: Default::default(),
|
|
}
|
|
}
|
|
|
|
pub fn take_unmap_snapshot(&mut self) -> Option<TileRenderSnapshot> {
|
|
self.unmap_snapshot.take()
|
|
}
|
|
|
|
pub fn border(&self) -> &FocusRing {
|
|
&self.border
|
|
}
|
|
|
|
pub fn focus_ring(&self) -> &FocusRing {
|
|
&self.focus_ring
|
|
}
|
|
|
|
pub fn options(&self) -> &Rc<Options> {
|
|
&self.options
|
|
}
|
|
|
|
#[cfg(test)]
|
|
pub fn view_size(&self) -> Size<f64, Logical> {
|
|
self.view_size
|
|
}
|
|
|
|
#[cfg(test)]
|
|
pub fn verify_invariants(&self) {
|
|
use approx::assert_abs_diff_eq;
|
|
|
|
assert_eq!(self.is_fullscreen, self.window.is_fullscreen());
|
|
assert_eq!(self.fullscreen_backdrop.size(), self.view_size);
|
|
|
|
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);
|
|
}
|
|
}
|