2633 lines
91 KiB
C
2633 lines
91 KiB
C
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/*
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* st-theme-node-drawing.c: Code to draw themed elements
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*
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* Copyright 2009, 2010 Red Hat, Inc.
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* Copyright 2009, 2010 Florian Müllner
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* Copyright 2010 Intel Corporation.
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* Copyright 2011 Quentin "Sardem FF7" Glidic
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*
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* Contains code derived from:
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* rectangle.c: Rounded rectangle.
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* Copyright 2008 litl, LLC.
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* st-texture-frame.h: Expandible texture actor
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* Copyright 2007 OpenedHand
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* Copyright 2009 Intel Corporation.
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms and conditions of the GNU Lesser General Public License,
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* version 2.1, as published by the Free Software Foundation.
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*
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* This program is distributed in the hope it will be useful, but WITHOUT ANY
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* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for
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* more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <stdlib.h>
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#include <math.h>
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#include "st-shadow.h"
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#include "st-private.h"
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#include "st-theme-private.h"
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#include "st-theme-context.h"
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#include "st-texture-cache.h"
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#include "st-theme-node-private.h"
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/****
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* Rounded corners
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****/
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typedef struct {
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ClutterColor color;
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ClutterColor border_color_1;
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ClutterColor border_color_2;
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guint radius;
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guint border_width_1;
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guint border_width_2;
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} StCornerSpec;
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static void
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elliptical_arc (cairo_t *cr,
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double x_center,
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double y_center,
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double x_radius,
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double y_radius,
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double angle1,
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double angle2)
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{
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cairo_save (cr);
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cairo_translate (cr, x_center, y_center);
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cairo_scale (cr, x_radius, y_radius);
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cairo_arc (cr, 0, 0, 1.0, angle1, angle2);
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cairo_restore (cr);
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}
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static CoglHandle
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create_corner_material (StCornerSpec *corner)
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{
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CoglHandle texture;
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cairo_t *cr;
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cairo_surface_t *surface;
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guint rowstride;
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guint8 *data;
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guint size;
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guint max_border_width;
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max_border_width = MAX(corner->border_width_2, corner->border_width_1);
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size = 2 * MAX(max_border_width, corner->radius);
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rowstride = size * 4;
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data = g_new0 (guint8, size * rowstride);
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surface = cairo_image_surface_create_for_data (data,
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CAIRO_FORMAT_ARGB32,
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size, size,
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rowstride);
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cr = cairo_create (surface);
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cairo_set_operator (cr, CAIRO_OPERATOR_SOURCE);
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cairo_scale (cr, size, size);
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if (max_border_width <= corner->radius)
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{
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double x_radius, y_radius;
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if (max_border_width != 0)
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{
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cairo_set_source_rgba (cr,
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corner->border_color_1.red / 255.,
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corner->border_color_1.green / 255.,
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corner->border_color_1.blue / 255.,
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corner->border_color_1.alpha / 255.);
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cairo_arc (cr, 0.5, 0.5, 0.5, 0, 2 * M_PI);
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cairo_fill (cr);
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}
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cairo_set_source_rgba (cr,
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corner->color.red / 255.,
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corner->color.green / 255.,
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corner->color.blue / 255.,
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corner->color.alpha / 255.);
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x_radius = 0.5 * (1.0 - (double) corner->border_width_2 / corner->radius);
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y_radius = 0.5 * (1.0 - (double) corner->border_width_1 / corner->radius);
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/* TOPRIGHT */
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elliptical_arc (cr,
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0.5, 0.5,
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x_radius, y_radius,
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3 * M_PI / 2, 2 * M_PI);
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/* BOTTOMRIGHT */
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elliptical_arc (cr,
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0.5, 0.5,
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x_radius, y_radius,
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0, M_PI / 2);
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/* TOPLEFT */
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elliptical_arc (cr,
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0.5, 0.5,
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x_radius, y_radius,
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M_PI, 3 * M_PI / 2);
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/* BOTTOMLEFT */
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elliptical_arc (cr,
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0.5, 0.5,
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x_radius, y_radius,
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M_PI / 2, M_PI);
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cairo_fill (cr);
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}
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else
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{
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double radius;
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radius = (gdouble)corner->radius / max_border_width;
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cairo_set_source_rgba (cr,
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corner->border_color_1.red / 255.,
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corner->border_color_1.green / 255.,
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corner->border_color_1.blue / 255.,
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corner->border_color_1.alpha / 255.);
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cairo_arc (cr, radius, radius, radius, M_PI, 3 * M_PI / 2);
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cairo_line_to (cr, 1.0 - radius, 0.0);
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cairo_arc (cr, 1.0 - radius, radius, radius, 3 * M_PI / 2, 2 * M_PI);
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cairo_line_to (cr, 1.0, 1.0 - radius);
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cairo_arc (cr, 1.0 - radius, 1.0 - radius, radius, 0, M_PI / 2);
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cairo_line_to (cr, radius, 1.0);
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cairo_arc (cr, radius, 1.0 - radius, radius, M_PI / 2, M_PI);
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cairo_fill (cr);
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}
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cairo_destroy (cr);
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cairo_surface_destroy (surface);
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texture = cogl_texture_new_from_data (size, size,
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COGL_TEXTURE_NONE,
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CLUTTER_CAIRO_FORMAT_ARGB32,
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COGL_PIXEL_FORMAT_ANY,
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rowstride,
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data);
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g_free (data);
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g_assert (texture != COGL_INVALID_HANDLE);
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return texture;
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}
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static char *
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corner_to_string (StCornerSpec *corner)
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{
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return g_strdup_printf ("st-theme-node-corner:%02x%02x%02x%02x,%02x%02x%02x%02x,%02x%02x%02x%02x,%u,%u,%u",
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corner->color.red, corner->color.blue, corner->color.green, corner->color.alpha,
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corner->border_color_1.red, corner->border_color_1.green, corner->border_color_1.blue, corner->border_color_1.alpha,
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corner->border_color_2.red, corner->border_color_2.green, corner->border_color_2.blue, corner->border_color_2.alpha,
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corner->radius,
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corner->border_width_1,
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corner->border_width_2);
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}
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static CoglHandle
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load_corner (StTextureCache *cache,
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const char *key,
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void *datap,
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GError **error)
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{
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return create_corner_material ((StCornerSpec *) datap);
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}
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/* To match the CSS specification, we want the border to look like it was
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* drawn over the background. But actually drawing the border over the
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* background will produce slightly bad antialiasing at the edges, so
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* compute the effective border color instead.
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*/
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#define NORM(x) (t = (x) + 127, (t + (t >> 8)) >> 8)
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#define MULT(c,a) NORM(c*a)
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static void
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premultiply (ClutterColor *color)
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{
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guint t;
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color->red = MULT (color->red, color->alpha);
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color->green = MULT (color->green, color->alpha);
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color->blue = MULT (color->blue, color->alpha);
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}
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static void
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unpremultiply (ClutterColor *color)
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{
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if (color->alpha != 0)
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{
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color->red = (color->red * 255 + 127) / color->alpha;
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color->green = (color->green * 255 + 127) / color->alpha;
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color->blue = (color->blue * 255 + 127) / color->alpha;
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}
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}
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static void
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over (const ClutterColor *source,
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const ClutterColor *destination,
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ClutterColor *result)
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{
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guint t;
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ClutterColor src = *source;
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ClutterColor dst = *destination;
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premultiply (&src);
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premultiply (&dst);
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result->alpha = src.alpha + NORM ((255 - src.alpha) * dst.alpha);
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result->red = src.red + NORM ((255 - src.alpha) * dst.red);
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result->green = src.green + NORM ((255 - src.alpha) * dst.green);
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result->blue = src.blue + NORM ((255 - src.alpha) * dst.blue);
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unpremultiply (result);
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}
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/*
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* st_theme_node_reduce_border_radius:
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* @node: a #StThemeNode
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* @width: The width of the box
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* @height: The height of the box
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* @corners: (array length=4) (out): reduced corners
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*
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* Implements the corner overlap algorithm mentioned at
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* http://www.w3.org/TR/css3-background/#corner-overlap
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*/
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static void
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st_theme_node_reduce_border_radius (StThemeNode *node,
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float width,
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float height,
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guint *corners)
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{
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gfloat scale;
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guint sum;
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scale = 1.0;
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/* top */
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sum = node->border_radius[ST_CORNER_TOPLEFT]
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+ node->border_radius[ST_CORNER_TOPRIGHT];
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if (sum > 0)
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scale = MIN (width / sum, scale);
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/* right */
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sum = node->border_radius[ST_CORNER_TOPRIGHT]
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+ node->border_radius[ST_CORNER_BOTTOMRIGHT];
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if (sum > 0)
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scale = MIN (height / sum, scale);
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/* bottom */
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sum = node->border_radius[ST_CORNER_BOTTOMLEFT]
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+ node->border_radius[ST_CORNER_BOTTOMRIGHT];
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if (sum > 0)
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scale = MIN (width / sum, scale);
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/* left */
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sum = node->border_radius[ST_CORNER_BOTTOMLEFT]
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+ node->border_radius[ST_CORNER_TOPLEFT];
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if (sum > 0)
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scale = MIN (height / sum, scale);
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corners[ST_CORNER_TOPLEFT] = node->border_radius[ST_CORNER_TOPLEFT] * scale;
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corners[ST_CORNER_TOPRIGHT] = node->border_radius[ST_CORNER_TOPRIGHT] * scale;
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corners[ST_CORNER_BOTTOMLEFT] = node->border_radius[ST_CORNER_BOTTOMLEFT] * scale;
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corners[ST_CORNER_BOTTOMRIGHT] = node->border_radius[ST_CORNER_BOTTOMRIGHT] * scale;
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}
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static void
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st_theme_node_get_corner_border_widths (StThemeNode *node,
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StCorner corner_id,
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guint *border_width_1,
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guint *border_width_2)
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{
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switch (corner_id)
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{
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case ST_CORNER_TOPLEFT:
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if (border_width_1)
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*border_width_1 = node->border_width[ST_SIDE_TOP];
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if (border_width_2)
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*border_width_2 = node->border_width[ST_SIDE_LEFT];
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break;
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case ST_CORNER_TOPRIGHT:
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if (border_width_1)
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*border_width_1 = node->border_width[ST_SIDE_TOP];
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if (border_width_2)
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*border_width_2 = node->border_width[ST_SIDE_RIGHT];
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break;
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case ST_CORNER_BOTTOMRIGHT:
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if (border_width_1)
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*border_width_1 = node->border_width[ST_SIDE_BOTTOM];
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if (border_width_2)
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*border_width_2 = node->border_width[ST_SIDE_RIGHT];
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break;
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case ST_CORNER_BOTTOMLEFT:
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if (border_width_1)
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*border_width_1 = node->border_width[ST_SIDE_BOTTOM];
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if (border_width_2)
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*border_width_2 = node->border_width[ST_SIDE_LEFT];
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break;
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}
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}
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static CoglHandle
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st_theme_node_lookup_corner (StThemeNode *node,
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float width,
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float height,
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StCorner corner_id)
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{
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CoglHandle texture, material;
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char *key;
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StTextureCache *cache;
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StCornerSpec corner;
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guint radius[4];
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cache = st_texture_cache_get_default ();
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st_theme_node_reduce_border_radius (node, width, height, radius);
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if (radius[corner_id] == 0)
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return COGL_INVALID_HANDLE;
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corner.radius = radius[corner_id];
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corner.color = node->background_color;
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st_theme_node_get_corner_border_widths (node, corner_id,
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&corner.border_width_1,
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&corner.border_width_2);
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switch (corner_id)
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{
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case ST_CORNER_TOPLEFT:
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over (&node->border_color[ST_SIDE_TOP], &corner.color, &corner.border_color_1);
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over (&node->border_color[ST_SIDE_LEFT], &corner.color, &corner.border_color_2);
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break;
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case ST_CORNER_TOPRIGHT:
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over (&node->border_color[ST_SIDE_TOP], &corner.color, &corner.border_color_1);
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over (&node->border_color[ST_SIDE_RIGHT], &corner.color, &corner.border_color_2);
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break;
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case ST_CORNER_BOTTOMRIGHT:
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over (&node->border_color[ST_SIDE_BOTTOM], &corner.color, &corner.border_color_1);
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over (&node->border_color[ST_SIDE_RIGHT], &corner.color, &corner.border_color_2);
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break;
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case ST_CORNER_BOTTOMLEFT:
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over (&node->border_color[ST_SIDE_BOTTOM], &corner.color, &corner.border_color_1);
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over (&node->border_color[ST_SIDE_LEFT], &corner.color, &corner.border_color_2);
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break;
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}
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if (corner.color.alpha == 0 &&
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corner.border_color_1.alpha == 0 &&
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corner.border_color_2.alpha == 0)
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return COGL_INVALID_HANDLE;
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key = corner_to_string (&corner);
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texture = st_texture_cache_load (cache, key, ST_TEXTURE_CACHE_POLICY_NONE, load_corner, &corner, NULL);
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material = _st_create_texture_material (texture);
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cogl_handle_unref (texture);
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g_free (key);
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return material;
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}
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static void
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get_background_scale (StThemeNode *node,
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gdouble painting_area_width,
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gdouble painting_area_height,
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gdouble background_image_width,
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gdouble background_image_height,
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gdouble *scale_w,
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gdouble *scale_h)
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{
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*scale_w = -1.0;
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*scale_h = -1.0;
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switch (node->background_size)
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{
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case ST_BACKGROUND_SIZE_AUTO:
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*scale_w = 1.0;
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break;
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case ST_BACKGROUND_SIZE_CONTAIN:
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*scale_w = MIN (painting_area_width / background_image_width,
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painting_area_height / background_image_height);
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break;
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case ST_BACKGROUND_SIZE_COVER:
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*scale_w = MAX (painting_area_width / background_image_width,
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painting_area_height / background_image_height);
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break;
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case ST_BACKGROUND_SIZE_FIXED:
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if (node->background_size_w > -1)
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{
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*scale_w = node->background_size_w / background_image_width;
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if (node->background_size_h > -1)
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*scale_h = node->background_size_h / background_image_height;
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}
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else if (node->background_size_h > -1)
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*scale_w = node->background_size_h / background_image_height;
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break;
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}
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if (*scale_h < 0.0)
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*scale_h = *scale_w;
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}
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static void
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get_background_coordinates (StThemeNode *node,
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gdouble painting_area_width,
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gdouble painting_area_height,
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gdouble background_image_width,
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gdouble background_image_height,
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gdouble *x,
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gdouble *y)
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{
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/* honor the specified position if any */
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if (node->background_position_set)
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{
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*x = node->background_position_x;
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*y = node->background_position_y;
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}
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else
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{
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/* center the background on the widget */
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*x = (painting_area_width / 2.0) - (background_image_width / 2.0);
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*y = (painting_area_height / 2.0) - (background_image_height / 2.0);
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}
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}
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static void
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get_background_position (StThemeNode *self,
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const ClutterActorBox *allocation,
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ClutterActorBox *result,
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ClutterActorBox *texture_coords)
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{
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gdouble painting_area_width, painting_area_height;
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gdouble background_image_width, background_image_height;
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gdouble x1, y1;
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gdouble scale_w, scale_h;
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/* get the background image size */
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background_image_width = cogl_texture_get_width (self->background_texture);
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background_image_height = cogl_texture_get_height (self->background_texture);
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/* get the painting area size */
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painting_area_width = allocation->x2 - allocation->x1;
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painting_area_height = allocation->y2 - allocation->y1;
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/* scale if requested */
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get_background_scale (self,
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painting_area_width, painting_area_height,
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background_image_width, background_image_height,
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&scale_w, &scale_h);
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background_image_width *= scale_w;
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background_image_height *= scale_h;
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/* get coordinates */
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get_background_coordinates (self,
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painting_area_width, painting_area_height,
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background_image_width, background_image_height,
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&x1, &y1);
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if (self->background_repeat)
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{
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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;
|
|
const char *file;
|
|
|
|
StTextureCache *texture_cache;
|
|
|
|
gdouble background_image_width, background_image_height;
|
|
gdouble x, y;
|
|
gdouble scale_w, scale_h;
|
|
|
|
file = st_theme_node_get_background_image (node);
|
|
|
|
texture_cache = st_texture_cache_get_default ();
|
|
|
|
surface = st_texture_cache_load_file_to_cairo_surface (texture_cache, file);
|
|
|
|
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 */
|
|
cairo_pattern_get_surface (pattern, &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);
|
|
|
|
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)
|
|
{
|
|
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;
|
|
int 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
|
|
{
|
|
const char *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_new_from_data (width, height,
|
|
COGL_TEXTURE_NONE,
|
|
CLUTTER_CAIRO_FORMAT_ARGB32,
|
|
COGL_PIXEL_FORMAT_ANY,
|
|
rowstride,
|
|
data);
|
|
|
|
cairo_destroy (cr);
|
|
cairo_surface_destroy (surface);
|
|
g_free (data);
|
|
|
|
return texture;
|
|
}
|
|
|
|
static void st_theme_node_paint_borders (StThemeNodePaintState *state,
|
|
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_material != COGL_INVALID_HANDLE)
|
|
{
|
|
cogl_handle_unref (node->border_slices_material);
|
|
node->border_slices_material = COGL_INVALID_HANDLE;
|
|
}
|
|
}
|
|
|
|
static gboolean
|
|
st_theme_node_load_border_image (StThemeNode *node)
|
|
{
|
|
if (node->border_slices_texture == COGL_INVALID_HANDLE)
|
|
{
|
|
StBorderImage *border_image;
|
|
|
|
border_image = st_theme_node_get_border_image (node);
|
|
if (border_image == NULL)
|
|
goto out;
|
|
|
|
const char *filename;
|
|
filename = st_border_image_get_filename (border_image);
|
|
node->border_slices_texture = st_texture_cache_load_file_to_cogl_texture (st_texture_cache_get_default (),
|
|
filename);
|
|
if (node->border_slices_texture == COGL_INVALID_HANDLE)
|
|
goto out;
|
|
|
|
node->border_slices_material = _st_create_texture_material (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_material != COGL_INVALID_HANDLE)
|
|
{
|
|
cogl_handle_unref (node->background_material);
|
|
node->background_material = COGL_INVALID_HANDLE;
|
|
}
|
|
|
|
if (node->background_shadow_material != COGL_INVALID_HANDLE)
|
|
{
|
|
cogl_handle_unref (node->background_shadow_material);
|
|
node->background_shadow_material = COGL_INVALID_HANDLE;
|
|
}
|
|
}
|
|
|
|
static gboolean
|
|
st_theme_node_load_background_image (StThemeNode *node)
|
|
{
|
|
if (node->background_texture == COGL_INVALID_HANDLE)
|
|
{
|
|
const char *background_image;
|
|
StShadow *background_image_shadow_spec;
|
|
|
|
background_image = st_theme_node_get_background_image (node);
|
|
if (background_image == NULL)
|
|
goto out;
|
|
|
|
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);
|
|
if (node->background_texture == COGL_INVALID_HANDLE)
|
|
goto out;
|
|
|
|
node->background_material = _st_create_texture_material (node->background_texture);
|
|
|
|
if (node->background_repeat)
|
|
cogl_material_set_layer_wrap_mode (node->background_material, 0, COGL_MATERIAL_WRAP_MODE_REPEAT);
|
|
|
|
if (background_image_shadow_spec)
|
|
{
|
|
node->background_shadow_material = _st_create_shadow_material (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_material = _st_create_texture_material (state->prerendered_texture);
|
|
else
|
|
state->prerendered_material = COGL_INVALID_HANDLE;
|
|
|
|
if (box_shadow_spec && !has_inset_box_shadow)
|
|
{
|
|
if (st_theme_node_load_border_image (node))
|
|
state->box_shadow_material = _st_create_shadow_material (box_shadow_spec,
|
|
node->border_slices_texture);
|
|
else if (state->prerendered_texture != COGL_INVALID_HANDLE)
|
|
state->box_shadow_material = _st_create_shadow_material (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_material == 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_material != COGL_INVALID_HANDLE)
|
|
{
|
|
cogl_handle_unref (state->prerendered_material);
|
|
state->prerendered_material = COGL_INVALID_HANDLE;
|
|
|
|
if (node->border_slices_texture == COGL_INVALID_HANDLE &&
|
|
state->box_shadow_material != COGL_INVALID_HANDLE)
|
|
{
|
|
cogl_handle_unref (state->box_shadow_material);
|
|
state->box_shadow_material = 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_material = _st_create_texture_material (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_material = _st_create_shadow_material (box_shadow_spec,
|
|
state->prerendered_texture);
|
|
}
|
|
|
|
static void
|
|
paint_material_with_opacity (CoglHandle material,
|
|
ClutterActorBox *box,
|
|
ClutterActorBox *coords,
|
|
guint8 paint_opacity)
|
|
{
|
|
cogl_material_set_color4ub (material,
|
|
paint_opacity, paint_opacity, paint_opacity, paint_opacity);
|
|
|
|
cogl_set_source (material);
|
|
|
|
if (coords)
|
|
cogl_rectangle_with_texture_coords (box->x1, box->y1, box->x2, box->y2,
|
|
coords->x1, coords->y1, coords->x2, coords->y2);
|
|
else
|
|
cogl_rectangle (box->x1, box->y1, box->x2, box->y2);
|
|
}
|
|
|
|
static void
|
|
st_theme_node_paint_borders (StThemeNodePaintState *state,
|
|
const ClutterActorBox *box,
|
|
guint8 paint_opacity)
|
|
{
|
|
StThemeNode *node = state->node;
|
|
float width, height;
|
|
int border_width[4];
|
|
guint border_radius[4];
|
|
int max_border_radius = 0;
|
|
int 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)
|
|
{
|
|
cogl_set_source_color4ub (effective_border.red,
|
|
effective_border.green,
|
|
effective_border.blue,
|
|
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_rectangles (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_material_set_color4ub (state->corner_material[corner_id],
|
|
paint_opacity, paint_opacity,
|
|
paint_opacity, paint_opacity);
|
|
cogl_set_source (state->corner_material[corner_id]);
|
|
|
|
switch (corner_id)
|
|
{
|
|
case ST_CORNER_TOPLEFT:
|
|
cogl_rectangle_with_texture_coords (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_rectangle_with_texture_coords (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_rectangle_with_texture_coords (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_rectangle_with_texture_coords (0, height - max_width_radius[ST_CORNER_BOTTOMLEFT],
|
|
max_width_radius[ST_CORNER_BOTTOMLEFT], height,
|
|
0, 0.5, 0.5, 1);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* background color */
|
|
alpha = paint_opacity * node->background_color.alpha / 255;
|
|
if (alpha > 0)
|
|
{
|
|
cogl_set_source_color4ub (node->background_color.red,
|
|
node->background_color.green,
|
|
node->background_color.blue,
|
|
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;
|
|
}
|
|
cogl_rectangles (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_rectangle (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_rectangle (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_rectangle (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,
|
|
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_set_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_material_set_layer_combine_constant (state->box_shadow_material, 0, &color);
|
|
|
|
cogl_set_source (state->box_shadow_material);
|
|
|
|
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_rectangles_with_texture_coords (rectangles, idx / 8);
|
|
|
|
#if 0
|
|
/* Visual feedback on shadow's 9-slice and orignal offscreen buffer,
|
|
for debug purposes */
|
|
cogl_rectangle (xend, yoffset, xend + shadow_width, yoffset + shadow_height);
|
|
|
|
cogl_set_source_color4ub (0xff, 0x0, 0x0, 0xff);
|
|
|
|
cogl_rectangle (xoffset, top, xend, top + 1);
|
|
cogl_rectangle (xoffset, bottom, xend, bottom + 1);
|
|
cogl_rectangle (left, yoffset, left + 1, yend);
|
|
cogl_rectangle (right, yoffset, right + 1, yend);
|
|
|
|
cogl_rectangle (xend, yoffset, xend + shadow_width, yoffset + 1);
|
|
cogl_rectangle (xend, yoffset + shadow_height, xend + shadow_width, yoffset + shadow_height + 1);
|
|
cogl_rectangle (xend, yoffset, xend + 1, yoffset + shadow_height);
|
|
cogl_rectangle (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_rectangle (xend, yoffset + s_top, xend + shadow_width, yoffset + s_top + 1);
|
|
cogl_rectangle (xend, yoffset + s_bottom, xend + shadow_width, yoffset + s_bottom + 1);
|
|
cogl_rectangle (xend + s_left, yoffset, xend + s_left + 1, yoffset + shadow_height);
|
|
cogl_rectangle (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;
|
|
|
|
/* 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);
|
|
offscreen = cogl_offscreen_new_to_texture (buffer);
|
|
|
|
if (offscreen != COGL_INVALID_HANDLE)
|
|
{
|
|
ClutterActorBox box = { 0, 0, state->box_shadow_width, state->box_shadow_height};
|
|
CoglColor clear_color;
|
|
|
|
cogl_push_framebuffer (offscreen);
|
|
cogl_ortho (0, state->box_shadow_width, state->box_shadow_height, 0, 0, 1.0);
|
|
|
|
cogl_color_set_from_4ub (&clear_color, 0, 0, 0, 0);
|
|
cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR);
|
|
|
|
st_theme_node_paint_borders (state, &box, 0xFF);
|
|
cogl_pop_framebuffer ();
|
|
cogl_handle_unref (offscreen);
|
|
|
|
state->box_shadow_material = _st_create_shadow_material (st_theme_node_get_box_shadow (node),
|
|
buffer);
|
|
}
|
|
cogl_handle_unref (buffer);
|
|
}
|
|
|
|
static void
|
|
st_theme_node_paint_sliced_border_image (StThemeNode *node,
|
|
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 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_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 ? */
|
|
|
|
material = node->border_slices_material;
|
|
cogl_material_set_color4ub (material,
|
|
paint_opacity, paint_opacity, paint_opacity, paint_opacity);
|
|
|
|
cogl_set_source (material);
|
|
|
|
{
|
|
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_rectangles_with_texture_coords (rectangles, 9);
|
|
}
|
|
}
|
|
|
|
static void
|
|
st_theme_node_paint_outline (StThemeNode *node,
|
|
const ClutterActorBox *box,
|
|
guint8 paint_opacity)
|
|
|
|
{
|
|
float width, height;
|
|
int outline_width;
|
|
float rects[16];
|
|
ClutterColor outline_color, effective_outline;
|
|
|
|
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);
|
|
|
|
cogl_set_source_color4ub (effective_outline.red,
|
|
effective_outline.green,
|
|
effective_outline.blue,
|
|
paint_opacity * effective_outline.alpha / 255);
|
|
|
|
/* 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_rectangles (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,
|
|
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_material)
|
|
{
|
|
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_material,
|
|
&allocation,
|
|
paint_opacity);
|
|
else
|
|
st_theme_node_paint_sliced_shadow (state,
|
|
&allocation,
|
|
paint_opacity);
|
|
}
|
|
|
|
if (state->prerendered_material != COGL_INVALID_HANDLE ||
|
|
st_theme_node_load_border_image (node))
|
|
{
|
|
if (state->prerendered_material != COGL_INVALID_HANDLE)
|
|
{
|
|
ClutterActorBox paint_box;
|
|
|
|
st_theme_node_get_background_paint_box (node,
|
|
&allocation,
|
|
&paint_box);
|
|
|
|
paint_material_with_opacity (state->prerendered_material,
|
|
&paint_box,
|
|
NULL,
|
|
paint_opacity);
|
|
}
|
|
|
|
if (node->border_slices_material != COGL_INVALID_HANDLE)
|
|
st_theme_node_paint_sliced_border_image (node, width, height, paint_opacity);
|
|
}
|
|
else
|
|
{
|
|
st_theme_node_paint_borders (state, box, paint_opacity);
|
|
}
|
|
|
|
st_theme_node_paint_outline (node, box, paint_opacity);
|
|
|
|
if (state->prerendered_material == 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_clip_push_rectangle (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_material != COGL_INVALID_HANDLE)
|
|
_st_paint_shadow_with_opacity (node->background_image_shadow,
|
|
node->background_shadow_material,
|
|
&background_box,
|
|
paint_opacity);
|
|
|
|
paint_material_with_opacity (node->background_material,
|
|
&background_box,
|
|
&texture_coords,
|
|
paint_opacity);
|
|
|
|
if (has_visible_outline || node->background_repeat)
|
|
cogl_clip_pop ();
|
|
}
|
|
}
|
|
|
|
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_material != COGL_INVALID_HANDLE)
|
|
cogl_handle_unref (state->prerendered_material);
|
|
if (state->box_shadow_material != COGL_INVALID_HANDLE)
|
|
cogl_handle_unref (state->box_shadow_material);
|
|
|
|
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_material = COGL_INVALID_HANDLE;
|
|
state->prerendered_texture = COGL_INVALID_HANDLE;
|
|
state->prerendered_material = 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_material)
|
|
state->box_shadow_material = cogl_handle_ref (other->box_shadow_material);
|
|
if (other->prerendered_texture)
|
|
state->prerendered_texture = cogl_handle_ref (other->prerendered_texture);
|
|
if (other->prerendered_material)
|
|
state->prerendered_material = cogl_handle_ref (other->prerendered_material);
|
|
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;
|
|
}
|