ScreenShield: add a drop shadow to the animated arrows

Introduce a StShadowHelper to manage drop shadows from JS (which
cannot use Cogl directly), and use it in a new StWidget-derived
JS class to draw the arrow.

https://bugzilla.gnome.org/show_bug.cgi?id=682285
This commit is contained in:
Giovanni Campagna 2012-08-21 21:13:33 +02:00
parent 1a6d74fcb2
commit a76cc79f88
4 changed files with 199 additions and 29 deletions

View File

@ -2208,11 +2208,12 @@ StButton.popup-menu-item:insensitive {
padding-bottom: 3em;
}
.screen-shield-arrows > StDrawingArea {
.screen-shield-arrows Gjs_Arrow {
color: white;
width: 80px;
height: 48px;
-arrow-thickness: 12px;
-arrow-shadow: 0 1px 1px rgba(0,0,0,0.4);
}
.screen-shield-clock {

View File

@ -274,6 +274,62 @@ const NotificationsBox = new Lang.Class({
},
});
const Arrow = new Lang.Class({
Name: 'Arrow',
Extends: St.Bin,
_init: function(params) {
this.parent(params);
this.x_fill = this.y_fill = true;
this.set_offscreen_redirect(Clutter.OffscreenRedirect.ALWAYS);
this._drawingArea = new St.DrawingArea();
this._drawingArea.connect('repaint', Lang.bind(this, this._drawArrow));
this.child = this._drawingArea;
this._shadowHelper = null;
this._shadowWidth = this._shadowHeight = 0;
},
_drawArrow: function(arrow) {
let cr = arrow.get_context();
let [w, h] = arrow.get_surface_size();
let node = this.get_theme_node();
let thickness = node.get_length('-arrow-thickness');
Clutter.cairo_set_source_color(cr, node.get_foreground_color());
cr.setLineCap(Cairo.LineCap.ROUND);
cr.setLineWidth(thickness);
cr.moveTo(thickness / 2, h - thickness / 2);
cr.lineTo(w/2, thickness);
cr.lineTo(w - thickness / 2, h - thickness / 2);
cr.stroke();
},
vfunc_style_changed: function() {
let node = this.get_theme_node();
this._shadow = node.get_shadow('-arrow-shadow');
if (this._shadow)
this._shadowHelper = St.ShadowHelper.new(this._shadow);
else
this._shadowHelper = null;
},
vfunc_paint: function() {
if (this._shadowHelper) {
this._shadowHelper.update(this._drawingArea);
let allocation = this._drawingArea.get_allocation_box();
let paintOpacity = this._drawingArea.get_paint_opacity();
this._shadowHelper.paint(allocation, paintOpacity);
}
this._drawingArea.paint();
}
});
/**
* To test screen shield, make sure to kill gnome-screensaver.
*
@ -318,8 +374,7 @@ const ScreenShield = new Lang.Class({
y_expand: true });
for (let i = 0; i < N_ARROWS; i++) {
let arrow = new St.DrawingArea({ opacity: 0 });
arrow.connect('repaint', Lang.bind(this, this._drawArrow));
let arrow = new Arrow({ opacity: 0 });
this._arrowContainer.add_actor(arrow);
}
this._lockScreenContents.add_actor(this._arrowContainer);
@ -384,23 +439,6 @@ const ScreenShield = new Lang.Class({
return true;
},
_drawArrow: function(arrow) {
let cr = arrow.get_context();
let [w, h] = arrow.get_surface_size();
let node = arrow.get_theme_node();
let thickness = node.get_length('-arrow-thickness');
Clutter.cairo_set_source_color(cr, node.get_foreground_color());
cr.setLineCap(Cairo.LineCap.ROUND);
cr.setLineWidth(thickness);
cr.moveTo(thickness / 2, h - thickness / 2);
cr.lineTo(w/2, thickness);
cr.lineTo(w - thickness / 2, h - thickness / 2);
cr.stroke();
},
_animateArrows: function() {
let arrows = this._arrowContainer.get_children();
let unitaryDelay = ARROW_ANIMATION_TIME / (arrows.length + 1);

View File

@ -21,6 +21,10 @@
#include "config.h"
#include "st-shadow.h"
#include "st-private.h"
G_DEFINE_BOXED_TYPE (StShadow, st_shadow, st_shadow_ref, st_shadow_unref)
G_DEFINE_BOXED_TYPE (StShadowHelper, st_shadow_helper, st_shadow_helper_copy, st_shadow_helper_free)
/**
* SECTION: st-shadow
@ -175,16 +179,126 @@ st_shadow_get_box (StShadow *shadow,
+ shadow->blur + shadow->spread;
}
GType
st_shadow_get_type (void)
/**
* SECTION:st-shadow-helper:
*
* An helper for implementing a drop shadow on a actor.
* The actor is expected to recreate the helper whenever its contents
* or size change. Then, it would call st_shadow_helper_paint() inside
* its paint() virtual function.
*/
struct _StShadowHelper {
StShadow *shadow;
CoglMaterial *material;
gfloat width;
gfloat height;
};
/**
* st_shadow_helper_new:
* @shadow: a #StShadow representing the shadow properties
*
* Builds a #StShadowHelper that will build a drop shadow
* using @source as the mask.
*
* Returns: (transfer full): a new #StShadowHelper
*/
StShadowHelper *
st_shadow_helper_new (StShadow *shadow)
{
static GType _st_shadow_type = 0;
StShadowHelper *helper;
if (G_UNLIKELY (_st_shadow_type == 0))
_st_shadow_type =
g_boxed_type_register_static ("StShadow",
(GBoxedCopyFunc) st_shadow_ref,
(GBoxedFreeFunc) st_shadow_unref);
helper = g_slice_new0 (StShadowHelper);
helper->shadow = st_shadow_ref (shadow);
return _st_shadow_type;
return helper;
}
void
st_shadow_helper_update (StShadowHelper *helper,
ClutterActor *source)
{
gfloat width, height;
clutter_actor_get_size (source, &width, &height);
if (helper->material == NULL ||
helper->width != width ||
helper->height != height)
{
if (helper->material)
cogl_object_unref (helper->material);
helper->material = _st_create_shadow_material_from_actor (helper->shadow, source);
helper->width = width;
helper->height = height;
}
}
/**
* st_shadow_helper_copy:
* @helper: the #StShadowHelper to copy
*
* Returns: (transfer full): a copy of @helper
*/
StShadowHelper *
st_shadow_helper_copy (StShadowHelper *helper)
{
StShadowHelper *copy;
copy = g_slice_new (StShadowHelper);
*copy = *helper;
if (copy->material)
cogl_object_ref (copy->material);
st_shadow_ref (copy->shadow);
return copy;
}
/**
* st_shadow_helper_free:
* @helper: a #StShadowHelper
*
* Free resources associated with @helper.
*/
void
st_shadow_helper_free (StShadowHelper *helper)
{
if (helper->material)
cogl_object_unref (helper->material);
st_shadow_unref (helper->shadow);
g_slice_free (StShadowHelper, helper);
}
/**
* st_shadow_helper_paint:
* @helper: a #StShadowHelper
* @actor_box: the bounding box of the shadow
* @paint_opacity: the opacity at which the shadow is painted
*
* Paints the shadow associated with @helper This must only
* be called from the implementation of ClutterActor::paint().
*/
void
st_shadow_helper_paint (StShadowHelper *helper,
ClutterActorBox *actor_box,
guint8 paint_opacity)
{
ClutterActorBox allocation;
float width, height;
clutter_actor_box_get_size (actor_box, &width, &height);
allocation.x1 = (width - helper->width) / 2;
allocation.y1 = (height - helper->height) / 2;
allocation.x2 = allocation.x1 + helper->width;
allocation.y2 = allocation.y1 + helper->height;
_st_paint_shadow_with_opacity (helper->shadow,
helper->material,
&allocation,
paint_opacity);
}

View File

@ -26,8 +26,10 @@
G_BEGIN_DECLS
#define ST_TYPE_SHADOW (st_shadow_get_type ())
#define ST_TYPE_SHADOW_HELPER (st_shadow_get_type ())
typedef struct _StShadow StShadow;
typedef struct _StShadowHelper StShadowHelper;
/**
* StShadow:
@ -70,6 +72,21 @@ void st_shadow_get_box (StShadow *shadow,
const ClutterActorBox *actor_box,
ClutterActorBox *shadow_box);
GType st_shadow_helper_get_type (void) G_GNUC_CONST;
StShadowHelper *st_shadow_helper_new (StShadow *shadow);
StShadowHelper *st_shadow_helper_copy (StShadowHelper *helper);
void st_shadow_helper_free (StShadowHelper *helper);
void st_shadow_helper_update (StShadowHelper *helper,
ClutterActor *source);
void st_shadow_helper_paint (StShadowHelper *helper,
ClutterActorBox *actor_box,
guint8 paint_opacity);
G_END_DECLS
#endif /* __ST_SHADOW__ */