/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ /* Drawing for StWidget. Copyright (C) 2009,2010 Red Hat, Inc. Contains code derived from: rectangle.c: Rounded rectangle. Copyright (C) 2008 litl, LLC. st-shadow-texture.c: a class for creating soft shadow texture Copyright (C) 2009 Florian Müllner st-texture-frame.h: Expandible texture actor Copyright 2007 OpenedHand Copyright 2009 Intel Corporation. The St is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. The St is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with the St; see the file COPYING.LIB. If not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include #include #include #include "st-theme-private.h" #include "st-theme-context.h" #include "st-texture-cache.h" #include "st-theme-node-private.h" /***** * Shadows *****/ static gdouble * calculate_gaussian_kernel (gdouble sigma, guint n_values) { gdouble *ret, sum; gdouble exp_divisor; gint half, i; g_return_val_if_fail ((int) sigma > 0, NULL); half = n_values / 2; ret = g_malloc (n_values * sizeof (gdouble)); sum = 0.0; exp_divisor = 2 * sigma * sigma; /* n_values of 1D Gauss function */ for (i = 0; i < n_values; i++) { ret[i] = exp (-(i - half) * (i - half) / exp_divisor); sum += ret[i]; } /* normalize */ for (i = 0; i < n_values; i++) ret[i] /= sum; return ret; } static CoglHandle create_shadow_material (StThemeNode *node, CoglHandle src_texture) { CoglColor color; CoglHandle material; CoglHandle texture; StShadow *shadow_spec; guchar *pixels_in, *pixels_out; gint width_in, height_in, rowstride_in; gint width_out, height_out, rowstride_out; float sigma; shadow_spec = st_theme_node_get_shadow (node); if (!shadow_spec) return COGL_INVALID_HANDLE; /* we use an approximation of the sigma - blur radius relationship used in Firefox for doing SVG blurs; see http://mxr.mozilla.org/mozilla-central/source/gfx/thebes/src/gfxBlur.cpp#280 */ sigma = shadow_spec->blur / 1.9; width_in = cogl_texture_get_width (src_texture); height_in = cogl_texture_get_height (src_texture); rowstride_in = (width_in + 3) & ~3; pixels_in = g_malloc0 (rowstride_in * height_in); cogl_texture_get_data (src_texture, COGL_PIXEL_FORMAT_A_8, rowstride_in, pixels_in); if ((guint) shadow_spec->blur == 0) { width_out = width_in; height_out = height_in; rowstride_out = rowstride_in; pixels_out = g_memdup (pixels_in, rowstride_out * height_out); } else { gdouble *kernel; guchar *line; gint n_values, half; gint x_in, y_in, x_out, y_out, i; n_values = (gint) 5 * sigma; half = n_values / 2; width_out = width_in + 2 * half; height_out = height_in + 2 * half; rowstride_out = (width_out + 3) & ~3; pixels_out = g_malloc0 (rowstride_out * height_out); line = g_malloc0 (rowstride_out); kernel = calculate_gaussian_kernel (sigma, n_values); /* vertical blur */ for (x_in = 0; x_in < width_in; x_in++) for (y_out = 0; y_out < height_out; y_out++) { guchar *pixel_in, *pixel_out; gint i0, i1; y_in = y_out - half; /* We read from the source at 'y = y_in + i - half'; clamp the * full i range [0, n_values) so that y is in [0, height_in). */ i0 = MAX (half - y_in, 0); i1 = MIN (height_in + half - y_in, n_values); pixel_in = pixels_in + (y_in + i0 - half) * rowstride_in + x_in; pixel_out = pixels_out + y_out * rowstride_out + (x_in + half); for (i = i0; i < i1; i++) { *pixel_out += *pixel_in * kernel[i]; pixel_in += rowstride_in; } } /* horizontal blur */ for (y_out = 0; y_out < height_out; y_out++) { memcpy (line, pixels_out + y_out * rowstride_out, rowstride_out); for (x_out = 0; x_out < width_out; x_out++) { gint i0, i1; guchar *pixel_out, *pixel_in; /* We read from the source at 'x = x_out + i - half'; clamp the * full i range [0, n_values) so that x is in [0, width_out). */ i0 = MAX (half - x_out, 0); i1 = MIN (width_out + half - x_out, n_values); pixel_in = line + x_out + i0 - half; pixel_out = pixels_out + rowstride_out * y_out + x_out; *pixel_out = 0; for (i = i0; i < i1; i++) { *pixel_out += *pixel_in * kernel[i]; pixel_in++; } } } g_free (kernel); g_free (line); } texture = cogl_texture_new_from_data (width_out, height_out, COGL_TEXTURE_NONE, COGL_PIXEL_FORMAT_A_8, COGL_PIXEL_FORMAT_A_8, rowstride_out, pixels_out); g_free (pixels_in); g_free (pixels_out); material = cogl_material_new (); cogl_color_set_from_4ub (&color, shadow_spec->color.red, shadow_spec->color.green, shadow_spec->color.blue, shadow_spec->color.alpha); cogl_color_premultiply (&color); cogl_material_set_layer_combine_constant (material, 0, &color); cogl_material_set_layer (material, 0, texture); /* We ignore the material color, which encodes the overall opacity of the * actor, so setting an ancestor of the shadow to partially opaque won't * work. The easiest way to fix this would be to not set the combine or constant color * here, then in paint set the material color to the shadow_spec_color * * paint_opacity.*/ cogl_material_set_layer_combine (material, 0, "RGBA = MODULATE (CONSTANT, TEXTURE[A])", NULL); cogl_handle_unref (texture); return material; } /**** * Rounded corners ****/ typedef struct { ClutterColor color; ClutterColor border_color_1; ClutterColor border_color_2; guint radius; guint border_width_1; guint border_width_2; } StCornerSpec; static CoglHandle create_corner_texture (StCornerSpec *corner) { CoglHandle texture; cairo_t *cr; cairo_surface_t *surface; guint rowstride; guint8 *data; guint size; guint max_border_width; max_border_width = MAX(corner->border_width_2, corner->border_width_1); size = 2 * MAX(max_border_width, corner->radius); rowstride = size * 4; data = g_new0 (guint8, size * rowstride); surface = cairo_image_surface_create_for_data (data, CAIRO_FORMAT_ARGB32, size, size, rowstride); cr = cairo_create (surface); cairo_set_operator (cr, CAIRO_OPERATOR_SOURCE); cairo_scale (cr, size, size); /* TODO support nonuniform border widths */ if (corner->border_width_1 < corner->radius) { double internal_radius = 0.5 * (1.0 - (double) corner->border_width_1 / corner->radius); if (corner->border_width_1 != 0) { cairo_set_source_rgba (cr, corner->border_color_1.red / 255., corner->border_color_1.green / 255., corner->border_color_1.blue / 255., corner->border_color_1.alpha / 255.); cairo_arc (cr, 0.5, 0.5, 0.5, 0, 2 * M_PI); cairo_fill (cr); } cairo_set_source_rgba (cr, corner->color.red / 255., corner->color.green / 255., corner->color.blue / 255., corner->color.alpha / 255.); cairo_arc (cr, 0.5, 0.5, internal_radius, 0, 2 * M_PI); cairo_fill (cr); } else { double radius; radius = (gdouble)corner->radius / corner->border_width_1; cairo_set_source_rgba (cr, corner->border_color_1.red / 255., corner->border_color_1.green / 255., corner->border_color_1.blue / 255., corner->border_color_1.alpha / 255.); cairo_arc (cr, radius, radius, radius, M_PI, 3 * M_PI / 2); cairo_line_to (cr, 1.0 - radius, 0.0); cairo_arc (cr, 1.0 - radius, radius, radius, 3 * M_PI / 2, 2 * M_PI); cairo_line_to (cr, 1.0, 1.0 - radius); cairo_arc (cr, 1.0 - radius, 1.0 - radius, radius, 0, M_PI / 2); cairo_line_to (cr, radius, 1.0); cairo_arc (cr, radius, 1.0 - radius, radius, M_PI / 2, M_PI); cairo_fill (cr); } cairo_destroy (cr); cairo_surface_destroy (surface); texture = cogl_texture_new_from_data (size, size, COGL_TEXTURE_NONE, #if G_BYTE_ORDER == G_LITTLE_ENDIAN COGL_PIXEL_FORMAT_BGRA_8888_PRE, #else COGL_PIXEL_FORMAT_ARGB_8888_PRE, #endif COGL_PIXEL_FORMAT_ANY, rowstride, data); g_free (data); g_assert (texture != COGL_INVALID_HANDLE); return texture; } static char * corner_to_string (StCornerSpec *corner) { return g_strdup_printf ("st-theme-node-corner:%02x%02x%02x%02x,%02x%02x%02x%02x,%02x%02x%02x%02x,%u,%u,%u", corner->color.red, corner->color.blue, corner->color.green, corner->color.alpha, corner->border_color_1.red, corner->border_color_1.green, corner->border_color_1.blue, corner->border_color_1.alpha, corner->border_color_2.red, corner->border_color_2.green, corner->border_color_2.blue, corner->border_color_2.alpha, corner->radius, corner->border_width_1, corner->border_width_2); } typedef struct { StThemeNode *node; StCornerSpec *corner; } LoadCornerData; static CoglHandle load_corner (StTextureCache *cache, const char *key, void *datap, GError **error) { LoadCornerData *data = datap; return create_corner_texture (data->corner); } /* To match the CSS specification, we want the border to look like it was * drawn over the background. But actually drawing the border over the * background will produce slightly bad antialiasing at the edges, so * compute the effective border color instead. */ #define NORM(x) (t = (x) + 127, (t + (t >> 8)) >> 8) #define MULT(c,a) NORM(c*a) static void premultiply (ClutterColor *color) { guint t; color->red = MULT (color->red, color->alpha); color->green = MULT (color->green, color->alpha); color->blue = MULT (color->blue, color->alpha); } static void unpremultiply (ClutterColor *color) { if (color->alpha != 0) { color->red = (color->red * 255 + 127) / color->alpha; color->green = (color->green * 255 + 127) / color->alpha; color->blue = (color->blue * 255 + 127) / color->alpha; } } static void over (const ClutterColor *source, const ClutterColor *destination, ClutterColor *result) { guint t; ClutterColor src = *source; ClutterColor dst = *destination; premultiply (&src); premultiply (&dst); result->alpha = src.alpha + NORM ((255 - src.alpha) * dst.alpha); result->red = src.red + NORM ((255 - src.alpha) * dst.red); result->green = src.green + NORM ((255 - src.alpha) * dst.green); result->blue = src.blue + NORM ((255 - src.alpha) * dst.blue); unpremultiply (result); } static CoglHandle st_theme_node_lookup_corner (StThemeNode *node, StCorner corner_id) { CoglHandle texture; char *key; StTextureCache *cache; StCornerSpec corner; LoadCornerData data; if (node->border_radius[corner_id] == 0) return COGL_INVALID_HANDLE; cache = st_texture_cache_get_default (); corner.radius = node->border_radius[corner_id]; corner.color = node->background_color; switch (corner_id) { case ST_CORNER_TOPLEFT: corner.border_width_1 = node->border_width[ST_SIDE_TOP]; corner.border_width_2 = node->border_width[ST_SIDE_LEFT]; over (&node->border_color[ST_SIDE_TOP], &corner.color, &corner.border_color_1); over (&node->border_color[ST_SIDE_LEFT], &corner.color, &corner.border_color_2); break; case ST_CORNER_TOPRIGHT: corner.border_width_1 = node->border_width[ST_SIDE_TOP]; corner.border_width_2 = node->border_width[ST_SIDE_RIGHT]; over (&node->border_color[ST_SIDE_TOP], &corner.color, &corner.border_color_1); over (&node->border_color[ST_SIDE_RIGHT], &corner.color, &corner.border_color_2); break; case ST_CORNER_BOTTOMRIGHT: corner.border_width_1 = node->border_width[ST_SIDE_BOTTOM]; corner.border_width_2 = node->border_width[ST_SIDE_RIGHT]; over (&node->border_color[ST_SIDE_BOTTOM], &corner.color, &corner.border_color_1); over (&node->border_color[ST_SIDE_RIGHT], &corner.color, &corner.border_color_2); break; case ST_CORNER_BOTTOMLEFT: corner.border_width_1 = node->border_width[ST_SIDE_BOTTOM]; corner.border_width_2 = node->border_width[ST_SIDE_LEFT]; over (&node->border_color[ST_SIDE_BOTTOM], &corner.color, &corner.border_color_1); over (&node->border_color[ST_SIDE_LEFT], &corner.color, &corner.border_color_2); break; } key = corner_to_string (&corner); data.node = node; data.corner = &corner; texture = st_texture_cache_load (cache, key, ST_TEXTURE_CACHE_POLICY_NONE, load_corner, &data, NULL); g_free (key); return texture; } static void get_background_position (StThemeNode *self, const ClutterActorBox *allocation, ClutterActorBox *result) { gfloat w, h; result->x1 = result->y1 = 0; result->x2 = allocation->x2 - allocation->x1; result->y2 = allocation->y2 - allocation->y1; w = cogl_texture_get_width (self->background_texture); h = cogl_texture_get_height (self->background_texture); /* scale the background into the allocated bounds */ if (w > result->x2 || h > result->y2) { gint new_h, new_w, offset; gint box_w, box_h; box_w = (int) result->x2; box_h = (int) result->y2; /* scale to fit */ new_h = (int)((h / w) * ((gfloat) box_w)); new_w = (int)((w / h) * ((gfloat) box_h)); if (new_h > box_h) { /* center for new width */ offset = ((box_w) - new_w) * 0.5; result->x1 = offset; result->x2 = offset + new_w; result->y2 = box_h; } else { /* center for new height */ offset = ((box_h) - new_h) * 0.5; result->y1 = offset; result->y2 = offset + new_h; result->x2 = box_w; } } else { /* center the background on the widget */ result->x1 = (int)(((allocation->x2 - allocation->x1) / 2) - (w / 2)); result->y1 = (int)(((allocation->y2 - allocation->y1) / 2) - (h / 2)); result->x2 = result->x1 + w; result->y2 = result->y1 + h; } } /* Use of this function marks code which doesn't support * non-uniform widths and/or colors. */ static gboolean get_arbitrary_border (StThemeNode *node, int *width, ClutterColor *color) { int w; w = st_theme_node_get_border_width (node, ST_SIDE_TOP); if (w > 0) { if (width) *width = w; if (color) st_theme_node_get_border_color (node, ST_SIDE_TOP, color); return TRUE; } if (width) *width = 0; return FALSE; } static CoglHandle st_theme_node_render_gradient (StThemeNode *node) { CoglHandle texture; int radius[4], i; cairo_t *cr; cairo_surface_t *surface; cairo_pattern_t *pattern; gboolean round_border = FALSE; ClutterColor border_color; int border_width; guint rowstride; guchar *data; rowstride = cairo_format_stride_for_width (CAIRO_FORMAT_ARGB32, node->alloc_width); data = g_new0 (guchar, node->alloc_height * rowstride); surface = cairo_image_surface_create_for_data (data, CAIRO_FORMAT_ARGB32, node->alloc_width, node->alloc_height, rowstride); cr = cairo_create (surface); /* TODO - support non-uniform border colors and widths */ get_arbitrary_border (node, &border_width, &border_color); for (i = 0; i < 4; i++) { radius[i] = st_theme_node_get_border_radius (node, i); if (radius[i] > 0) round_border = TRUE; } if (node->background_gradient_type == ST_GRADIENT_VERTICAL) pattern = cairo_pattern_create_linear (0, 0, 0, node->alloc_height); else if (node->background_gradient_type == ST_GRADIENT_HORIZONTAL) pattern = cairo_pattern_create_linear (0, 0, node->alloc_width, 0); else { gdouble cx, cy; cx = node->alloc_width / 2.; cy = node->alloc_height / 2.; pattern = cairo_pattern_create_radial (cx, cy, 0, cx, cy, MIN (cx, cy)); } cairo_pattern_add_color_stop_rgba (pattern, 0, node->background_color.red / 255., node->background_color.green / 255., node->background_color.blue / 255., node->background_color.alpha / 255.); cairo_pattern_add_color_stop_rgba (pattern, 1, node->background_gradient_end.red / 255., node->background_gradient_end.green / 255., node->background_gradient_end.blue / 255., node->background_gradient_end.alpha / 255.); if (round_border) { if (radius[ST_CORNER_TOPLEFT] > 0) cairo_arc (cr, radius[ST_CORNER_TOPLEFT], radius[ST_CORNER_TOPLEFT], radius[ST_CORNER_TOPLEFT], M_PI, 3 * M_PI / 2); else cairo_move_to (cr, 0, 0); cairo_line_to (cr, node->alloc_width - radius[ST_CORNER_TOPRIGHT], 0); if (radius[ST_CORNER_TOPRIGHT] > 0) cairo_arc (cr, node->alloc_width - radius[ST_CORNER_TOPRIGHT], radius[ST_CORNER_TOPRIGHT], radius[ST_CORNER_TOPRIGHT], 3 * M_PI / 2, 2 * M_PI); cairo_line_to (cr, node->alloc_width, node->alloc_height - radius[ST_CORNER_BOTTOMRIGHT]); if (radius[ST_CORNER_BOTTOMRIGHT]) cairo_arc (cr, node->alloc_width - radius[ST_CORNER_BOTTOMRIGHT], node->alloc_height - radius[ST_CORNER_BOTTOMRIGHT], radius[ST_CORNER_BOTTOMRIGHT], 0, M_PI / 2); cairo_line_to (cr, radius[ST_CORNER_BOTTOMLEFT], node->alloc_height); if (radius[ST_CORNER_BOTTOMLEFT]) cairo_arc (cr, radius[ST_CORNER_BOTTOMLEFT], node->alloc_height - radius[ST_CORNER_BOTTOMLEFT], radius[ST_CORNER_BOTTOMLEFT], M_PI / 2, M_PI); cairo_close_path (cr); } else cairo_rectangle (cr, 0, 0, node->alloc_width, node->alloc_height); if (border_width > 0) { cairo_path_t *path; path = cairo_copy_path (cr); cairo_set_source_rgba (cr, border_color.red / 255., border_color.green / 255., border_color.blue / 255., border_color.alpha / 255.); cairo_fill (cr); cairo_translate (cr, border_width, border_width); cairo_scale (cr, (gdouble)(node->alloc_width - 2 * border_width) / node->alloc_width, (gdouble)(node->alloc_height - 2 * border_width) / node->alloc_height); cairo_append_path (cr, path); cairo_path_destroy (path); } cairo_set_source (cr, pattern); cairo_fill (cr); cairo_pattern_destroy (pattern); texture = cogl_texture_new_from_data (node->alloc_width, node->alloc_height, COGL_TEXTURE_NONE, #if G_BYTE_ORDER == G_LITTLE_ENDIAN COGL_PIXEL_FORMAT_RGBA_8888_PRE, #elif G_BYTE_ORDER == G_BIG_ENDIAN COGL_PIXEL_FORMAT_ARGB_8888_PRE, #else COGL_PIXEL_FORMAT_ANY, #error unknown endianness type #endif COGL_PIXEL_FORMAT_ANY, rowstride, data); cairo_destroy (cr); cairo_surface_destroy (surface); g_free (data); return texture; } void _st_theme_node_free_drawing_state (StThemeNode *node) { if (node->background_texture != COGL_INVALID_HANDLE) cogl_handle_unref (node->background_texture); if (node->shadow_material != COGL_INVALID_HANDLE) cogl_handle_unref (node->shadow_material); if (node->border_texture != COGL_INVALID_HANDLE) cogl_handle_unref (node->border_texture); _st_theme_node_init_drawing_state (node); } void _st_theme_node_init_drawing_state (StThemeNode *node) { node->background_texture = COGL_INVALID_HANDLE; node->shadow_material = COGL_INVALID_HANDLE; node->border_texture = COGL_INVALID_HANDLE; } static void st_theme_node_render_resources (StThemeNode *node, float width, float height) { StTextureCache *texture_cache; StBorderImage *border_image; const char *background_image; texture_cache = st_texture_cache_get_default (); /* FIXME - need to separate this into things that need to be recomputed on * geometry change versus things that can be cached regardless, such as * a background image. */ _st_theme_node_free_drawing_state (node); node->alloc_width = width; node->alloc_height = height; _st_theme_node_ensure_background (node); _st_theme_node_ensure_geometry (node); /* Load referenced images from disk and draw anything we need with cairo now */ border_image = st_theme_node_get_border_image (node); if (border_image) { const char *filename; filename = st_border_image_get_filename (border_image); node->border_texture = st_texture_cache_load_file_to_cogl_texture (texture_cache, filename); } else if (node->background_gradient_type != ST_GRADIENT_NONE) { node->border_texture = st_theme_node_render_gradient (node); } background_image = st_theme_node_get_background_image (node); if (background_image != NULL) { StShadow *shadow_spec; node->background_texture = st_texture_cache_load_file_to_cogl_texture (texture_cache, background_image); shadow_spec = st_theme_node_get_shadow (node); if (shadow_spec) { node->shadow_material = create_shadow_material (node, node->background_texture); } } node->corner_texture = st_theme_node_lookup_corner (node, ST_CORNER_TOPLEFT); } static void paint_texture_with_opacity (CoglHandle texture, ClutterActorBox *box, guint8 paint_opacity) { if (paint_opacity == 255) { /* Minor: optimization use the default material if we can */ cogl_set_source_texture (texture); cogl_rectangle (box->x1, box->y1, box->x2, box->y2); return; } CoglHandle material; material = cogl_material_new (); cogl_material_set_layer (material, 0, texture); cogl_material_set_color4ub (material, paint_opacity, paint_opacity, paint_opacity, paint_opacity); cogl_set_source (material); cogl_rectangle (box->x1, box->y1, box->x2, box->y2); cogl_handle_unref (material); } static void st_theme_node_paint_borders (StThemeNode *node, const ClutterActorBox *box, guint8 paint_opacity) { float width, height; int border_width; int border_radius; int max_width_radius; ClutterColor border_color; CoglHandle material; width = box->x2 - box->x1; height = box->y2 - box->y1; get_arbitrary_border (node, &border_width, &border_color); border_radius = node->border_radius[ST_CORNER_TOPLEFT]; max_width_radius = MAX(border_width, border_radius); /* borders */ if (border_width > 0) { ClutterColor effective_border; over (&border_color, &node->background_color, &effective_border); cogl_set_source_color4ub (effective_border.red, effective_border.green, effective_border.blue, paint_opacity * effective_border.alpha / 255); if (border_radius > 0) /* skip corners */ { /* NORTH */ cogl_rectangle (max_width_radius, 0, width - max_width_radius, border_width); /* EAST */ cogl_rectangle (width - border_width, max_width_radius, width, height - max_width_radius); /* SOUTH */ cogl_rectangle (max_width_radius, height - border_width, width - max_width_radius, height); /* WEST */ cogl_rectangle (0, max_width_radius, border_width, height - max_width_radius); } else /* include corners */ { /* NORTH */ cogl_rectangle (0, 0, width, border_width); /* EAST */ cogl_rectangle (width - border_width, border_width, width, height - border_width); /* SOUTH */ cogl_rectangle (0, height - border_width, width, height); /* WEST */ cogl_rectangle (0, border_width, border_width, height - border_width); } } /* corners */ if (node->corner_texture != COGL_INVALID_HANDLE) { material = cogl_material_new (); cogl_material_set_layer (material, 0, node->corner_texture); cogl_material_set_color4ub (material, paint_opacity, paint_opacity, paint_opacity, paint_opacity); cogl_set_source (material); cogl_rectangle_with_texture_coords (0, 0, max_width_radius, max_width_radius, 0, 0, 0.5, 0.5); cogl_rectangle_with_texture_coords (width - max_width_radius, 0, width, max_width_radius, 0.5, 0, 1, 0.5); cogl_rectangle_with_texture_coords (width - max_width_radius, height - max_width_radius, width, height, 0.5, 0.5, 1, 1); cogl_rectangle_with_texture_coords (0, height - max_width_radius, max_width_radius, height, 0, 0.5, 0.5, 1); cogl_handle_unref (material); } /* background color */ cogl_set_source_color4ub (node->background_color.red, node->background_color.green, node->background_color.blue, paint_opacity * node->background_color.alpha / 255); if (border_radius > border_width) { /* Once we've drawn the borders and corners, if the corners are bigger * the the border width, the remaining area is shaped like * * ######## * ########## * ########## * ######## * * We draw it in 3 pieces - first the top and bottom, then the main * rectangle */ cogl_rectangle (border_radius, border_width, width - border_radius, border_radius); cogl_rectangle (border_radius, height - border_radius, width - border_radius, height - border_width); } cogl_rectangle (border_width, max_width_radius, width - border_width, height - max_width_radius); } static void st_theme_node_paint_sliced_border_image (StThemeNode *node, const ClutterActorBox *box, guint8 paint_opacity) { gfloat ex, ey; gfloat tx1, ty1, tx2, ty2; gint border_left, border_right, border_top, border_bottom; float img_width, img_height; StBorderImage *border_image; CoglHandle material; border_image = st_theme_node_get_border_image (node); g_assert (border_image != NULL); st_border_image_get_borders (border_image, &border_left, &border_right, &border_top, &border_bottom); img_width = cogl_texture_get_width (node->border_texture); img_height = cogl_texture_get_height (node->border_texture); tx1 = border_left / img_width; tx2 = (img_width - border_right) / img_width; ty1 = border_top / img_height; ty2 = (img_height - border_bottom) / img_height; ex = node->alloc_width - border_right; if (ex < 0) ex = border_right; /* FIXME ? */ ey = node->alloc_height - border_bottom; if (ey < 0) ey = border_bottom; /* FIXME ? */ material = cogl_material_new (); cogl_material_set_layer (material, 0, node->border_texture); cogl_material_set_color4ub (material, paint_opacity, paint_opacity, paint_opacity, paint_opacity); cogl_set_source (material); { GLfloat rectangles[] = { /* top left corner */ 0, 0, border_left, border_top, 0.0, 0.0, tx1, ty1, /* top middle */ border_left, 0, ex, border_top, tx1, 0.0, tx2, ty1, /* top right */ ex, 0, node->alloc_width, border_top, tx2, 0.0, 1.0, ty1, /* mid left */ 0, border_top, border_left, ey, 0.0, ty1, tx1, ty2, /* center */ border_left, border_top, ex, ey, tx1, ty1, tx2, ty2, /* mid right */ ex, border_top, node->alloc_width, ey, tx2, ty1, 1.0, ty2, /* bottom left */ 0, ey, border_left, node->alloc_height, 0.0, ty2, tx1, 1.0, /* bottom center */ border_left, ey, ex, node->alloc_height, tx1, ty2, tx2, 1.0, /* bottom right */ ex, ey, node->alloc_width, node->alloc_height, tx2, ty2, 1.0, 1.0 }; cogl_rectangles_with_texture_coords (rectangles, 9); } cogl_handle_unref (material); } void st_theme_node_paint (StThemeNode *node, const ClutterActorBox *box, guint8 paint_opacity) { float width, height; ClutterActorBox allocation; /* Some things take an ActorBox, some things just width/height */ width = box->x2 - box->x1; height = box->y2 - box->y1; allocation.x1 = allocation.y1 = 0; allocation.x2 = width; allocation.y2 = height; if (node->alloc_width != width || node->alloc_height != height) st_theme_node_render_resources (node, width, height); /* Rough notes about the relationship of borders and backgrounds in CSS3; * see http://www.w3.org/TR/css3-background/ for more accurate details. * * - Things are drawn in 4 layers, from the bottom: * Background color * Background image * Border color or border image * Content * - The background color, gradient and image extend to and are clipped by * the edge of the border area, so will be rounded if the border is * rounded. (CSS3 background-clip property modifies this) * - The border image replaces what would normally be drawn by the border * - The border image is not clipped by a rounded border-radius * - The border radius rounds the background even if the border is * zero width or a border image is being used. * * Deviations from the above as implemented here: * - Nonuniform border widths combined with a non-zero border radius result * in the border radius being ignored * - The combination of border image and a non-zero border radius is * not supported; the background color will be drawn with square * corners. * - The combination of border image and a background gradient is not * supported; the background will be drawn as a solid color * - The background image is drawn above the border color or image, * not below it. * - We don't clip the background image to the (rounded) border area. * * The first three allow us to always draw with no more than a single * border_image and a single background image above it. */ if (node->border_texture != COGL_INVALID_HANDLE) { /* Gradients and border images are mutually exclusive at this time */ if (node->background_gradient_type != ST_GRADIENT_NONE) paint_texture_with_opacity (node->border_texture, &allocation, paint_opacity); else st_theme_node_paint_sliced_border_image (node, &allocation, paint_opacity); } else st_theme_node_paint_borders (node, box, paint_opacity); if (node->background_texture != COGL_INVALID_HANDLE) { ClutterActorBox background_box; get_background_position (node, &allocation, &background_box); /* CSS based drop shadows * * Drop shadows in ST are modelled after the CSS3 box-shadow property; * see http://www.css3.info/preview/box-shadow/ for a detailed description. * * While the syntax of the property is mostly identical - we do not support * multiple shadows and allow for a more liberal placement of the color * parameter - its interpretation defers significantly in that the shadow's * shape is not determined by the bounding box, but by the CSS background * image (we could exend this in the future to take other CSS properties * like boder and background color into account). */ if (node->shadow_material != COGL_INVALID_HANDLE) { StShadow *shadow_spec; ClutterActorBox shadow_box; shadow_spec = node->shadow; shadow_box.x1 = background_box.x1 + shadow_spec->xoffset - shadow_spec->blur; shadow_box.y1 = background_box.y1 + shadow_spec->yoffset - shadow_spec->blur; shadow_box.x2 = background_box.x2 + shadow_spec->xoffset + shadow_spec->blur; shadow_box.y2 = background_box.y2 + shadow_spec->yoffset + shadow_spec->blur; cogl_material_set_color4ub (node->shadow_material, paint_opacity, paint_opacity, paint_opacity, paint_opacity); cogl_set_source (node->shadow_material); cogl_rectangle_with_texture_coords (shadow_box.x1, shadow_box.y1, shadow_box.x2, shadow_box.y2, 0, 0, 1, 1); } paint_texture_with_opacity (node->background_texture, &background_box, paint_opacity); } }