gnome-shell/src/st/st-theme-node-drawing.c
Martin Szulecki 5226d8b086 st: Init framebuffer early to fix gnome-shell crash on NVIDIA drivers
Checking offscreen for COGL_INVALID_HANDLE is not sufficient,
as cogl_offscreen_new_with_texture doesn't initialize framebuffer
objects but lets Cogl solve this the lazy way.
cogl_offscreen_new_with_texture will never return COGL_INVALID_HANDLE
anyways.

https://bugzilla.gnome.org/show_bug.cgi?id=764898
2016-05-17 15:00:04 +02:00

2754 lines
97 KiB
C

/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* st-theme-node-drawing.c: Code to draw themed elements
*
* Copyright 2009, 2010 Red Hat, Inc.
* Copyright 2009, 2010 Florian Müllner
* Copyright 2010 Intel Corporation.
* Copyright 2011 Quentin "Sardem FF7" Glidic
*
* Contains code derived from:
* rectangle.c: Rounded rectangle.
* Copyright 2008 litl, LLC.
* st-texture-frame.h: Expandible texture actor
* Copyright 2007 OpenedHand
* Copyright 2009 Intel Corporation.
*
* This program is free software; you can redistribute it and/or modify it
* under the terms and conditions of the GNU Lesser General Public License,
* version 2.1, as published by the Free Software Foundation.
*
* This program is distributed in the hope it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for
* more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <stdlib.h>
#include <math.h>
#include "st-shadow.h"
#include "st-private.h"
#include "st-theme-private.h"
#include "st-theme-context.h"
#include "st-texture-cache.h"
#include "st-theme-node-private.h"
/****
* 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 void
elliptical_arc (cairo_t *cr,
double x_center,
double y_center,
double x_radius,
double y_radius,
double angle1,
double angle2)
{
cairo_save (cr);
cairo_translate (cr, x_center, y_center);
cairo_scale (cr, x_radius, y_radius);
cairo_arc (cr, 0, 0, 1.0, angle1, angle2);
cairo_restore (cr);
}
static CoglHandle
create_corner_material (StCornerSpec *corner)
{
ClutterBackend *backend = clutter_get_default_backend ();
CoglContext *ctx = clutter_backend_get_cogl_context (backend);
CoglError *error = NULL;
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);
if (max_border_width <= corner->radius)
{
double x_radius, y_radius;
if (max_border_width != 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.);
x_radius = 0.5 * (1.0 - (double) corner->border_width_2 / corner->radius);
y_radius = 0.5 * (1.0 - (double) corner->border_width_1 / corner->radius);
/* TOPRIGHT */
elliptical_arc (cr,
0.5, 0.5,
x_radius, y_radius,
3 * M_PI / 2, 2 * M_PI);
/* BOTTOMRIGHT */
elliptical_arc (cr,
0.5, 0.5,
x_radius, y_radius,
0, M_PI / 2);
/* TOPLEFT */
elliptical_arc (cr,
0.5, 0.5,
x_radius, y_radius,
M_PI, 3 * M_PI / 2);
/* BOTTOMLEFT */
elliptical_arc (cr,
0.5, 0.5,
x_radius, y_radius,
M_PI / 2, M_PI);
cairo_fill (cr);
}
else
{
double radius;
radius = (gdouble)corner->radius / max_border_width;
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 (cogl_texture_2d_new_from_data (ctx, size, size,
CLUTTER_CAIRO_FORMAT_ARGB32,
rowstride,
data,
&error));
if (error)
{
g_warning ("Failed to allocate texture: %s", error->message);
cogl_error_free (error);
}
g_free (data);
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);
}
static CoglHandle
load_corner (StTextureCache *cache,
const char *key,
void *datap,
GError **error)
{
return create_corner_material ((StCornerSpec *) datap);
}
/* 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);
}
/*
* st_theme_node_reduce_border_radius:
* @node: a #StThemeNode
* @width: The width of the box
* @height: The height of the box
* @corners: (array length=4) (out): reduced corners
*
* Implements the corner overlap algorithm mentioned at
* http://www.w3.org/TR/css3-background/#corner-overlap
*/
static void
st_theme_node_reduce_border_radius (StThemeNode *node,
float width,
float height,
guint *corners)
{
gfloat scale;
guint sum;
scale = 1.0;
/* top */
sum = node->border_radius[ST_CORNER_TOPLEFT]
+ node->border_radius[ST_CORNER_TOPRIGHT];
if (sum > 0)
scale = MIN (width / sum, scale);
/* right */
sum = node->border_radius[ST_CORNER_TOPRIGHT]
+ node->border_radius[ST_CORNER_BOTTOMRIGHT];
if (sum > 0)
scale = MIN (height / sum, scale);
/* bottom */
sum = node->border_radius[ST_CORNER_BOTTOMLEFT]
+ node->border_radius[ST_CORNER_BOTTOMRIGHT];
if (sum > 0)
scale = MIN (width / sum, scale);
/* left */
sum = node->border_radius[ST_CORNER_BOTTOMLEFT]
+ node->border_radius[ST_CORNER_TOPLEFT];
if (sum > 0)
scale = MIN (height / sum, scale);
corners[ST_CORNER_TOPLEFT] = node->border_radius[ST_CORNER_TOPLEFT] * scale;
corners[ST_CORNER_TOPRIGHT] = node->border_radius[ST_CORNER_TOPRIGHT] * scale;
corners[ST_CORNER_BOTTOMLEFT] = node->border_radius[ST_CORNER_BOTTOMLEFT] * scale;
corners[ST_CORNER_BOTTOMRIGHT] = node->border_radius[ST_CORNER_BOTTOMRIGHT] * scale;
}
static void
st_theme_node_get_corner_border_widths (StThemeNode *node,
StCorner corner_id,
guint *border_width_1,
guint *border_width_2)
{
switch (corner_id)
{
case ST_CORNER_TOPLEFT:
if (border_width_1)
*border_width_1 = node->border_width[ST_SIDE_TOP];
if (border_width_2)
*border_width_2 = node->border_width[ST_SIDE_LEFT];
break;
case ST_CORNER_TOPRIGHT:
if (border_width_1)
*border_width_1 = node->border_width[ST_SIDE_TOP];
if (border_width_2)
*border_width_2 = node->border_width[ST_SIDE_RIGHT];
break;
case ST_CORNER_BOTTOMRIGHT:
if (border_width_1)
*border_width_1 = node->border_width[ST_SIDE_BOTTOM];
if (border_width_2)
*border_width_2 = node->border_width[ST_SIDE_RIGHT];
break;
case ST_CORNER_BOTTOMLEFT:
if (border_width_1)
*border_width_1 = node->border_width[ST_SIDE_BOTTOM];
if (border_width_2)
*border_width_2 = node->border_width[ST_SIDE_LEFT];
break;
default:
g_assert_not_reached();
break;
}
}
static CoglHandle
st_theme_node_lookup_corner (StThemeNode *node,
float width,
float height,
StCorner corner_id)
{
CoglHandle texture, material = COGL_INVALID_HANDLE;
char *key;
StTextureCache *cache;
StCornerSpec corner;
guint radius[4];
cache = st_texture_cache_get_default ();
st_theme_node_reduce_border_radius (node, width, height, radius);
if (radius[corner_id] == 0)
return COGL_INVALID_HANDLE;
corner.radius = radius[corner_id];
corner.color = node->background_color;
st_theme_node_get_corner_border_widths (node, corner_id,
&corner.border_width_1,
&corner.border_width_2);
switch (corner_id)
{
case ST_CORNER_TOPLEFT:
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:
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:
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:
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;
default:
g_assert_not_reached();
break;
}
if (corner.color.alpha == 0 &&
corner.border_color_1.alpha == 0 &&
corner.border_color_2.alpha == 0)
return COGL_INVALID_HANDLE;
key = corner_to_string (&corner);
texture = st_texture_cache_load (cache, key, ST_TEXTURE_CACHE_POLICY_NONE, load_corner, &corner, NULL);
if (texture)
{
material = _st_create_texture_pipeline (texture);
cogl_handle_unref (texture);
}
g_free (key);
return material;
}
static void
get_background_scale (StThemeNode *node,
gdouble painting_area_width,
gdouble painting_area_height,
gdouble background_image_width,
gdouble background_image_height,
gdouble *scale_w,
gdouble *scale_h)
{
*scale_w = -1.0;
*scale_h = -1.0;
switch (node->background_size)
{
case ST_BACKGROUND_SIZE_AUTO:
*scale_w = 1.0;
break;
case ST_BACKGROUND_SIZE_CONTAIN:
*scale_w = MIN (painting_area_width / background_image_width,
painting_area_height / background_image_height);
break;
case ST_BACKGROUND_SIZE_COVER:
*scale_w = MAX (painting_area_width / background_image_width,
painting_area_height / background_image_height);
break;
case ST_BACKGROUND_SIZE_FIXED:
if (node->background_size_w > -1)
{
*scale_w = node->background_size_w / background_image_width;
if (node->background_size_h > -1)
*scale_h = node->background_size_h / background_image_height;
}
else if (node->background_size_h > -1)
*scale_w = node->background_size_h / background_image_height;
break;
default:
g_assert_not_reached();
break;
}
if (*scale_h < 0.0)
*scale_h = *scale_w;
}
static void
get_background_coordinates (StThemeNode *node,
gdouble painting_area_width,
gdouble painting_area_height,
gdouble background_image_width,
gdouble background_image_height,
gdouble *x,
gdouble *y)
{
/* honor the specified position if any */
if (node->background_position_set)
{
*x = node->background_position_x;
*y = node->background_position_y;
}
else
{
/* center the background on the widget */
*x = (painting_area_width / 2.0) - (background_image_width / 2.0);
*y = (painting_area_height / 2.0) - (background_image_height / 2.0);
}
}
static void
get_background_position (StThemeNode *self,
const ClutterActorBox *allocation,
ClutterActorBox *result,
ClutterActorBox *texture_coords)
{
gdouble painting_area_width, painting_area_height;
gdouble background_image_width, background_image_height;
gdouble x1, y1;
gdouble scale_w, scale_h;
/* get the background image size */
background_image_width = cogl_texture_get_width (self->background_texture);
background_image_height = cogl_texture_get_height (self->background_texture);
/* get the painting area size */
painting_area_width = allocation->x2 - allocation->x1;
painting_area_height = allocation->y2 - allocation->y1;
/* scale if requested */
get_background_scale (self,
painting_area_width, painting_area_height,
background_image_width, background_image_height,
&scale_w, &scale_h);
background_image_width *= scale_w;
background_image_height *= scale_h;
/* get coordinates */
get_background_coordinates (self,
painting_area_width, painting_area_height,
background_image_width, background_image_height,
&x1, &y1);
if (self->background_repeat)
{
gdouble width = allocation->x2 - allocation->x1 + x1;
gdouble height = allocation->y2 - allocation->y1 + y1;
*result = *allocation;
/* reference image is at x1, y1 */
texture_coords->x1 = x1 / background_image_width;
texture_coords->y1 = y1 / background_image_height;
texture_coords->x2 = width / background_image_width;
texture_coords->y2 = height / background_image_height;
}
else
{
result->x1 = x1;
result->y1 = y1;
result->x2 = x1 + background_image_width;
result->y2 = y1 + background_image_height;
texture_coords->x1 = texture_coords->y1 = 0;
texture_coords->x2 = texture_coords->y2 = 1;
}
}
/* Use of this function marks code which doesn't support
* non-uniform colors.
*/
static void
get_arbitrary_border_color (StThemeNode *node,
ClutterColor *color)
{
if (color)
st_theme_node_get_border_color (node, ST_SIDE_TOP, color);
}
static gboolean
st_theme_node_has_visible_outline (StThemeNode *node)
{
if (node->background_color.alpha > 0)
return TRUE;
if (node->background_gradient_end.alpha > 0)
return TRUE;
if (node->border_radius[ST_CORNER_TOPLEFT] > 0 ||
node->border_radius[ST_CORNER_TOPRIGHT] > 0 ||
node->border_radius[ST_CORNER_BOTTOMLEFT] > 0 ||
node->border_radius[ST_CORNER_BOTTOMRIGHT] > 0)
return TRUE;
if (node->border_width[ST_SIDE_TOP] > 0 ||
node->border_width[ST_SIDE_LEFT] > 0 ||
node->border_width[ST_SIDE_RIGHT] > 0 ||
node->border_width[ST_SIDE_BOTTOM] > 0)
return TRUE;
return FALSE;
}
static cairo_pattern_t *
create_cairo_pattern_of_background_gradient (StThemeNode *node,
float width,
float height)
{
cairo_pattern_t *pattern;
g_return_val_if_fail (node->background_gradient_type != ST_GRADIENT_NONE,
NULL);
if (node->background_gradient_type == ST_GRADIENT_VERTICAL)
pattern = cairo_pattern_create_linear (0, 0, 0, height);
else if (node->background_gradient_type == ST_GRADIENT_HORIZONTAL)
pattern = cairo_pattern_create_linear (0, 0, width, 0);
else
{
gdouble cx, cy;
cx = width / 2.;
cy = 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.);
return pattern;
}
static cairo_pattern_t *
create_cairo_pattern_of_background_image (StThemeNode *node,
float width,
float height,
gboolean *needs_background_fill)
{
cairo_surface_t *surface;
cairo_pattern_t *pattern;
cairo_content_t content;
cairo_matrix_t matrix;
GFile *file;
StTextureCache *texture_cache;
gdouble background_image_width, background_image_height;
gdouble x, y;
gdouble scale_w, scale_h;
int scale_factor;
file = st_theme_node_get_background_image (node);
texture_cache = st_texture_cache_get_default ();
g_object_get (node->context, "scale-factor", &scale_factor, NULL);
surface = st_texture_cache_load_file_to_cairo_surface (texture_cache, file, scale_factor);
if (surface == NULL)
return NULL;
g_assert (cairo_surface_get_type (surface) == CAIRO_SURFACE_TYPE_IMAGE);
content = cairo_surface_get_content (surface);
pattern = cairo_pattern_create_for_surface (surface);
background_image_width = cairo_image_surface_get_width (surface);
background_image_height = cairo_image_surface_get_height (surface);
*needs_background_fill = TRUE;
cairo_matrix_init_identity (&matrix);
get_background_scale (node,
width, height,
background_image_width, background_image_height,
&scale_w, &scale_h);
if ((scale_w != 1) || (scale_h != 1))
cairo_matrix_scale (&matrix, 1.0/scale_w, 1.0/scale_h);
background_image_width *= scale_w;
background_image_height *= scale_h;
get_background_coordinates (node,
width, height,
background_image_width, background_image_height,
&x, &y);
cairo_matrix_translate (&matrix, -x, -y);
if (node->background_repeat)
cairo_pattern_set_extend (pattern, CAIRO_EXTEND_REPEAT);
/* If it's opaque, fills up the entire allocated
* area, then don't bother doing a background fill first
*/
if (content != CAIRO_CONTENT_COLOR_ALPHA)
{
if (node->background_repeat ||
(x >= 0 &&
y >= 0 &&
background_image_width - x >= width &&
background_image_height -y >= height))
*needs_background_fill = FALSE;
}
cairo_pattern_set_matrix (pattern, &matrix);
return pattern;
}
/* fill_exterior = TRUE means that pattern is a surface pattern and
* we should extend the pattern with a solid fill from its edges.
* This is a bit of a hack; the alternative would be to make the
* surface of the surface pattern 1 pixel bigger and use CAIRO_EXTEND_PAD.
*/
static void
paint_shadow_pattern_to_cairo_context (StShadow *shadow_spec,
cairo_pattern_t *pattern,
gboolean fill_exterior,
cairo_t *cr,
cairo_path_t *interior_path,
cairo_path_t *outline_path)
{
/* If there are borders, clip the shadow to the interior
* of the borders; if there is a visible outline, clip the shadow to
* that outline
*/
cairo_path_t *path = (interior_path != NULL) ? interior_path : outline_path;
double x1, x2, y1, y2;
/* fill_exterior only makes sense if we're clipping the shadow - filling
* to the edges of the surface would be silly */
g_assert (!(fill_exterior && path == NULL));
cairo_save (cr);
if (path != NULL)
{
cairo_append_path (cr, path);
/* There's no way to invert a path in cairo, so we need bounds for
* the area we are drawing in order to create the "exterior" region.
* Pixel align to hit fast paths.
*/
if (fill_exterior)
{
cairo_path_extents (cr, &x1, &y1, &x2, &y2);
x1 = floor (x1);
y1 = floor (y1);
x2 = ceil (x2);
y2 = ceil (y2);
}
cairo_clip (cr);
}
cairo_set_source_rgba (cr,
shadow_spec->color.red / 255.0,
shadow_spec->color.green / 255.0,
shadow_spec->color.blue / 255.0,
shadow_spec->color.alpha / 255.0);
if (fill_exterior)
{
cairo_surface_t *surface;
int width, height;
cairo_matrix_t matrix;
cairo_save (cr);
/* Start with a rectangle enclosing the bounds of the clipped
* region */
cairo_rectangle (cr, x1, y1, x2 - x1, y2 - y1);
/* Then subtract out the bounds of the surface in the surface
* pattern; we transform the context by the inverse of the
* pattern matrix to get to surface coordinates */
if (cairo_pattern_get_surface (pattern, &surface) != CAIRO_STATUS_SUCCESS)
/* Something went wrong previously */
goto no_surface;
width = cairo_image_surface_get_width (surface);
height = cairo_image_surface_get_height (surface);
cairo_pattern_get_matrix (pattern, &matrix);
cairo_matrix_invert (&matrix);
cairo_transform (cr, &matrix);
cairo_rectangle (cr, 0, height, width, - height);
cairo_fill (cr);
no_surface:
cairo_restore (cr);
}
cairo_mask (cr, pattern);
cairo_restore (cr);
}
static void
paint_background_image_shadow_to_cairo_context (StThemeNode *node,
StShadow *shadow_spec,
cairo_pattern_t *pattern,
cairo_t *cr,
cairo_path_t *interior_path,
cairo_path_t *outline_path,
int x,
int y,
int width,
int height)
{
cairo_pattern_t *shadow_pattern;
g_assert (shadow_spec != NULL);
g_assert (pattern != NULL);
if (outline_path != NULL)
{
cairo_surface_t *clipped_surface;
cairo_pattern_t *clipped_pattern;
cairo_t *temp_cr;
/* Prerender the pattern to a temporary surface,
* so it's properly clipped before we create a shadow from it
*/
clipped_surface = cairo_image_surface_create (CAIRO_FORMAT_ARGB32, width, height);
temp_cr = cairo_create (clipped_surface);
cairo_set_operator (temp_cr, CAIRO_OPERATOR_CLEAR);
cairo_paint (temp_cr);
cairo_set_operator (temp_cr, CAIRO_OPERATOR_SOURCE);
if (interior_path != NULL)
{
cairo_append_path (temp_cr, interior_path);
cairo_clip (temp_cr);
}
cairo_append_path (temp_cr, outline_path);
cairo_translate (temp_cr, x, y);
cairo_set_source (temp_cr, pattern);
cairo_clip (temp_cr);
cairo_paint (temp_cr);
cairo_destroy (temp_cr);
clipped_pattern = cairo_pattern_create_for_surface (clipped_surface);
cairo_surface_destroy (clipped_surface);
shadow_pattern = _st_create_shadow_cairo_pattern (shadow_spec,
clipped_pattern);
cairo_pattern_destroy (clipped_pattern);
}
else
{
shadow_pattern = _st_create_shadow_cairo_pattern (shadow_spec,
pattern);
}
paint_shadow_pattern_to_cairo_context (shadow_spec,
shadow_pattern, FALSE,
cr,
interior_path,
outline_path);
cairo_pattern_destroy (shadow_pattern);
}
/* gets the extents of a cairo_path_t; slightly inefficient, but much simpler than
* computing from the raw path data */
static void
path_extents (cairo_path_t *path,
double *x1,
double *y1,
double *x2,
double *y2)
{
cairo_surface_t *dummy = cairo_image_surface_create (CAIRO_FORMAT_A8, 1, 1);
cairo_t *cr = cairo_create (dummy);
cairo_append_path (cr, path);
cairo_path_extents (cr, x1, y1, x2, y2);
cairo_destroy (cr);
cairo_surface_destroy (dummy);
}
static void
paint_inset_box_shadow_to_cairo_context (StThemeNode *node,
StShadow *shadow_spec,
cairo_t *cr,
cairo_path_t *shadow_outline)
{
cairo_surface_t *shadow_surface;
cairo_pattern_t *shadow_pattern;
double extents_x1, extents_y1, extents_x2, extents_y2;
double shrunk_extents_x1, shrunk_extents_y1, shrunk_extents_x2, shrunk_extents_y2;
gboolean fill_exterior;
g_assert (shadow_spec != NULL);
g_assert (shadow_outline != NULL);
/* Create the pattern used to create the inset shadow; as the shadow
* should be drawn as if everything outside the outline was opaque,
* we use a temporary surface to draw the background as a solid shape,
* which is inverted when creating the shadow pattern.
*/
/* First we need to find the size of the temporary surface
*/
path_extents (shadow_outline,
&extents_x1, &extents_y1, &extents_x2, &extents_y2);
/* Shrink the extents by the spread, and offset */
shrunk_extents_x1 = extents_x1 + shadow_spec->xoffset + shadow_spec->spread;
shrunk_extents_y1 = extents_y1 + shadow_spec->yoffset + shadow_spec->spread;
shrunk_extents_x2 = extents_x2 + shadow_spec->xoffset - shadow_spec->spread;
shrunk_extents_y2 = extents_y2 + shadow_spec->yoffset - shadow_spec->spread;
if (shrunk_extents_x1 >= shrunk_extents_x2 || shrunk_extents_y1 >= shrunk_extents_x2)
{
/* Shadow occupies entire area within border */
shadow_pattern = cairo_pattern_create_rgb (0., 0., 0.);
fill_exterior = FALSE;
}
else
{
/* Bounds of temporary surface */
int surface_x = floor (shrunk_extents_x1);
int surface_y = floor (shrunk_extents_y1);
int surface_width = ceil (shrunk_extents_x2) - surface_x;
int surface_height = ceil (shrunk_extents_y2) - surface_y;
/* Center of the original path */
double x_center = (extents_x1 + extents_x2) / 2;
double y_center = (extents_y1 + extents_y2) / 2;
cairo_pattern_t *pattern;
cairo_t *temp_cr;
cairo_matrix_t matrix;
shadow_surface = cairo_image_surface_create (CAIRO_FORMAT_A8, surface_width, surface_height);
temp_cr = cairo_create (shadow_surface);
/* Match the coordinates in the temporary context to the parent context */
cairo_translate (temp_cr, - surface_x, - surface_y);
/* Shadow offset */
cairo_translate (temp_cr, shadow_spec->xoffset, shadow_spec->yoffset);
/* Scale the path around the center to match the shrunk bounds */
cairo_translate (temp_cr, x_center, y_center);
cairo_scale (temp_cr,
(shrunk_extents_x2 - shrunk_extents_x1) / (extents_x2 - extents_x1),
(shrunk_extents_y2 - shrunk_extents_y1) / (extents_y2 - extents_y1));
cairo_translate (temp_cr, - x_center, - y_center);
cairo_append_path (temp_cr, shadow_outline);
cairo_fill (temp_cr);
cairo_destroy (temp_cr);
pattern = cairo_pattern_create_for_surface (shadow_surface);
cairo_surface_destroy (shadow_surface);
/* The pattern needs to be offset back to coordinates in the parent context */
cairo_matrix_init_translate (&matrix, - surface_x, - surface_y);
cairo_pattern_set_matrix (pattern, &matrix);
shadow_pattern = _st_create_shadow_cairo_pattern (shadow_spec, pattern);
fill_exterior = TRUE;
cairo_pattern_destroy (pattern);
}
paint_shadow_pattern_to_cairo_context (shadow_spec,
shadow_pattern, fill_exterior,
cr,
shadow_outline,
NULL);
cairo_pattern_destroy (shadow_pattern);
}
/* In order for borders to be smoothly blended with non-solid backgrounds,
* we need to use cairo. This function is a slow fallback path for those
* cases (gradients, background images, etc).
*/
static CoglHandle
st_theme_node_prerender_background (StThemeNode *node,
float actor_width,
float actor_height)
{
ClutterBackend *backend = clutter_get_default_backend ();
CoglContext *ctx = clutter_backend_get_cogl_context (backend);
CoglError *error = NULL;
StBorderImage *border_image;
CoglHandle texture;
guint radius[4];
int i;
cairo_t *cr;
cairo_surface_t *surface;
StShadow *shadow_spec;
StShadow *box_shadow_spec;
cairo_pattern_t *pattern = NULL;
cairo_path_t *outline_path = NULL;
gboolean draw_solid_background = TRUE;
gboolean background_is_translucent;
gboolean interior_dirty;
gboolean draw_background_image_shadow = FALSE;
gboolean has_visible_outline;
ClutterColor border_color;
guint border_width[4];
guint rowstride;
guchar *data;
ClutterActorBox actor_box;
ClutterActorBox paint_box;
cairo_path_t *interior_path = NULL;
float width, height;
border_image = st_theme_node_get_border_image (node);
shadow_spec = st_theme_node_get_background_image_shadow (node);
box_shadow_spec = st_theme_node_get_box_shadow (node);
actor_box.x1 = 0;
actor_box.x2 = actor_width;
actor_box.y1 = 0;
actor_box.y2 = actor_height;
/* If there's a background image shadow, we
* may need to create an image bigger than the nodes
* allocation
*/
st_theme_node_get_background_paint_box (node, &actor_box, &paint_box);
/* translate the boxes so the paint box is at 0,0
*/
actor_box.x1 += - paint_box.x1;
actor_box.x2 += - paint_box.x1;
actor_box.y1 += - paint_box.y1;
actor_box.y2 += - paint_box.y1;
width = paint_box.x2 - paint_box.x1;
height = paint_box.y2 - paint_box.y1;
rowstride = cairo_format_stride_for_width (CAIRO_FORMAT_ARGB32, width);
data = g_new0 (guchar, height * rowstride);
/* We zero initialize the destination memory, so it's fully transparent
* by default.
*/
interior_dirty = FALSE;
surface = cairo_image_surface_create_for_data (data,
CAIRO_FORMAT_ARGB32,
width, height,
rowstride);
cr = cairo_create (surface);
/* TODO - support non-uniform border colors */
get_arbitrary_border_color (node, &border_color);
st_theme_node_reduce_border_radius (node, width, height, radius);
for (i = 0; i < 4; i++)
border_width[i] = st_theme_node_get_border_width (node, i);
/* Note we don't support translucent background images on top
* of gradients. It's strictly either/or.
*/
if (node->background_gradient_type != ST_GRADIENT_NONE)
{
pattern = create_cairo_pattern_of_background_gradient (node, width, height);
draw_solid_background = FALSE;
/* If the gradient has any translucent areas, we need to
* erase the interior region before drawing, so that we show
* what's actually under the gradient and not whatever is
* left over from filling the border, etc.
*/
if (node->background_color.alpha < 255 ||
node->background_gradient_end.alpha < 255)
background_is_translucent = TRUE;
else
background_is_translucent = FALSE;
}
else
{
GFile *background_image;
background_image = st_theme_node_get_background_image (node);
if (background_image != NULL)
{
pattern = create_cairo_pattern_of_background_image (node, width, height,
&draw_solid_background);
if (shadow_spec && pattern != NULL)
draw_background_image_shadow = TRUE;
}
/* We never need to clear the interior region before drawing the
* background image, because it either always fills the entire area
* opaquely, or we draw the solid background behind it.
*/
background_is_translucent = FALSE;
}
if (pattern == NULL)
draw_solid_background = TRUE;
/* drawing the solid background implicitly clears the interior
* region, so if we're going to draw a solid background before drawing
* the background pattern, then we don't need to bother also clearing the
* background region.
*/
if (draw_solid_background)
background_is_translucent = FALSE;
has_visible_outline = st_theme_node_has_visible_outline (node);
/* Create a path for the background's outline first */
if (radius[ST_CORNER_TOPLEFT] > 0)
cairo_arc (cr,
actor_box.x1 + radius[ST_CORNER_TOPLEFT],
actor_box.y1 + radius[ST_CORNER_TOPLEFT],
radius[ST_CORNER_TOPLEFT], M_PI, 3 * M_PI / 2);
else
cairo_move_to (cr, actor_box.x1, actor_box.y1);
cairo_line_to (cr, actor_box.x2 - radius[ST_CORNER_TOPRIGHT], actor_box.x1);
if (radius[ST_CORNER_TOPRIGHT] > 0)
cairo_arc (cr,
actor_box.x2 - radius[ST_CORNER_TOPRIGHT],
actor_box.x1 + radius[ST_CORNER_TOPRIGHT],
radius[ST_CORNER_TOPRIGHT], 3 * M_PI / 2, 2 * M_PI);
cairo_line_to (cr, actor_box.x2, actor_box.y2 - radius[ST_CORNER_BOTTOMRIGHT]);
if (radius[ST_CORNER_BOTTOMRIGHT] > 0)
cairo_arc (cr,
actor_box.x2 - radius[ST_CORNER_BOTTOMRIGHT],
actor_box.y2 - radius[ST_CORNER_BOTTOMRIGHT],
radius[ST_CORNER_BOTTOMRIGHT], 0, M_PI / 2);
cairo_line_to (cr, actor_box.x1 + radius[ST_CORNER_BOTTOMLEFT], actor_box.y2);
if (radius[ST_CORNER_BOTTOMLEFT] > 0)
cairo_arc (cr,
actor_box.x1 + radius[ST_CORNER_BOTTOMLEFT],
actor_box.y2 - radius[ST_CORNER_BOTTOMLEFT],
radius[ST_CORNER_BOTTOMLEFT], M_PI / 2, M_PI);
cairo_close_path (cr);
outline_path = cairo_copy_path (cr);
/* If we have a solid border, we fill the outline shape with the border
* color and create the inline shape for the background;
* otherwise the outline shape is filled with the background
* directly
*/
if (border_image == NULL &&
(border_width[ST_SIDE_TOP] > 0 ||
border_width[ST_SIDE_RIGHT] > 0 ||
border_width[ST_SIDE_BOTTOM] > 0 ||
border_width[ST_SIDE_LEFT] > 0))
{
cairo_set_source_rgba (cr,
border_color.red / 255.,
border_color.green / 255.,
border_color.blue / 255.,
border_color.alpha / 255.);
cairo_fill (cr);
/* We were sloppy when filling in the border, and now the interior
* is filled with the border color, too.
*/
interior_dirty = TRUE;
if (radius[ST_CORNER_TOPLEFT] > MAX(border_width[ST_SIDE_TOP],
border_width[ST_SIDE_LEFT]))
elliptical_arc (cr,
actor_box.x1 + radius[ST_CORNER_TOPLEFT],
actor_box.y1 + radius[ST_CORNER_TOPLEFT],
radius[ST_CORNER_TOPLEFT] - border_width[ST_SIDE_LEFT],
radius[ST_CORNER_TOPLEFT] - border_width[ST_SIDE_TOP],
M_PI, 3 * M_PI / 2);
else
cairo_move_to (cr,
actor_box.x1 + border_width[ST_SIDE_LEFT],
actor_box.y1 + border_width[ST_SIDE_TOP]);
cairo_line_to (cr,
actor_box.x2 - MAX(radius[ST_CORNER_TOPRIGHT], border_width[ST_SIDE_RIGHT]),
actor_box.y1 + border_width[ST_SIDE_TOP]);
if (radius[ST_CORNER_TOPRIGHT] > MAX(border_width[ST_SIDE_TOP],
border_width[ST_SIDE_RIGHT]))
elliptical_arc (cr,
actor_box.x2 - radius[ST_CORNER_TOPRIGHT],
actor_box.y1 + radius[ST_CORNER_TOPRIGHT],
radius[ST_CORNER_TOPRIGHT] - border_width[ST_SIDE_RIGHT],
radius[ST_CORNER_TOPRIGHT] - border_width[ST_SIDE_TOP],
3 * M_PI / 2, 2 * M_PI);
else
cairo_line_to (cr,
actor_box.x2 - border_width[ST_SIDE_RIGHT],
actor_box.y1 + border_width[ST_SIDE_TOP]);
cairo_line_to (cr,
actor_box.x2 - border_width[ST_SIDE_RIGHT],
actor_box.y2 - MAX(radius[ST_CORNER_BOTTOMRIGHT], border_width[ST_SIDE_BOTTOM]));
if (radius[ST_CORNER_BOTTOMRIGHT] > MAX(border_width[ST_SIDE_BOTTOM],
border_width[ST_SIDE_RIGHT]))
elliptical_arc (cr,
actor_box.x2 - radius[ST_CORNER_BOTTOMRIGHT],
actor_box.y2 - radius[ST_CORNER_BOTTOMRIGHT],
radius[ST_CORNER_BOTTOMRIGHT] - border_width[ST_SIDE_RIGHT],
radius[ST_CORNER_BOTTOMRIGHT] - border_width[ST_SIDE_BOTTOM],
0, M_PI / 2);
else
cairo_line_to (cr,
actor_box.x2 - border_width[ST_SIDE_RIGHT],
actor_box.y2 - border_width[ST_SIDE_BOTTOM]);
cairo_line_to (cr,
MAX(radius[ST_CORNER_BOTTOMLEFT], border_width[ST_SIDE_LEFT]),
actor_box.y2 - border_width[ST_SIDE_BOTTOM]);
if (radius[ST_CORNER_BOTTOMLEFT] > MAX(border_width[ST_SIDE_BOTTOM],
border_width[ST_SIDE_LEFT]))
elliptical_arc (cr,
actor_box.x1 + radius[ST_CORNER_BOTTOMLEFT],
actor_box.y2 - radius[ST_CORNER_BOTTOMLEFT],
radius[ST_CORNER_BOTTOMLEFT] - border_width[ST_SIDE_LEFT],
radius[ST_CORNER_BOTTOMLEFT] - border_width[ST_SIDE_BOTTOM],
M_PI / 2, M_PI);
else
cairo_line_to (cr,
actor_box.x1 + border_width[ST_SIDE_LEFT],
actor_box.y2 - border_width[ST_SIDE_BOTTOM]);
cairo_close_path (cr);
interior_path = cairo_copy_path (cr);
/* clip drawing to the region inside of the borders
*/
cairo_clip (cr);
/* But fill the pattern as if it started at the edge of outline,
* behind the borders. This is similar to
* background-clip: border-box; semantics.
*/
cairo_append_path (cr, outline_path);
}
if (interior_dirty && background_is_translucent)
{
cairo_set_operator (cr, CAIRO_OPERATOR_CLEAR);
cairo_fill_preserve (cr);
cairo_set_operator (cr, CAIRO_OPERATOR_OVER);
}
if (draw_solid_background)
{
cairo_set_operator (cr, CAIRO_OPERATOR_SOURCE);
cairo_set_source_rgba (cr,
node->background_color.red / 255.,
node->background_color.green / 255.,
node->background_color.blue / 255.,
node->background_color.alpha / 255.);
cairo_fill_preserve (cr);
cairo_set_operator (cr, CAIRO_OPERATOR_OVER);
}
if (draw_background_image_shadow)
{
paint_background_image_shadow_to_cairo_context (node,
shadow_spec,
pattern,
cr,
interior_path,
has_visible_outline? outline_path : NULL,
actor_box.x1,
actor_box.y1,
width, height);
cairo_append_path (cr, outline_path);
}
cairo_translate (cr, actor_box.x1, actor_box.y1);
if (pattern != NULL)
{
cairo_set_source (cr, pattern);
cairo_fill (cr);
cairo_pattern_destroy (pattern);
}
if (box_shadow_spec && box_shadow_spec->inset)
{
paint_inset_box_shadow_to_cairo_context (node,
box_shadow_spec,
cr,
interior_path ? interior_path
: outline_path);
}
if (outline_path != NULL)
cairo_path_destroy (outline_path);
if (interior_path != NULL)
cairo_path_destroy (interior_path);
texture = COGL_TEXTURE (cogl_texture_2d_new_from_data (ctx, width, height,
CLUTTER_CAIRO_FORMAT_ARGB32,
rowstride,
data,
&error));
if (error)
{
g_warning ("Failed to allocate texture: %s", error->message);
cogl_error_free (error);
}
cairo_destroy (cr);
cairo_surface_destroy (surface);
g_free (data);
return texture;
}
static void st_theme_node_paint_borders (StThemeNodePaintState *state,
CoglFramebuffer *framebuffer,
const ClutterActorBox *box,
guint8 paint_opacity);
void
st_theme_node_invalidate_border_image (StThemeNode *node)
{
if (node->border_slices_texture != COGL_INVALID_HANDLE)
{
cogl_handle_unref (node->border_slices_texture);
node->border_slices_texture = COGL_INVALID_HANDLE;
}
if (node->border_slices_pipeline != COGL_INVALID_HANDLE)
{
cogl_handle_unref (node->border_slices_pipeline);
node->border_slices_pipeline = COGL_INVALID_HANDLE;
}
}
static gboolean
st_theme_node_load_border_image (StThemeNode *node)
{
if (node->border_slices_texture == COGL_INVALID_HANDLE)
{
StBorderImage *border_image;
GFile *file;
int scale_factor;
border_image = st_theme_node_get_border_image (node);
if (border_image == NULL)
goto out;
file = st_border_image_get_file (border_image);
g_object_get (node->context, "scale-factor", &scale_factor, NULL);
node->border_slices_texture = st_texture_cache_load_file_to_cogl_texture (st_texture_cache_get_default (),
file, scale_factor);
if (node->border_slices_texture == COGL_INVALID_HANDLE)
goto out;
node->border_slices_pipeline = _st_create_texture_pipeline (node->border_slices_texture);
}
out:
return node->border_slices_texture != COGL_INVALID_HANDLE;
}
void
st_theme_node_invalidate_background_image (StThemeNode *node)
{
if (node->background_texture != COGL_INVALID_HANDLE)
{
cogl_handle_unref (node->background_texture);
node->background_texture = COGL_INVALID_HANDLE;
}
if (node->background_pipeline != COGL_INVALID_HANDLE)
{
cogl_handle_unref (node->background_pipeline);
node->background_pipeline = COGL_INVALID_HANDLE;
}
if (node->background_shadow_pipeline != COGL_INVALID_HANDLE)
{
cogl_handle_unref (node->background_shadow_pipeline);
node->background_shadow_pipeline = COGL_INVALID_HANDLE;
}
}
static gboolean
st_theme_node_load_background_image (StThemeNode *node)
{
if (node->background_texture == COGL_INVALID_HANDLE)
{
GFile *background_image;
StShadow *background_image_shadow_spec;
int scale_factor;
background_image = st_theme_node_get_background_image (node);
if (background_image == NULL)
goto out;
g_object_get (node->context, "scale-factor", &scale_factor, NULL);
background_image_shadow_spec = st_theme_node_get_background_image_shadow (node);
node->background_texture = st_texture_cache_load_file_to_cogl_texture (st_texture_cache_get_default (),
background_image, scale_factor);
if (node->background_texture == COGL_INVALID_HANDLE)
goto out;
node->background_pipeline = _st_create_texture_pipeline (node->background_texture);
if (node->background_repeat)
cogl_pipeline_set_layer_wrap_mode (node->background_pipeline, 0,
COGL_PIPELINE_WRAP_MODE_REPEAT);
if (background_image_shadow_spec)
{
node->background_shadow_pipeline = _st_create_shadow_pipeline (background_image_shadow_spec,
node->background_texture);
}
}
out:
return node->background_texture != COGL_INVALID_HANDLE;
}
static void st_theme_node_prerender_shadow (StThemeNodePaintState *state);
static void
st_theme_node_render_resources (StThemeNodePaintState *state,
StThemeNode *node,
float width,
float height)
{
gboolean has_border;
gboolean has_border_radius;
gboolean has_inset_box_shadow;
gboolean has_large_corners;
StShadow *box_shadow_spec;
g_return_if_fail (width > 0 && height > 0);
/* 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_paint_state_free (state);
st_theme_node_paint_state_set_node (state, node);
state->alloc_width = width;
state->alloc_height = height;
_st_theme_node_ensure_background (node);
_st_theme_node_ensure_geometry (node);
box_shadow_spec = st_theme_node_get_box_shadow (node);
has_inset_box_shadow = box_shadow_spec && box_shadow_spec->inset;
if (node->border_width[ST_SIDE_TOP] > 0 ||
node->border_width[ST_SIDE_LEFT] > 0 ||
node->border_width[ST_SIDE_RIGHT] > 0 ||
node->border_width[ST_SIDE_BOTTOM] > 0)
has_border = TRUE;
else
has_border = FALSE;
if (node->border_radius[ST_CORNER_TOPLEFT] > 0 ||
node->border_radius[ST_CORNER_TOPRIGHT] > 0 ||
node->border_radius[ST_CORNER_BOTTOMLEFT] > 0 ||
node->border_radius[ST_CORNER_BOTTOMRIGHT] > 0)
has_border_radius = TRUE;
else
has_border_radius = FALSE;
/* The cogl code pads each corner to the maximum border radius,
* which results in overlapping corner areas if the radius
* exceeds the actor's halfsize, causing rendering errors.
* Fall back to cairo in these cases. */
has_large_corners = FALSE;
if (has_border_radius) {
guint border_radius[4];
int corner;
st_theme_node_reduce_border_radius (node, width, height, border_radius);
for (corner = 0; corner < 4; corner ++) {
if (border_radius[corner] * 2 > height ||
border_radius[corner] * 2 > width) {
has_large_corners = TRUE;
break;
}
}
}
state->corner_material[ST_CORNER_TOPLEFT] =
st_theme_node_lookup_corner (node, width, height, ST_CORNER_TOPLEFT);
state->corner_material[ST_CORNER_TOPRIGHT] =
st_theme_node_lookup_corner (node, width, height, ST_CORNER_TOPRIGHT);
state->corner_material[ST_CORNER_BOTTOMRIGHT] =
st_theme_node_lookup_corner (node, width, height, ST_CORNER_BOTTOMRIGHT);
state->corner_material[ST_CORNER_BOTTOMLEFT] =
st_theme_node_lookup_corner (node, width, height, ST_CORNER_BOTTOMLEFT);
/* Use cairo to prerender the node if there is a gradient, or
* background image with borders and/or rounded corners,
* or large corners, since we can't do those things
* easily with cogl.
*
* FIXME: if we could figure out ahead of time that a
* background image won't overlap with the node borders,
* then we could use cogl for that case.
*/
if ((node->background_gradient_type != ST_GRADIENT_NONE)
|| (has_inset_box_shadow && (has_border || node->background_color.alpha > 0))
|| (st_theme_node_get_background_image (node) && (has_border || has_border_radius))
|| has_large_corners)
state->prerendered_texture = st_theme_node_prerender_background (node, width, height);
if (state->prerendered_texture)
state->prerendered_pipeline = _st_create_texture_pipeline (state->prerendered_texture);
else
state->prerendered_pipeline = COGL_INVALID_HANDLE;
if (box_shadow_spec && !has_inset_box_shadow)
{
if (st_theme_node_load_border_image (node))
state->box_shadow_pipeline = _st_create_shadow_pipeline (box_shadow_spec,
node->border_slices_texture);
else if (state->prerendered_texture != COGL_INVALID_HANDLE)
state->box_shadow_pipeline = _st_create_shadow_pipeline (box_shadow_spec,
state->prerendered_texture);
else if (node->background_color.alpha > 0 || has_border)
st_theme_node_prerender_shadow (state);
}
/* If we don't have cached textures yet, check whether we can cache
them. */
if (!node->cached_textures)
{
if (state->prerendered_pipeline == COGL_INVALID_HANDLE &&
width >= node->box_shadow_min_width &&
height >= node->box_shadow_min_height)
{
st_theme_node_paint_state_copy (&node->cached_state, state);
node->cached_textures = TRUE;
}
}
}
static void
st_theme_node_update_resources (StThemeNodePaintState *state,
StThemeNode *node,
float width,
float height)
{
gboolean had_prerendered_texture = FALSE;
gboolean had_box_shadow = FALSE;
StShadow *box_shadow_spec;
g_return_if_fail (width > 0 && height > 0);
/* Free handles we can't reuse */
if (state->prerendered_texture != COGL_INVALID_HANDLE)
{
cogl_handle_unref (state->prerendered_texture);
state->prerendered_texture = COGL_INVALID_HANDLE;
had_prerendered_texture = TRUE;
}
if (state->prerendered_pipeline != COGL_INVALID_HANDLE)
{
cogl_handle_unref (state->prerendered_pipeline);
state->prerendered_pipeline = COGL_INVALID_HANDLE;
if (node->border_slices_texture == COGL_INVALID_HANDLE &&
state->box_shadow_pipeline != COGL_INVALID_HANDLE)
{
cogl_handle_unref (state->box_shadow_pipeline);
state->box_shadow_pipeline = COGL_INVALID_HANDLE;
had_box_shadow = TRUE;
}
}
st_theme_node_paint_state_set_node (state, node);
state->alloc_width = width;
state->alloc_height = height;
box_shadow_spec = st_theme_node_get_box_shadow (node);
if (had_prerendered_texture)
{
state->prerendered_texture = st_theme_node_prerender_background (node, width, height);
state->prerendered_pipeline = _st_create_texture_pipeline (state->prerendered_texture);
}
else
{
int corner_id;
for (corner_id = 0; corner_id < 4; corner_id++)
if (state->corner_material[corner_id] == COGL_INVALID_HANDLE)
state->corner_material[corner_id] =
st_theme_node_lookup_corner (node, width, height, corner_id);
}
if (had_box_shadow)
state->box_shadow_pipeline = _st_create_shadow_pipeline (box_shadow_spec,
state->prerendered_texture);
}
static void
paint_material_with_opacity (CoglHandle material,
CoglFramebuffer *framebuffer,
ClutterActorBox *box,
ClutterActorBox *coords,
guint8 paint_opacity)
{
cogl_pipeline_set_color4ub (material,
paint_opacity, paint_opacity, paint_opacity, paint_opacity);
if (coords)
cogl_framebuffer_draw_textured_rectangle (framebuffer, material,
box->x1, box->y1, box->x2, box->y2,
coords->x1, coords->y1, coords->x2, coords->y2);
else
cogl_framebuffer_draw_rectangle (framebuffer, material,
box->x1, box->y1, box->x2, box->y2);
}
static void
st_theme_node_ensure_color_pipeline (StThemeNode *node)
{
static CoglPipeline *color_pipeline_template = NULL;
if (node->color_pipeline != COGL_INVALID_HANDLE)
return;
if (G_UNLIKELY (color_pipeline_template == NULL))
{
CoglContext *ctx =
clutter_backend_get_cogl_context (clutter_get_default_backend ());
color_pipeline_template = cogl_pipeline_new (ctx);
}
node->color_pipeline = cogl_pipeline_copy (color_pipeline_template);
}
static void
st_theme_node_paint_borders (StThemeNodePaintState *state,
CoglFramebuffer *framebuffer,
const ClutterActorBox *box,
guint8 paint_opacity)
{
StThemeNode *node = state->node;
float width, height;
guint border_width[4];
guint border_radius[4];
guint max_border_radius = 0;
guint max_width_radius[4];
int corner_id, side_id;
ClutterColor border_color;
guint8 alpha;
width = box->x2 - box->x1;
height = box->y2 - box->y1;
/* TODO - support non-uniform border colors */
get_arbitrary_border_color (node, &border_color);
for (side_id = 0; side_id < 4; side_id++)
border_width[side_id] = st_theme_node_get_border_width(node, side_id);
st_theme_node_reduce_border_radius (node, width, height, border_radius);
for (corner_id = 0; corner_id < 4; corner_id++)
{
guint border_width_1, border_width_2;
st_theme_node_get_corner_border_widths (node, corner_id,
&border_width_1, &border_width_2);
if (border_radius[corner_id] > max_border_radius)
max_border_radius = border_radius[corner_id];
max_width_radius[corner_id] = MAX(MAX(border_width_1, border_width_2),
border_radius[corner_id]);
}
/* borders */
if (border_width[ST_SIDE_TOP] > 0 ||
border_width[ST_SIDE_RIGHT] > 0 ||
border_width[ST_SIDE_BOTTOM] > 0 ||
border_width[ST_SIDE_LEFT] > 0)
{
ClutterColor effective_border;
gboolean skip_corner_1, skip_corner_2;
float rects[16];
over (&border_color, &node->background_color, &effective_border);
alpha = paint_opacity * effective_border.alpha / 255;
if (alpha > 0)
{
st_theme_node_ensure_color_pipeline (node);
cogl_pipeline_set_color4ub (node->color_pipeline,
effective_border.red * alpha / 255,
effective_border.green * alpha / 255,
effective_border.blue * alpha / 255,
alpha);
/* NORTH */
skip_corner_1 = border_radius[ST_CORNER_TOPLEFT] > 0;
skip_corner_2 = border_radius[ST_CORNER_TOPRIGHT] > 0;
rects[0] = skip_corner_1 ? max_width_radius[ST_CORNER_TOPLEFT] : 0;
rects[1] = 0;
rects[2] = skip_corner_2 ? width - max_width_radius[ST_CORNER_TOPRIGHT] : width;
rects[3] = border_width[ST_SIDE_TOP];
/* EAST */
skip_corner_1 = border_radius[ST_CORNER_TOPRIGHT] > 0;
skip_corner_2 = border_radius[ST_CORNER_BOTTOMRIGHT] > 0;
rects[4] = width - border_width[ST_SIDE_RIGHT];
rects[5] = skip_corner_1 ? max_width_radius[ST_CORNER_TOPRIGHT]
: border_width[ST_SIDE_TOP];
rects[6] = width;
rects[7] = skip_corner_2 ? height - max_width_radius[ST_CORNER_BOTTOMRIGHT]
: height - border_width[ST_SIDE_BOTTOM];
/* SOUTH */
skip_corner_1 = border_radius[ST_CORNER_BOTTOMLEFT] > 0;
skip_corner_2 = border_radius[ST_CORNER_BOTTOMRIGHT] > 0;
rects[8] = skip_corner_1 ? max_width_radius[ST_CORNER_BOTTOMLEFT] : 0;
rects[9] = height - border_width[ST_SIDE_BOTTOM];
rects[10] = skip_corner_2 ? width - max_width_radius[ST_CORNER_BOTTOMRIGHT]
: width;
rects[11] = height;
/* WEST */
skip_corner_1 = border_radius[ST_CORNER_TOPLEFT] > 0;
skip_corner_2 = border_radius[ST_CORNER_BOTTOMLEFT] > 0;
rects[12] = 0;
rects[13] = skip_corner_1 ? max_width_radius[ST_CORNER_TOPLEFT]
: border_width[ST_SIDE_TOP];
rects[14] = border_width[ST_SIDE_LEFT];
rects[15] = skip_corner_2 ? height - max_width_radius[ST_CORNER_BOTTOMLEFT]
: height - border_width[ST_SIDE_BOTTOM];
cogl_framebuffer_draw_rectangles (framebuffer,
node->color_pipeline,
rects, 4);
}
}
/* corners */
if (max_border_radius > 0 && paint_opacity > 0)
{
for (corner_id = 0; corner_id < 4; corner_id++)
{
if (state->corner_material[corner_id] == COGL_INVALID_HANDLE)
continue;
cogl_pipeline_set_color4ub (state->corner_material[corner_id],
paint_opacity, paint_opacity,
paint_opacity, paint_opacity);
switch (corner_id)
{
case ST_CORNER_TOPLEFT:
cogl_framebuffer_draw_textured_rectangle (framebuffer,
state->corner_material[corner_id], 0, 0,
max_width_radius[ST_CORNER_TOPLEFT], max_width_radius[ST_CORNER_TOPLEFT],
0, 0, 0.5, 0.5);
break;
case ST_CORNER_TOPRIGHT:
cogl_framebuffer_draw_textured_rectangle (framebuffer,
state->corner_material[corner_id],
width - max_width_radius[ST_CORNER_TOPRIGHT], 0,
width, max_width_radius[ST_CORNER_TOPRIGHT],
0.5, 0, 1, 0.5);
break;
case ST_CORNER_BOTTOMRIGHT:
cogl_framebuffer_draw_textured_rectangle (framebuffer,
state->corner_material[corner_id],
width - max_width_radius[ST_CORNER_BOTTOMRIGHT],
height - max_width_radius[ST_CORNER_BOTTOMRIGHT],
width, height,
0.5, 0.5, 1, 1);
break;
case ST_CORNER_BOTTOMLEFT:
cogl_framebuffer_draw_textured_rectangle (framebuffer,
state->corner_material[corner_id],
0, height - max_width_radius[ST_CORNER_BOTTOMLEFT],
max_width_radius[ST_CORNER_BOTTOMLEFT], height,
0, 0.5, 0.5, 1);
break;
default:
g_assert_not_reached();
break;
}
}
}
/* background color */
alpha = paint_opacity * node->background_color.alpha / 255;
if (alpha > 0)
{
st_theme_node_ensure_color_pipeline (node);
cogl_pipeline_set_color4ub (node->color_pipeline,
node->background_color.red * alpha / 255,
node->background_color.green * alpha / 255,
node->background_color.blue * alpha / 255,
alpha);
/* We add padding to each corner, so that all corners end up as if they
* had a border-radius of max_border_radius, which allows us to treat
* corners as uniform further on.
*/
for (corner_id = 0; corner_id < 4; corner_id++)
{
float verts[8];
int n_rects;
/* corner texture does not need padding */
if (max_border_radius == border_radius[corner_id])
continue;
n_rects = border_radius[corner_id] == 0 ? 1 : 2;
switch (corner_id)
{
case ST_CORNER_TOPLEFT:
verts[0] = border_width[ST_SIDE_LEFT];
verts[1] = MAX(border_radius[corner_id],
border_width[ST_SIDE_TOP]);
verts[2] = max_border_radius;
verts[3] = max_border_radius;
if (n_rects == 2)
{
verts[4] = MAX(border_radius[corner_id],
border_width[ST_SIDE_LEFT]);
verts[5] = border_width[ST_SIDE_TOP];
verts[6] = max_border_radius;
verts[7] = MAX(border_radius[corner_id],
border_width[ST_SIDE_TOP]);
}
break;
case ST_CORNER_TOPRIGHT:
verts[0] = width - max_border_radius;
verts[1] = MAX(border_radius[corner_id],
border_width[ST_SIDE_TOP]);
verts[2] = width - border_width[ST_SIDE_RIGHT];
verts[3] = max_border_radius;
if (n_rects == 2)
{
verts[4] = width - max_border_radius;
verts[5] = border_width[ST_SIDE_TOP];
verts[6] = width - MAX(border_radius[corner_id],
border_width[ST_SIDE_RIGHT]);
verts[7] = MAX(border_radius[corner_id],
border_width[ST_SIDE_TOP]);
}
break;
case ST_CORNER_BOTTOMRIGHT:
verts[0] = width - max_border_radius;
verts[1] = height - max_border_radius;
verts[2] = width - border_width[ST_SIDE_RIGHT];
verts[3] = height - MAX(border_radius[corner_id],
border_width[ST_SIDE_BOTTOM]);
if (n_rects == 2)
{
verts[4] = width - max_border_radius;
verts[5] = height - MAX(border_radius[corner_id],
border_width[ST_SIDE_BOTTOM]);
verts[6] = width - MAX(border_radius[corner_id],
border_width[ST_SIDE_RIGHT]);
verts[7] = height - border_width[ST_SIDE_BOTTOM];
}
break;
case ST_CORNER_BOTTOMLEFT:
verts[0] = border_width[ST_SIDE_LEFT];
verts[1] = height - max_border_radius;
verts[2] = max_border_radius;
verts[3] = height - MAX(border_radius[corner_id],
border_width[ST_SIDE_BOTTOM]);
if (n_rects == 2)
{
verts[4] = MAX(border_radius[corner_id],
border_width[ST_SIDE_LEFT]);
verts[5] = height - MAX(border_radius[corner_id],
border_width[ST_SIDE_BOTTOM]);
verts[6] = max_border_radius;
verts[7] = height - border_width[ST_SIDE_BOTTOM];
}
break;
default:
g_assert_not_reached();
break;
}
cogl_framebuffer_draw_rectangles (framebuffer,
node->color_pipeline,
verts, n_rects);
}
/* Once we've drawn the borders and corners, if the corners are bigger
* then the border width, the remaining area is shaped like
*
* ########
* ##########
* ##########
* ########
*
* We draw it in at most 3 pieces - first the top and bottom if
* necessary, then the main rectangle
*/
if (max_border_radius > border_width[ST_SIDE_TOP])
cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline,
MAX(max_border_radius, border_width[ST_SIDE_LEFT]),
border_width[ST_SIDE_TOP],
width - MAX(max_border_radius, border_width[ST_SIDE_RIGHT]),
max_border_radius);
if (max_border_radius > border_width[ST_SIDE_BOTTOM])
cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline,
MAX(max_border_radius, border_width[ST_SIDE_LEFT]),
height - max_border_radius,
width - MAX(max_border_radius, border_width[ST_SIDE_RIGHT]),
height - border_width[ST_SIDE_BOTTOM]);
cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline,
border_width[ST_SIDE_LEFT],
MAX(border_width[ST_SIDE_TOP], max_border_radius),
width - border_width[ST_SIDE_RIGHT],
height - MAX(border_width[ST_SIDE_BOTTOM], max_border_radius));
}
}
static void
st_theme_node_paint_sliced_shadow (StThemeNodePaintState *state,
CoglFramebuffer *framebuffer,
const ClutterActorBox *box,
guint8 paint_opacity)
{
StThemeNode *node = state->node;
guint border_radius[4];
CoglColor color;
StShadow *box_shadow_spec;
gfloat xoffset, yoffset;
gfloat width, height;
gfloat shadow_width, shadow_height;
gfloat xend, yend, top, bottom, left, right;
gfloat s_top, s_bottom, s_left, s_right;
gfloat shadow_blur_radius, x_spread_factor, y_spread_factor;
float rectangles[8 * 9];
gint idx;
if (paint_opacity == 0)
return;
st_theme_node_reduce_border_radius (node, box->x2 - box->x1, box->y2 - box->y1, border_radius);
box_shadow_spec = st_theme_node_get_box_shadow (node);
/* Compute input & output areas :
*
* yoffset ----------------------------
* | | | |
* | | | |
* | | | |
* top ----------------------------
* | | | |
* | | | |
* | | | |
* bottom ----------------------------
* | | | |
* | | | |
* | | | |
* yend ----------------------------
* xoffset left right xend
*
* s_top = top in offscreen's coordinates (0.0 - 1.0)
* s_bottom = bottom in offscreen's coordinates (0.0 - 1.0)
* s_left = left in offscreen's coordinates (0.0 - 1.0)
* s_right = right in offscreen's coordinates (0.0 - 1.0)
*/
if (box_shadow_spec->blur == 0)
shadow_blur_radius = 0;
else
shadow_blur_radius = (5 * (box_shadow_spec->blur / 2.0)) / 2;
shadow_width = state->box_shadow_width + 2 * shadow_blur_radius;
shadow_height = state->box_shadow_height + 2 * shadow_blur_radius;
/* Compute input regions parameters */
s_top = shadow_blur_radius + box_shadow_spec->blur +
MAX (node->border_radius[ST_CORNER_TOPLEFT],
node->border_radius[ST_CORNER_TOPRIGHT]);
s_bottom = shadow_blur_radius + box_shadow_spec->blur +
MAX (node->border_radius[ST_CORNER_BOTTOMLEFT],
node->border_radius[ST_CORNER_BOTTOMRIGHT]);
s_left = shadow_blur_radius + box_shadow_spec->blur +
MAX (node->border_radius[ST_CORNER_TOPLEFT],
node->border_radius[ST_CORNER_BOTTOMLEFT]);
s_right = shadow_blur_radius + box_shadow_spec->blur +
MAX (node->border_radius[ST_CORNER_TOPRIGHT],
node->border_radius[ST_CORNER_BOTTOMRIGHT]);
/* Compute output regions parameters */
xoffset = box->x1 + box_shadow_spec->xoffset - shadow_blur_radius - box_shadow_spec->spread;
yoffset = box->y1 + box_shadow_spec->yoffset - shadow_blur_radius - box_shadow_spec->spread;
width = box->x2 - box->x1 + 2 * shadow_blur_radius;
height = box->y2 - box->y1 + 2 * shadow_blur_radius;
x_spread_factor = (width + 2 * box_shadow_spec->spread) / width;
y_spread_factor = (height + 2 * box_shadow_spec->spread) / height;
width += 2 * box_shadow_spec->spread;
height += 2 * box_shadow_spec->spread;
xend = xoffset + width;
yend = yoffset + height;
top = s_top * y_spread_factor;
bottom = s_bottom * y_spread_factor;
left = s_left * x_spread_factor;
right = s_right * x_spread_factor;
bottom = height - bottom;
right = width - right;
/* Final adjustments */
s_top /= shadow_height;
s_bottom /= shadow_height;
s_left /= shadow_width;
s_right /= shadow_width;
s_bottom = 1.0 - s_bottom;
s_right = 1.0 - s_right;
top += yoffset;
bottom += yoffset;
left += xoffset;
right += xoffset;
/* Setup pipeline */
cogl_color_init_from_4ub (&color,
box_shadow_spec->color.red * paint_opacity / 255,
box_shadow_spec->color.green * paint_opacity / 255,
box_shadow_spec->color.blue * paint_opacity / 255,
box_shadow_spec->color.alpha * paint_opacity / 255);
cogl_color_premultiply (&color);
cogl_pipeline_set_layer_combine_constant (state->box_shadow_pipeline, 0, &color);
idx = 0;
if (top > 0)
{
if (left > 0)
{
/* Top left corner */
rectangles[idx++] = xoffset;
rectangles[idx++] = yoffset;
rectangles[idx++] = left;
rectangles[idx++] = top;
rectangles[idx++] = 0;
rectangles[idx++] = 0;
rectangles[idx++] = s_left;
rectangles[idx++] = s_top;
}
/* Top middle */
rectangles[idx++] = left;
rectangles[idx++] = yoffset;
rectangles[idx++] = right;
rectangles[idx++] = top;
rectangles[idx++] = s_left;
rectangles[idx++] = 0;
rectangles[idx++] = s_right;
rectangles[idx++] = s_top;
if (right > 0)
{
/* Top right corner */
rectangles[idx++] = right;
rectangles[idx++] = yoffset;
rectangles[idx++] = xend;
rectangles[idx++] = top;
rectangles[idx++] = s_right;
rectangles[idx++] = 0;
rectangles[idx++] = 1;
rectangles[idx++] = s_top;
}
}
if (left > 0)
{
/* Left middle */
rectangles[idx++] = xoffset;
rectangles[idx++] = top;
rectangles[idx++] = left;
rectangles[idx++] = bottom;
rectangles[idx++] = 0;
rectangles[idx++] = s_top;
rectangles[idx++] = s_left;
rectangles[idx++] = s_bottom;
}
/* Center middle */
rectangles[idx++] = left;
rectangles[idx++] = top;
rectangles[idx++] = right;
rectangles[idx++] = bottom;
rectangles[idx++] = s_left;
rectangles[idx++] = s_top;
rectangles[idx++] = s_right;
rectangles[idx++] = s_bottom;
if (right > 0)
{
/* Right middle */
rectangles[idx++] = right;
rectangles[idx++] = top;
rectangles[idx++] = xend;
rectangles[idx++] = bottom;
rectangles[idx++] = s_right;
rectangles[idx++] = s_top;
rectangles[idx++] = 1;
rectangles[idx++] = s_bottom;
}
if (bottom > 0)
{
if (left > 0)
{
/* Bottom left corner */
rectangles[idx++] = xoffset;
rectangles[idx++] = bottom;
rectangles[idx++] = left;
rectangles[idx++] = yend;
rectangles[idx++] = 0;
rectangles[idx++] = s_bottom;
rectangles[idx++] = s_left;
rectangles[idx++] = 1;
}
/* Bottom middle */
rectangles[idx++] = left;
rectangles[idx++] = bottom;
rectangles[idx++] = right;
rectangles[idx++] = yend;
rectangles[idx++] = s_left;
rectangles[idx++] = s_bottom;
rectangles[idx++] = s_right;
rectangles[idx++] = 1;
if (right > 0)
{
/* Bottom right corner */
rectangles[idx++] = right;
rectangles[idx++] = bottom;
rectangles[idx++] = xend;
rectangles[idx++] = yend;
rectangles[idx++] = s_right;
rectangles[idx++] = s_bottom;
rectangles[idx++] = 1;
rectangles[idx++] = 1;
}
}
cogl_framebuffer_draw_textured_rectangles (framebuffer, state->box_shadow_pipeline,
rectangles, idx / 8);
#if 0
/* Visual feedback on shadow's 9-slice and orignal offscreen buffer,
for debug purposes */
cogl_framebuffer_draw_rectangle (framebuffer, state->box_shadow_pipeline,
xend, yoffset, xend + shadow_width, yoffset + shadow_height);
st_theme_node_ensure_color_pipeline (node);
cogl_pipeline_set_color4ub (node->color_pipeline, 0xff, 0x0, 0x0, 0xff);
cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline,
xoffset, top, xend, top + 1);
cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline,
xoffset, bottom, xend, bottom + 1);
cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline,
left, yoffset, left + 1, yend);
cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline,
right, yoffset, right + 1, yend);
cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline,
xend, yoffset, xend + shadow_width, yoffset + 1);
cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline,
xend, yoffset + shadow_height, xend + shadow_width, yoffset + shadow_height + 1);
cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline,
xend, yoffset, xend + 1, yoffset + shadow_height);
cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline,
xend + shadow_width, yoffset, xend + shadow_width + 1, yoffset + shadow_height);
s_top *= shadow_height;
s_bottom *= shadow_height;
s_left *= shadow_width;
s_right *= shadow_width;
cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline,
xend, yoffset + s_top, xend + shadow_width, yoffset + s_top + 1);
cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline,
xend, yoffset + s_bottom, xend + shadow_width, yoffset + s_bottom + 1);
cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline,
xend + s_left, yoffset, xend + s_left + 1, yoffset + shadow_height);
cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline,
xend + s_right, yoffset, xend + s_right + 1, yoffset + shadow_height);
#endif
}
static void
st_theme_node_prerender_shadow (StThemeNodePaintState *state)
{
StThemeNode *node = state->node;
guint border_radius[4];
int max_borders[4];
int center_radius, corner_id;
CoglHandle buffer, offscreen = COGL_INVALID_HANDLE;
CoglError *error = NULL;
/* Get infos from the node */
if (state->alloc_width < node->box_shadow_min_width ||
state->alloc_height < node->box_shadow_min_height)
st_theme_node_reduce_border_radius (node, state->alloc_width, state->alloc_height, border_radius);
else
for (corner_id = 0; corner_id < 4; corner_id++)
border_radius[corner_id] = node->border_radius[corner_id];
/* Compute maximum borders sizes */
max_borders[ST_SIDE_TOP] = MAX (node->border_radius[ST_CORNER_TOPLEFT],
node->border_radius[ST_CORNER_TOPRIGHT]);
max_borders[ST_SIDE_BOTTOM] = MAX (node->border_radius[ST_CORNER_BOTTOMLEFT],
node->border_radius[ST_CORNER_BOTTOMRIGHT]);
max_borders[ST_SIDE_LEFT] = MAX (node->border_radius[ST_CORNER_TOPLEFT],
node->border_radius[ST_CORNER_BOTTOMLEFT]);
max_borders[ST_SIDE_RIGHT] = MAX (node->border_radius[ST_CORNER_TOPRIGHT],
node->border_radius[ST_CORNER_BOTTOMRIGHT]);
center_radius = (node->box_shadow->blur > 0) ? (2 * node->box_shadow->blur + 1) : 1;
node->box_shadow_min_width = max_borders[ST_SIDE_LEFT] + max_borders[ST_SIDE_RIGHT] + center_radius;
node->box_shadow_min_height = max_borders[ST_SIDE_TOP] + max_borders[ST_SIDE_BOTTOM] + center_radius;
if (state->alloc_width < node->box_shadow_min_width ||
state->alloc_height < node->box_shadow_min_height)
{
state->box_shadow_width = state->alloc_width;
state->box_shadow_height = state->alloc_height;
}
else
{
state->box_shadow_width = node->box_shadow_min_width;
state->box_shadow_height = node->box_shadow_min_height;
}
/* Render offscreen */
buffer = cogl_texture_new_with_size (state->box_shadow_width,
state->box_shadow_height,
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_ANY);
if (buffer == NULL)
return;
offscreen = cogl_offscreen_new_with_texture (buffer);
if (cogl_framebuffer_allocate (COGL_FRAMEBUFFER (offscreen), &error))
{
ClutterActorBox box = { 0, 0, state->box_shadow_width, state->box_shadow_height};
cogl_framebuffer_orthographic (offscreen, 0, 0,
state->box_shadow_width,
state->box_shadow_height, 0, 1.0);
cogl_framebuffer_clear4f (offscreen, COGL_BUFFER_BIT_COLOR, 0, 0, 0, 0);
st_theme_node_paint_borders (state, offscreen, &box, 0xFF);
state->box_shadow_pipeline = _st_create_shadow_pipeline (st_theme_node_get_box_shadow (node),
buffer);
}
else
{
cogl_error_free (error);
}
cogl_handle_unref (offscreen);
cogl_handle_unref (buffer);
}
static void
st_theme_node_paint_sliced_border_image (StThemeNode *node,
CoglFramebuffer *framebuffer,
float width,
float height,
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 pipeline;
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_slices_texture);
img_height = cogl_texture_get_height (node->border_slices_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 = width - border_right;
if (ex < 0)
ex = border_right; /* FIXME ? */
ey = height - border_bottom;
if (ey < 0)
ey = border_bottom; /* FIXME ? */
pipeline = node->border_slices_pipeline;
cogl_pipeline_set_color4ub (pipeline,
paint_opacity, paint_opacity, paint_opacity, paint_opacity);
{
float 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, 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, width, ey,
tx2, ty1,
1.0, ty2,
/* bottom left */
0, ey, border_left, height,
0.0, ty2,
tx1, 1.0,
/* bottom center */
border_left, ey, ex, height,
tx1, ty2,
tx2, 1.0,
/* bottom right */
ex, ey, width, height,
tx2, ty2,
1.0, 1.0
};
cogl_framebuffer_draw_textured_rectangles (framebuffer, pipeline, rectangles, 9);
}
}
static void
st_theme_node_paint_outline (StThemeNode *node,
CoglFramebuffer *framebuffer,
const ClutterActorBox *box,
guint8 paint_opacity)
{
float width, height;
int outline_width;
float rects[16];
ClutterColor outline_color, effective_outline;
guint8 alpha;
width = box->x2 - box->x1;
height = box->y2 - box->y1;
outline_width = st_theme_node_get_outline_width (node);
if (outline_width == 0)
return;
st_theme_node_get_outline_color (node, &outline_color);
over (&outline_color, &node->background_color, &effective_outline);
alpha = paint_opacity * outline_color.alpha / 255;
st_theme_node_ensure_color_pipeline (node);
cogl_pipeline_set_color4ub (node->color_pipeline,
effective_outline.red * alpha / 255,
effective_outline.green * alpha / 255,
effective_outline.blue * alpha / 255,
alpha);
/* The outline is drawn just outside the border, which means just
* outside the allocation box. This means that in some situations
* involving clip_to_allocation or the screen edges, you won't be
* able to see the outline. In practice, it works well enough.
*/
/* NORTH */
rects[0] = -outline_width;
rects[1] = -outline_width;
rects[2] = width + outline_width;
rects[3] = 0;
/* EAST */
rects[4] = width;
rects[5] = 0;
rects[6] = width + outline_width;
rects[7] = height;
/* SOUTH */
rects[8] = -outline_width;
rects[9] = height;
rects[10] = width + outline_width;
rects[11] = height + outline_width;
/* WEST */
rects[12] = -outline_width;
rects[13] = 0;
rects[14] = 0;
rects[15] = height;
cogl_framebuffer_draw_rectangles (framebuffer, node->color_pipeline, rects, 4);
}
static gboolean
st_theme_node_needs_new_box_shadow_for_size (StThemeNodePaintState *state,
StThemeNode *node,
float width,
float height)
{
if (!node->rendered_once)
return TRUE;
/* The allocation hasn't changed, no need to recompute a new
box-shadow. */
if (state->alloc_width == width &&
state->alloc_height == height)
return FALSE;
/* If there is no shadow, no need to recompute a new box-shadow. */
if (node->box_shadow_min_width == 0 ||
node->box_shadow_min_height == 0)
return FALSE;
/* If the new size is inferior to the box-shadow minimum size (we
already know the size has changed), we need to recompute the
box-shadow. */
if (width < node->box_shadow_min_width ||
height < node->box_shadow_min_height)
return TRUE;
/* Now checking whether the size of the node has crossed the minimum
box-shadow size boundary, from below to above the minimum size .
If that's the case, we need to recompute the box-shadow */
if (state->alloc_width < node->box_shadow_min_width ||
state->alloc_height < node->box_shadow_min_height)
return TRUE;
return FALSE;
}
void
st_theme_node_paint (StThemeNode *node,
StThemeNodePaintState *state,
CoglFramebuffer *framebuffer,
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 (width <= 0 || height <= 0)
return;
/* Check whether we need to recreate the textures of the paint
* state, either because :
* 1) the theme node associated to the paint state has changed
* 2) the allocation size change requires recreating textures
*/
if (state->node != node ||
st_theme_node_needs_new_box_shadow_for_size (state, node, width, height))
{
/* If we had the ability to cache textures on the node, then we
can just copy them over to the paint state and avoid all
rendering. We end up sharing textures a cross different
widgets. */
if (node->rendered_once && node->cached_textures &&
width >= node->box_shadow_min_width && height >= node->box_shadow_min_height)
st_theme_node_paint_state_copy (state, &node->cached_state);
else
st_theme_node_render_resources (state, node, width, height);
node->rendered_once = TRUE;
}
else if (state->alloc_width != width || state->alloc_height != height)
st_theme_node_update_resources (state, 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:
* - The combination of border image and a non-zero border radius is
* not supported; the background color will be drawn with square
* corners.
* - The background image is drawn above the border color, not below it.
* - We clip the background image to the inside edges of the border
* instead of the outside edges of the border (but position the image
* such that it's aligned to the outside edges)
*/
if (state->box_shadow_pipeline)
{
if (state->alloc_width < node->box_shadow_min_width ||
state->alloc_height < node->box_shadow_min_height)
_st_paint_shadow_with_opacity (node->box_shadow,
state->box_shadow_pipeline,
&allocation,
paint_opacity);
else
st_theme_node_paint_sliced_shadow (state,
framebuffer,
&allocation,
paint_opacity);
}
if (state->prerendered_pipeline != COGL_INVALID_HANDLE ||
st_theme_node_load_border_image (node))
{
if (state->prerendered_pipeline != COGL_INVALID_HANDLE)
{
ClutterActorBox paint_box;
st_theme_node_get_background_paint_box (node,
&allocation,
&paint_box);
paint_material_with_opacity (state->prerendered_pipeline,
framebuffer,
&paint_box,
NULL,
paint_opacity);
}
if (node->border_slices_pipeline != COGL_INVALID_HANDLE)
st_theme_node_paint_sliced_border_image (node, framebuffer, width, height, paint_opacity);
}
else
{
st_theme_node_paint_borders (state, framebuffer, box, paint_opacity);
}
st_theme_node_paint_outline (node, framebuffer, box, paint_opacity);
if (state->prerendered_pipeline == COGL_INVALID_HANDLE &&
st_theme_node_load_background_image (node))
{
ClutterActorBox background_box;
ClutterActorBox texture_coords;
gboolean has_visible_outline;
/* If the node doesn't have an opaque or repeating background or
* a border then we let its background image shadows leak out,
* but otherwise we clip it.
*/
has_visible_outline = st_theme_node_has_visible_outline (node);
get_background_position (node, &allocation, &background_box, &texture_coords);
if (has_visible_outline || node->background_repeat)
cogl_framebuffer_push_rectangle_clip (framebuffer,
allocation.x1, allocation.y1,
allocation.x2, allocation.y2);
/* 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. The drop shadows are allowed to escape the nodes allocation if
* there is nothing (like a border, or the edge of the background color)
* to logically confine it.
*/
if (node->background_shadow_pipeline != COGL_INVALID_HANDLE)
_st_paint_shadow_with_opacity (node->background_image_shadow,
node->background_shadow_pipeline,
&background_box,
paint_opacity);
paint_material_with_opacity (node->background_pipeline,
framebuffer,
&background_box,
&texture_coords,
paint_opacity);
if (has_visible_outline || node->background_repeat)
cogl_framebuffer_pop_clip (framebuffer);
}
}
static void
st_theme_node_paint_state_node_free_internal (StThemeNodePaintState *state,
gboolean unref_node)
{
int corner_id;
if (state->prerendered_texture != COGL_INVALID_HANDLE)
cogl_handle_unref (state->prerendered_texture);
if (state->prerendered_pipeline != COGL_INVALID_HANDLE)
cogl_handle_unref (state->prerendered_pipeline);
if (state->box_shadow_pipeline != COGL_INVALID_HANDLE)
cogl_handle_unref (state->box_shadow_pipeline);
for (corner_id = 0; corner_id < 4; corner_id++)
if (state->corner_material[corner_id] != COGL_INVALID_HANDLE)
cogl_handle_unref (state->corner_material[corner_id]);
if (unref_node)
st_theme_node_paint_state_set_node (state, NULL);
st_theme_node_paint_state_init (state);
}
static void
st_theme_node_paint_state_node_freed (StThemeNodePaintState *state)
{
st_theme_node_paint_state_node_free_internal (state, FALSE);
}
void
st_theme_node_paint_state_set_node (StThemeNodePaintState *state, StThemeNode *node)
{
if (state->node)
g_object_weak_unref (G_OBJECT (state->node),
(GWeakNotify) st_theme_node_paint_state_node_freed,
state);
state->node = node;
if (state->node)
g_object_weak_ref (G_OBJECT (state->node),
(GWeakNotify) st_theme_node_paint_state_node_freed,
state);
}
void
st_theme_node_paint_state_free (StThemeNodePaintState *state)
{
st_theme_node_paint_state_node_free_internal (state, TRUE);
}
void
st_theme_node_paint_state_init (StThemeNodePaintState *state)
{
int corner_id;
state->alloc_width = 0;
state->alloc_height = 0;
state->node = NULL;
state->box_shadow_pipeline = COGL_INVALID_HANDLE;
state->prerendered_texture = COGL_INVALID_HANDLE;
state->prerendered_pipeline = COGL_INVALID_HANDLE;
for (corner_id = 0; corner_id < 4; corner_id++)
state->corner_material[corner_id] = COGL_INVALID_HANDLE;
}
void
st_theme_node_paint_state_copy (StThemeNodePaintState *state,
StThemeNodePaintState *other)
{
int corner_id;
if (state == other)
return;
st_theme_node_paint_state_free (state);
st_theme_node_paint_state_set_node (state, other->node);
state->alloc_width = other->alloc_width;
state->alloc_height = other->alloc_height;
state->box_shadow_width = other->box_shadow_width;
state->box_shadow_height = other->box_shadow_height;
if (other->box_shadow_pipeline)
state->box_shadow_pipeline = cogl_handle_ref (other->box_shadow_pipeline);
if (other->prerendered_texture)
state->prerendered_texture = cogl_handle_ref (other->prerendered_texture);
if (other->prerendered_pipeline)
state->prerendered_pipeline = cogl_handle_ref (other->prerendered_pipeline);
for (corner_id = 0; corner_id < 4; corner_id++)
if (other->corner_material[corner_id])
state->corner_material[corner_id] = cogl_handle_ref (other->corner_material[corner_id]);
}
void
st_theme_node_paint_state_invalidate (StThemeNodePaintState *state)
{
state->alloc_width = 0;
state->alloc_height = 0;
}