Make window shadows globally configurable
Instead of setting shadow parameters on individual windows, add the idea of a "shadow class". Windows have default shadow classes based on their frame and window type, which can be overriden by setting the shadow-class property. Each shadow class has separably configurable parameters for the focused and unfocused state. New shadow classes can be defined with arbitrary names. https://bugzilla.gnome.org/show_bug.cgi?id=592382
This commit is contained in:
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@ -11,6 +11,7 @@
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#include "compositor-mutter.h"
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#include "xprops.h"
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#include "prefs.h"
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#include "meta-shadow-factory.h"
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#include "meta-window-actor-private.h"
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#include "meta-window-group.h"
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#include "../core/window-private.h" /* to check window->hidden */
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@ -1017,6 +1018,26 @@ meta_repaint_func (gpointer data)
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return TRUE;
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}
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static void
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on_shadow_factory_changed (MetaShadowFactory *factory,
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MetaCompositor *compositor)
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{
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GSList *screens = meta_display_get_screens (compositor->display);
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GList *l;
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GSList *sl;
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for (sl = screens; sl; sl = sl->next)
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{
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MetaScreen *screen = sl->data;
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MetaCompScreen *info = meta_screen_get_compositor_data (screen);
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if (!info)
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continue;
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for (l = info->windows; l; l = l->next)
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meta_window_actor_invalidate_shadow (l->data);
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}
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}
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/**
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* meta_compositor_new: (skip)
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*
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@ -1047,6 +1068,11 @@ meta_compositor_new (MetaDisplay *display)
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XInternAtoms (xdisplay, atom_names, G_N_ELEMENTS (atom_names),
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False, atoms);
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g_signal_connect (meta_shadow_factory_get_default (),
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"changed",
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G_CALLBACK (on_shadow_factory_changed),
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compositor);
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compositor->atom_x_root_pixmap = atoms[0];
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compositor->atom_x_set_root = atoms[1];
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compositor->atom_net_wm_window_opacity = atoms[2];
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@ -56,11 +56,11 @@ void meta_shadow_get_bounds (MetaShadow *shadow,
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MetaShadowFactory *meta_shadow_factory_new (void);
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MetaShadow * meta_shadow_factory_get_shadow (MetaShadowFactory *factory,
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MetaWindowShape *shape,
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int width,
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int height,
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int radius,
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int top_fade);
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MetaShadow *meta_shadow_factory_get_shadow (MetaShadowFactory *factory,
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MetaWindowShape *shape,
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int width,
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int height,
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const char *class_name,
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gboolean focused);
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#endif /* __META_SHADOW_FACTORY_PRIVATE_H__ */
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@ -48,7 +48,8 @@
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* - We approximate the 1D gaussian blur as 3 successive box filters.
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*/
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typedef struct _MetaShadowCacheKey MetaShadowCacheKey;
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typedef struct _MetaShadowCacheKey MetaShadowCacheKey;
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typedef struct _MetaShadowClassInfo MetaShadowClassInfo;
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struct _MetaShadowCacheKey
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{
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@ -82,6 +83,13 @@ struct _MetaShadow
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guint scale_height : 1;
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};
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struct _MetaShadowClassInfo
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{
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const char *name; /* const so we can reuse for static definitions */
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MetaShadowParams focused;
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MetaShadowParams unfocused;
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};
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struct _MetaShadowFactory
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{
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GObject parent_instance;
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@ -89,6 +97,9 @@ struct _MetaShadowFactory
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/* MetaShadowCacheKey => MetaShadow; the shadows are not referenced
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* by the factory, they are simply removed from the table when freed */
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GHashTable *shadows;
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/* class name => MetaShadowClassInfo */
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GHashTable *shadow_classes;
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};
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struct _MetaShadowFactoryClass
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@ -96,6 +107,31 @@ struct _MetaShadowFactoryClass
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GObjectClass parent_class;
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};
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enum
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{
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CHANGED,
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LAST_SIGNAL
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};
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static guint signals[LAST_SIGNAL] = { 0 };
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/* The first element in this array also defines the default parameters
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* for newly created classes */
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MetaShadowClassInfo default_shadow_classes[] = {
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{ "normal", { 12, -1, 0, 8, 255 }, { 6, -1, 0, 4, 255 } },
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{ "dialog", { 12, -1, 0, 8, 255 }, { 6, -1, 0, 4, 255 } },
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{ "modal_dialog", { 12, -1, 0, 8, 255 }, { 6, -1, 0, 4, 255 } },
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{ "utility", { 12, -1, 0, 8, 255 }, { 6, -1, 0, 4, 255 } },
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{ "border", { 12, -1, 0, 8, 255 }, { 6, -1, 0, 4, 255 } },
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{ "menu", { 12, -1, 0, 8, 255 }, { 6, -1, 0, 4, 255 } },
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{ "popup-menu", { 6, -1, 0, 4, 255 }, { 6, -1, 0, 4, 255 } },
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{ "dropdown-menu", { 6, 25, 0, 4, 255 }, { 6, 100, 0, 4, 255 } },
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{ "attached", { 6, 25, 0, 4, 255 }, { 6, 100, 0, 4, 255 } }
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};
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G_DEFINE_TYPE (MetaShadowFactory, meta_shadow_factory, G_TYPE_OBJECT);
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static guint
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@ -262,11 +298,36 @@ meta_shadow_get_bounds (MetaShadow *shadow,
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bounds->height = window_height + shadow->outer_border_top + shadow->outer_border_bottom;
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}
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static void
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meta_shadow_class_info_free (MetaShadowClassInfo *class_info)
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{
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g_free ((char *)class_info->name);
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g_slice_free (MetaShadowClassInfo, class_info);
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}
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static void
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meta_shadow_factory_init (MetaShadowFactory *factory)
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{
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guint i;
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factory->shadows = g_hash_table_new (meta_shadow_cache_key_hash,
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meta_shadow_cache_key_equal);
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factory->shadow_classes = g_hash_table_new_full (g_str_hash,
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g_str_equal,
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NULL,
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(GDestroyNotify)meta_shadow_class_info_free);
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for (i = 0; i < G_N_ELEMENTS (default_shadow_classes); i++)
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{
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MetaShadowClassInfo *class_info = g_slice_new (MetaShadowClassInfo);
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*class_info = default_shadow_classes[i];
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class_info->name = g_strdup (class_info->name);
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g_hash_table_insert (factory->shadow_classes,
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(char *)class_info->name, class_info);
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}
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}
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static void
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@ -286,6 +347,7 @@ meta_shadow_factory_finalize (GObject *object)
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}
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g_hash_table_destroy (factory->shadows);
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g_hash_table_destroy (factory->shadow_classes);
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G_OBJECT_CLASS (meta_shadow_factory_parent_class)->finalize (object);
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}
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@ -296,6 +358,15 @@ meta_shadow_factory_class_init (MetaShadowFactoryClass *klass)
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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object_class->finalize = meta_shadow_factory_finalize;
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signals[CHANGED] =
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g_signal_new ("changed",
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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0,
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NULL, NULL,
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g_cclosure_marshal_VOID__VOID,
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G_TYPE_NONE, 0);
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}
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MetaShadowFactory *
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@ -657,15 +728,45 @@ make_shadow (MetaShadow *shadow,
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cogl_material_set_layer (shadow->material, 0, shadow->texture);
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}
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static MetaShadowParams *
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get_shadow_params (MetaShadowFactory *factory,
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const char *class_name,
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gboolean focused,
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gboolean create)
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{
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MetaShadowClassInfo *class_info = g_hash_table_lookup (factory->shadow_classes,
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class_name);
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if (class_info == NULL)
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{
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if (create)
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{
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class_info = g_slice_new0 (MetaShadowClassInfo);
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*class_info = default_shadow_classes[0];
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class_info->name = g_strdup (class_info->name);
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g_hash_table_insert (factory->shadow_classes,
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(char *)class_info->name, class_info);
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}
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else
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{
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class_info = &default_shadow_classes[0];
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}
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}
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if (focused)
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return &class_info->focused;
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else
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return &class_info->unfocused;
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}
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/**
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* meta_shadow_factory_get_shadow:
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* @factory: a #MetaShadowFactory
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* @shape: the size-invariant shape of the window's region
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* @width: the actual width of the window's region
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* @width: the actual height of the window's region
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* @radius: the radius (gaussian standard deviation) of the shadow
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* @top_fade: if >= 0, the shadow doesn't extend above the top
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* of the shape, and fades out over the given number of pixels
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* @height: the actual height of the window's region
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* @class_name: name of the class of window shadows
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* @focused: whether the shadow is for a focused window
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*
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* Gets the appropriate shadow object for drawing shadows for the
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* specified window shape. The region that we are shadowing is specified
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@ -677,13 +778,14 @@ make_shadow (MetaShadow *shadow,
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* meta_shadow_unref()
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*/
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MetaShadow *
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meta_shadow_factory_get_shadow (MetaShadowFactory *factory,
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MetaWindowShape *shape,
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int width,
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int height,
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int radius,
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int top_fade)
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meta_shadow_factory_get_shadow (MetaShadowFactory *factory,
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MetaWindowShape *shape,
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int width,
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int height,
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const char *class_name,
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gboolean focused)
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{
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MetaShadowParams *params;
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MetaShadowCacheKey key;
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MetaShadow *shadow;
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cairo_region_t *region;
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@ -721,15 +823,18 @@ meta_shadow_factory_get_shadow (MetaShadowFactory *factory,
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* In the case where we are fading a the top, that also has to fit
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* within the top unscaled border.
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*/
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spread = get_shadow_spread (radius);
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params = get_shadow_params (factory, class_name, focused, FALSE);
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spread = get_shadow_spread (params->radius);
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meta_window_shape_get_borders (shape,
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&shape_border_top,
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&shape_border_right,
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&shape_border_bottom,
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&shape_border_left);
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inner_border_top = MAX (shape_border_top + spread, top_fade);
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outer_border_top = top_fade >= 0 ? 0 : spread;
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inner_border_top = MAX (shape_border_top + spread, params->top_fade);
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outer_border_top = params->top_fade >= 0 ? 0 : spread;
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inner_border_right = shape_border_right + spread;
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outer_border_right = spread;
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inner_border_bottom = shape_border_bottom + spread;
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@ -744,8 +849,8 @@ meta_shadow_factory_get_shadow (MetaShadowFactory *factory,
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if (cacheable)
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{
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key.shape = shape;
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key.radius = radius;
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key.top_fade = top_fade;
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key.radius = params->radius;
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key.top_fade = params->top_fade;
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shadow = g_hash_table_lookup (factory->shadows, &key);
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if (shadow)
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@ -757,8 +862,8 @@ meta_shadow_factory_get_shadow (MetaShadowFactory *factory,
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shadow->ref_count = 1;
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shadow->factory = factory;
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shadow->key.shape = meta_window_shape_ref (shape);
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shadow->key.radius = radius;
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shadow->key.top_fade = top_fade;
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shadow->key.radius = params->radius;
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shadow->key.top_fade = params->top_fade;
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shadow->outer_border_top = outer_border_top;
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shadow->inner_border_top = inner_border_top;
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@ -793,3 +898,69 @@ meta_shadow_factory_get_shadow (MetaShadowFactory *factory,
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return shadow;
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}
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/**
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* meta_shadow_factory_set_params:
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* @factory: a #MetaShadowFactory
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* @class_name: name of the class of shadow to set the params for.
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* the default shadow classes are the names of the different
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* theme frame types (normal, dialog, modal_dialog, utility,
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* border, menu, attached) and in addition, popup-menu
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* and dropdown-menu.
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* @focused: whether the shadow is for a focused window
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* @params: new parameter values
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*
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* Updates the shadow parameters for a particular class of shadows
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* for either the focused or unfocused state. If the class name
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* does not name an existing class, a new class will be created
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* (the other focus state for that class will have default values
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* assigned to it.)
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*/
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void
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meta_shadow_factory_set_params (MetaShadowFactory *factory,
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const char *class_name,
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gboolean focused,
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MetaShadowParams *params)
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{
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MetaShadowParams *stored_params;
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g_return_if_fail (META_IS_SHADOW_FACTORY (factory));
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g_return_if_fail (class_name != NULL);
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g_return_if_fail (params != NULL);
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g_return_if_fail (params->radius >= 0);
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stored_params = get_shadow_params (factory, class_name, focused, TRUE);
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*stored_params = *params;
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g_signal_emit (factory, signals[CHANGED], 0);
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}
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/**
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* meta_shadow_factory_get_params:
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* @factory: a #MetaShadowFactory
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* @class_name: name of the class of shadow to get the params for
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* @focused: whether the shadow is for a focused window
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* @params: (out caller-allocates): location to store the current parameter values
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*
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* Gets the shadow parameters for a particular class of shadows
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* for either the focused or unfocused state. If the class name
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* does not name an existing class, default values will be returned
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* without printing an error.
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*/
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void
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meta_shadow_factory_get_params (MetaShadowFactory *factory,
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const char *class_name,
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gboolean focused,
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MetaShadowParams *params)
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{
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MetaShadowParams *stored_params;
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g_return_if_fail (META_IS_SHADOW_FACTORY (factory));
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g_return_if_fail (class_name != NULL);
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stored_params = get_shadow_params (factory, class_name, focused, FALSE);
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if (params)
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*params = *stored_params;
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}
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@ -28,6 +28,8 @@ void meta_window_actor_process_damage (MetaWindowActor *self,
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XDamageNotifyEvent *event);
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void meta_window_actor_pre_paint (MetaWindowActor *self);
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void meta_window_actor_invalidate_shadow (MetaWindowActor *self);
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gboolean meta_window_actor_effect_in_progress (MetaWindowActor *self);
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void meta_window_actor_sync_actor_position (MetaWindowActor *self);
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void meta_window_actor_sync_visibility (MetaWindowActor *self);
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@ -30,7 +30,21 @@ struct _MetaWindowActorPrivate
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MetaScreen *screen;
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ClutterActor *actor;
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MetaShadow *shadow;
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/* MetaShadowFactory only caches shadows that are actually in use;
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* to avoid unnecessary recomputation we do two things: 1) we store
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* both a focused and unfocused shadow for the window. If the window
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* doesn't have different focused and unfocused shadow parameters,
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* these will be the same. 2) when the shadow potentially changes we
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* don't immediately unreference the old shadow, we just flag it as
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* dirty and recompute it when we next need it (recompute_focused_shadow,
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* recompute_unfocused_shadow.) Because of our extraction of
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* size-invariant window shape, we'll often find that the new shadow
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* is the same as the old shadow.
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*/
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MetaShadow *focused_shadow;
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MetaShadow *unfocused_shadow;
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Pixmap back_pixmap;
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Damage damage;
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@ -51,10 +65,7 @@ struct _MetaWindowActorPrivate
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gint freeze_count;
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gint shadow_radius;
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gint shadow_top_fade;
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gint shadow_x_offset;
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gint shadow_y_offset;
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char * shadow_class;
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/*
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* These need to be counters rather than flags, since more plugins
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@ -79,7 +90,8 @@ struct _MetaWindowActorPrivate
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guint needs_pixmap : 1;
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guint needs_reshape : 1;
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guint recompute_shadow : 1;
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guint recompute_focused_shadow : 1;
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guint recompute_unfocused_shadow : 1;
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guint paint_shadow : 1;
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guint size_changed : 1;
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@ -97,11 +109,7 @@ enum
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PROP_X_WINDOW,
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PROP_X_WINDOW_ATTRIBUTES,
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PROP_NO_SHADOW,
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PROP_SHADOW_RADIUS,
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PROP_SHADOW_TOP_FADE,
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PROP_SHADOW_X_OFFSET,
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PROP_SHADOW_Y_OFFSET,
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PROP_SHADOW_OPACITY
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PROP_SHADOW_CLASS
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};
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#define DEFAULT_SHADOW_RADIUS 12
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@ -246,56 +254,14 @@ meta_window_actor_class_init (MetaWindowActorClass *klass)
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PROP_NO_SHADOW,
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pspec);
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pspec = g_param_spec_int ("shadow-radius",
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"Shadow Radius",
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"Radius (standard deviation of gaussian blur) of window's shadow",
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0, 128, DEFAULT_SHADOW_RADIUS,
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G_PARAM_READWRITE);
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pspec = g_param_spec_string ("shadow-class",
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"Name of the shadow class for this window.",
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"NULL means to use the default shadow class for this window type",
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NULL,
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G_PARAM_READWRITE);
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g_object_class_install_property (object_class,
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PROP_SHADOW_RADIUS,
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pspec);
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pspec = g_param_spec_int ("shadow-top-fade",
|
||||
"Shadow Top Fade",
|
||||
"If >= 0, the shadow doesn't extend above the top "
|
||||
"of the window, and fades out over the given number of pixels",
|
||||
-1, G_MAXINT, -1,
|
||||
G_PARAM_READWRITE);
|
||||
|
||||
g_object_class_install_property (object_class,
|
||||
PROP_SHADOW_TOP_FADE,
|
||||
pspec);
|
||||
|
||||
pspec = g_param_spec_int ("shadow-x-offset",
|
||||
"Shadow X Offset",
|
||||
"Distance shadow is offset in the horizontal direction in pixels",
|
||||
G_MININT, G_MAXINT, DEFAULT_SHADOW_X_OFFSET,
|
||||
G_PARAM_READWRITE);
|
||||
|
||||
g_object_class_install_property (object_class,
|
||||
PROP_SHADOW_X_OFFSET,
|
||||
pspec);
|
||||
|
||||
pspec = g_param_spec_int ("shadow-y-offset",
|
||||
"Shadow Y Offset",
|
||||
"Distance shadow is offset in the vertical direction in piyels",
|
||||
G_MININT, G_MAXINT, DEFAULT_SHADOW_Y_OFFSET,
|
||||
G_PARAM_READWRITE);
|
||||
|
||||
g_object_class_install_property (object_class,
|
||||
PROP_SHADOW_Y_OFFSET,
|
||||
pspec);
|
||||
|
||||
pspec = g_param_spec_uint ("shadow-opacity",
|
||||
"Shadow Opacity",
|
||||
"Opacity of the window's shadow",
|
||||
0, 255,
|
||||
255,
|
||||
G_PARAM_READWRITE);
|
||||
|
||||
g_object_class_install_property (object_class,
|
||||
PROP_SHADOW_OPACITY,
|
||||
PROP_SHADOW_CLASS,
|
||||
pspec);
|
||||
}
|
||||
|
||||
@ -308,11 +274,7 @@ meta_window_actor_init (MetaWindowActor *self)
|
||||
META_TYPE_WINDOW_ACTOR,
|
||||
MetaWindowActorPrivate);
|
||||
priv->opacity = 0xff;
|
||||
priv->shadow_radius = DEFAULT_SHADOW_RADIUS;
|
||||
priv->shadow_top_fade = -1;
|
||||
priv->shadow_x_offset = DEFAULT_SHADOW_X_OFFSET;
|
||||
priv->shadow_y_offset = DEFAULT_SHADOW_Y_OFFSET;
|
||||
priv->shadow_opacity = 0xff;
|
||||
priv->shadow_class = NULL;
|
||||
priv->paint_shadow = TRUE;
|
||||
}
|
||||
|
||||
@ -470,10 +432,22 @@ meta_window_actor_dispose (GObject *object)
|
||||
meta_window_actor_clear_shape_region (self);
|
||||
meta_window_actor_clear_bounding_region (self);
|
||||
|
||||
if (priv->shadow != NULL)
|
||||
if (priv->shadow_class != NULL)
|
||||
{
|
||||
meta_shadow_unref (priv->shadow);
|
||||
priv->shadow = NULL;
|
||||
g_free (priv->shadow_class);
|
||||
priv->shadow_class = NULL;
|
||||
}
|
||||
|
||||
if (priv->focused_shadow != NULL)
|
||||
{
|
||||
meta_shadow_unref (priv->focused_shadow);
|
||||
priv->focused_shadow = NULL;
|
||||
}
|
||||
|
||||
if (priv->unfocused_shadow != NULL)
|
||||
{
|
||||
meta_shadow_unref (priv->unfocused_shadow);
|
||||
priv->unfocused_shadow = NULL;
|
||||
}
|
||||
|
||||
if (priv->shadow_shape != NULL)
|
||||
@ -545,65 +519,20 @@ meta_window_actor_set_property (GObject *object,
|
||||
|
||||
priv->no_shadow = newv;
|
||||
|
||||
priv->recompute_shadow = TRUE;
|
||||
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
|
||||
meta_window_actor_invalidate_shadow (self);
|
||||
}
|
||||
break;
|
||||
case PROP_SHADOW_RADIUS:
|
||||
case PROP_SHADOW_CLASS:
|
||||
{
|
||||
gint newv = g_value_get_int (value);
|
||||
const char *newv = g_value_get_string (value);
|
||||
|
||||
if (newv == priv->shadow_radius)
|
||||
if (g_strcmp0 (newv, priv->shadow_class) == 0)
|
||||
return;
|
||||
|
||||
priv->shadow_radius = newv;
|
||||
priv->recompute_shadow = TRUE;
|
||||
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
|
||||
}
|
||||
break;
|
||||
case PROP_SHADOW_TOP_FADE:
|
||||
{
|
||||
gint newv = g_value_get_int (value);
|
||||
g_free (priv->shadow_class);
|
||||
priv->shadow_class = g_strdup (newv);
|
||||
|
||||
if (newv == priv->shadow_top_fade)
|
||||
return;
|
||||
|
||||
priv->shadow_top_fade = newv;
|
||||
priv->recompute_shadow = TRUE;
|
||||
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
|
||||
}
|
||||
break;
|
||||
case PROP_SHADOW_X_OFFSET:
|
||||
{
|
||||
gint newv = g_value_get_int (value);
|
||||
|
||||
if (newv == priv->shadow_x_offset)
|
||||
return;
|
||||
|
||||
priv->shadow_x_offset = newv;
|
||||
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
|
||||
}
|
||||
break;
|
||||
case PROP_SHADOW_Y_OFFSET:
|
||||
{
|
||||
gint newv = g_value_get_int (value);
|
||||
|
||||
if (newv == priv->shadow_y_offset)
|
||||
return;
|
||||
|
||||
priv->shadow_y_offset = newv;
|
||||
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
|
||||
}
|
||||
break;
|
||||
case PROP_SHADOW_OPACITY:
|
||||
{
|
||||
guint newv = g_value_get_uint (value);
|
||||
|
||||
if (newv == priv->shadow_opacity)
|
||||
return;
|
||||
|
||||
priv->shadow_opacity = newv;
|
||||
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
|
||||
meta_window_actor_invalidate_shadow (self);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
@ -637,26 +566,53 @@ meta_window_actor_get_property (GObject *object,
|
||||
case PROP_NO_SHADOW:
|
||||
g_value_set_boolean (value, priv->no_shadow);
|
||||
break;
|
||||
case PROP_SHADOW_RADIUS:
|
||||
g_value_set_int (value, priv->shadow_radius);
|
||||
case PROP_SHADOW_CLASS:
|
||||
g_value_set_string (value, priv->shadow_class);
|
||||
break;
|
||||
case PROP_SHADOW_TOP_FADE:
|
||||
g_value_set_int (value, priv->shadow_top_fade);
|
||||
break;
|
||||
case PROP_SHADOW_X_OFFSET:
|
||||
g_value_set_int (value, priv->shadow_x_offset);
|
||||
break;
|
||||
case PROP_SHADOW_Y_OFFSET:
|
||||
g_value_set_int (value, priv->shadow_y_offset);
|
||||
break;
|
||||
case PROP_SHADOW_OPACITY:
|
||||
g_value_set_uint (value, priv->shadow_opacity);
|
||||
default:
|
||||
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static const char *
|
||||
meta_window_actor_get_shadow_class (MetaWindowActor *self)
|
||||
{
|
||||
MetaWindowActorPrivate *priv = self->priv;
|
||||
|
||||
if (priv->shadow_class != NULL)
|
||||
return priv->shadow_class;
|
||||
else
|
||||
{
|
||||
MetaWindowType window_type = meta_window_get_window_type (priv->window);
|
||||
|
||||
switch (window_type)
|
||||
{
|
||||
case META_WINDOW_DROPDOWN_MENU:
|
||||
return "dropdown-menu";
|
||||
case META_WINDOW_POPUP_MENU:
|
||||
return "popup-menu";
|
||||
default:
|
||||
{
|
||||
MetaFrameType frame_type = meta_window_get_frame_type (priv->window);
|
||||
return meta_frame_type_to_string (frame_type);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
meta_window_actor_get_shadow_params (MetaWindowActor *self,
|
||||
gboolean appears_focused,
|
||||
MetaShadowParams *params)
|
||||
{
|
||||
const char *shadow_class = meta_window_actor_get_shadow_class (self);
|
||||
|
||||
meta_shadow_factory_get_params (meta_shadow_factory_get_default (),
|
||||
shadow_class, appears_focused,
|
||||
params);
|
||||
}
|
||||
|
||||
static void
|
||||
meta_window_actor_get_shape_bounds (MetaWindowActor *self,
|
||||
cairo_rectangle_int_t *bounds)
|
||||
@ -675,17 +631,26 @@ meta_window_actor_paint (ClutterActor *actor)
|
||||
MetaWindowActor *self = META_WINDOW_ACTOR (actor);
|
||||
MetaWindowActorPrivate *priv = self->priv;
|
||||
|
||||
if (priv->shadow != NULL && priv->paint_shadow)
|
||||
if (priv->paint_shadow)
|
||||
{
|
||||
cairo_rectangle_int_t shape_bounds;
|
||||
meta_window_actor_get_shape_bounds (self, &shape_bounds);
|
||||
gboolean appears_focused = meta_window_appears_focused (priv->window);
|
||||
MetaShadow *shadow = appears_focused ? priv->focused_shadow : priv->unfocused_shadow;
|
||||
|
||||
meta_shadow_paint (priv->shadow,
|
||||
priv->shadow_x_offset + shape_bounds.x,
|
||||
priv->shadow_y_offset + shape_bounds.y,
|
||||
shape_bounds.width,
|
||||
shape_bounds.height,
|
||||
(clutter_actor_get_paint_opacity (actor) * priv->shadow_opacity) / 255);
|
||||
if (shadow != NULL)
|
||||
{
|
||||
MetaShadowParams params;
|
||||
cairo_rectangle_int_t shape_bounds;
|
||||
|
||||
meta_window_actor_get_shape_bounds (self, &shape_bounds);
|
||||
meta_window_actor_get_shadow_params (self, appears_focused, ¶ms);
|
||||
|
||||
meta_shadow_paint (shadow,
|
||||
params.x_offset + shape_bounds.x,
|
||||
params.y_offset + shape_bounds.y,
|
||||
shape_bounds.width,
|
||||
shape_bounds.height,
|
||||
(clutter_actor_get_paint_opacity (actor) * params.opacity) / 255);
|
||||
}
|
||||
}
|
||||
|
||||
CLUTTER_ACTOR_CLASS (meta_window_actor_parent_class)->paint (actor);
|
||||
@ -719,9 +684,6 @@ meta_window_actor_has_shadow (MetaWindowActor *self)
|
||||
if (priv->no_shadow)
|
||||
return FALSE;
|
||||
|
||||
if (priv->shadow_radius == 0)
|
||||
return FALSE;
|
||||
|
||||
/*
|
||||
* Always put a shadow around windows with a frame - This should override
|
||||
* the restriction about not putting a shadow around ARGB windows.
|
||||
@ -1536,7 +1498,7 @@ meta_window_actor_update_bounding_region (MetaWindowActor *self,
|
||||
* the shadow when the size changes.
|
||||
*/
|
||||
if (!priv->shaped)
|
||||
priv->recompute_shadow = TRUE;
|
||||
meta_window_actor_invalidate_shadow (self);
|
||||
}
|
||||
|
||||
static void
|
||||
@ -1666,8 +1628,10 @@ meta_window_actor_set_visible_region_beneath (MetaWindowActor *self,
|
||||
{
|
||||
MetaWindowActorPrivate *priv = self->priv;
|
||||
|
||||
if (priv->shadow)
|
||||
if (priv->focused_shadow)
|
||||
{
|
||||
gboolean appears_focused = meta_window_appears_focused (priv->window);
|
||||
MetaShadowParams params;
|
||||
cairo_rectangle_int_t shape_bounds;
|
||||
cairo_rectangle_int_t shadow_bounds;
|
||||
cairo_region_overlap_t overlap;
|
||||
@ -1679,10 +1643,11 @@ meta_window_actor_set_visible_region_beneath (MetaWindowActor *self,
|
||||
* at all.
|
||||
*/
|
||||
meta_window_actor_get_shape_bounds (self, &shape_bounds);
|
||||
meta_window_actor_get_shadow_params (self, appears_focused, ¶ms);
|
||||
|
||||
meta_shadow_get_bounds (priv->shadow,
|
||||
priv->shadow_x_offset + shape_bounds.x,
|
||||
priv->shadow_y_offset + shape_bounds.y,
|
||||
meta_shadow_get_bounds (appears_focused ? priv->focused_shadow : priv->unfocused_shadow,
|
||||
params.x_offset + shape_bounds.x,
|
||||
params.y_offset + shape_bounds.y,
|
||||
shape_bounds.width,
|
||||
shape_bounds.height,
|
||||
&shadow_bounds);
|
||||
@ -1804,7 +1769,10 @@ check_needs_shadow (MetaWindowActor *self)
|
||||
{
|
||||
MetaWindowActorPrivate *priv = self->priv;
|
||||
MetaShadow *old_shadow = NULL;
|
||||
MetaShadow **shadow_location;
|
||||
gboolean recompute_shadow;
|
||||
gboolean should_have_shadow;
|
||||
gboolean appears_focused;
|
||||
|
||||
if (!priv->mapped)
|
||||
return;
|
||||
@ -1817,16 +1785,34 @@ check_needs_shadow (MetaWindowActor *self)
|
||||
*/
|
||||
|
||||
should_have_shadow = meta_window_actor_has_shadow (self);
|
||||
appears_focused = meta_window_appears_focused (priv->window);
|
||||
|
||||
if (priv->shadow != NULL && (!should_have_shadow || priv->recompute_shadow))
|
||||
if (appears_focused)
|
||||
{
|
||||
old_shadow = priv->shadow;
|
||||
priv->shadow = NULL;
|
||||
recompute_shadow = priv->recompute_focused_shadow;
|
||||
priv->recompute_focused_shadow = FALSE;
|
||||
shadow_location = &priv->focused_shadow;
|
||||
}
|
||||
else
|
||||
{
|
||||
recompute_shadow = priv->recompute_unfocused_shadow;
|
||||
priv->recompute_unfocused_shadow = FALSE;
|
||||
shadow_location = &priv->unfocused_shadow;
|
||||
}
|
||||
|
||||
if (priv->shadow == NULL && should_have_shadow)
|
||||
if (!should_have_shadow || recompute_shadow)
|
||||
{
|
||||
if (*shadow_location != NULL)
|
||||
{
|
||||
old_shadow = *shadow_location;
|
||||
*shadow_location = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
if (*shadow_location == NULL && should_have_shadow)
|
||||
{
|
||||
MetaShadowFactory *factory = meta_shadow_factory_get_default ();
|
||||
const char *shadow_class = meta_window_actor_get_shadow_class (self);
|
||||
cairo_rectangle_int_t shape_bounds;
|
||||
|
||||
if (priv->shadow_shape == NULL)
|
||||
@ -1839,16 +1825,14 @@ check_needs_shadow (MetaWindowActor *self)
|
||||
|
||||
meta_window_actor_get_shape_bounds (self, &shape_bounds);
|
||||
|
||||
priv->shadow = meta_shadow_factory_get_shadow (factory,
|
||||
priv->shadow_shape,
|
||||
shape_bounds.width, shape_bounds.height,
|
||||
priv->shadow_radius, priv->shadow_top_fade);
|
||||
*shadow_location = meta_shadow_factory_get_shadow (factory,
|
||||
priv->shadow_shape,
|
||||
shape_bounds.width, shape_bounds.height,
|
||||
shadow_class, appears_focused);
|
||||
}
|
||||
|
||||
if (old_shadow != NULL)
|
||||
meta_shadow_unref (old_shadow);
|
||||
|
||||
priv->recompute_shadow = FALSE;
|
||||
}
|
||||
|
||||
static gboolean
|
||||
@ -1949,7 +1933,7 @@ check_needs_reshape (MetaWindowActor *self)
|
||||
#endif
|
||||
|
||||
priv->needs_reshape = FALSE;
|
||||
priv->recompute_shadow = TRUE;
|
||||
meta_window_actor_invalidate_shadow (self);
|
||||
}
|
||||
|
||||
void
|
||||
@ -1997,6 +1981,16 @@ meta_window_actor_pre_paint (MetaWindowActor *self)
|
||||
check_needs_shadow (self);
|
||||
}
|
||||
|
||||
void
|
||||
meta_window_actor_invalidate_shadow (MetaWindowActor *self)
|
||||
{
|
||||
MetaWindowActorPrivate *priv = self->priv;
|
||||
|
||||
priv->recompute_focused_shadow = TRUE;
|
||||
priv->recompute_unfocused_shadow = TRUE;
|
||||
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
|
||||
}
|
||||
|
||||
void
|
||||
meta_window_actor_update_opacity (MetaWindowActor *self)
|
||||
{
|
||||
|
@ -27,6 +27,31 @@
|
||||
|
||||
#include <glib-object.h>
|
||||
|
||||
/**
|
||||
* MetaShadowParams:
|
||||
* The #MetaShadowParams structure holds information about how to draw
|
||||
* a particular style of shadow.
|
||||
* @radius: the radius (gaussian standard deviation) of the shadow
|
||||
* @top_fade: if >= 0, the shadow doesn't extend above the top
|
||||
* of the shape, and fades out over the given number of pixels
|
||||
* @x_offset: horizontal offset of the shadow with respect to the
|
||||
* shape being shadowed, in pixels
|
||||
* @y_offset: vertical offset of the shadow with respect to the
|
||||
* shape being shadowed, in pixels
|
||||
* @opacity: opacity of the shadow, from 0 to 255
|
||||
*/
|
||||
|
||||
typedef struct _MetaShadowParams MetaShadowParams;
|
||||
|
||||
struct _MetaShadowParams
|
||||
{
|
||||
int radius;
|
||||
int top_fade;
|
||||
int x_offset;
|
||||
int y_offset;
|
||||
guint8 opacity;
|
||||
};
|
||||
|
||||
#define META_TYPE_SHADOW_FACTORY (meta_shadow_factory_get_type ())
|
||||
#define META_SHADOW_FACTORY(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), META_TYPE_SHADOW_FACTORY, MetaShadowFactory))
|
||||
#define META_SHADOW_FACTORY_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), META_TYPE_SHADOW_FACTORY, MetaShadowFactoryClass))
|
||||
@ -47,4 +72,13 @@ MetaShadowFactory *meta_shadow_factory_get_default (void);
|
||||
|
||||
GType meta_shadow_factory_get_type (void);
|
||||
|
||||
void meta_shadow_factory_set_params (MetaShadowFactory *factory,
|
||||
const char *class_name,
|
||||
gboolean focused,
|
||||
MetaShadowParams *params);
|
||||
void meta_shadow_factory_get_params (MetaShadowFactory *factory,
|
||||
const char *class_name,
|
||||
gboolean focused,
|
||||
MetaShadowParams *params);
|
||||
|
||||
#endif /* __META_SHADOW_FACTORY_H__ */
|
||||
|
Loading…
Reference in New Issue
Block a user