/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ /* * st-theme-node-drawing.c: Code to draw themed elements * * Copyright 2009, 2010 Red Hat, Inc. * Copyright 2009, 2010 Florian Müllner * Copyright 2010 Intel Corporation. * Copyright 2011 Quentin "Sardem FF7" Glidic * * Contains code derived from: * rectangle.c: Rounded rectangle. * Copyright 2008 litl, LLC. * st-texture-frame.h: Expandible texture actor * Copyright 2007 OpenedHand * Copyright 2009 Intel Corporation. * * This program is free software; you can redistribute it and/or modify it * under the terms and conditions of the GNU Lesser General Public License, * version 2.1, as published by the Free Software Foundation. * * This program is distributed in the hope it will be useful, but WITHOUT ANY * WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for * more details. * * You should have received a copy of the GNU Lesser General Public License * along with this program. If not, see . */ #include #include #include "st-shadow.h" #include "st-private.h" #include "st-theme-private.h" #include "st-theme-context.h" #include "st-texture-cache.h" #include "st-theme-node-private.h" /**** * Rounded corners ****/ typedef struct { ClutterColor color; ClutterColor border_color_1; ClutterColor border_color_2; guint radius; guint border_width_1; guint border_width_2; } StCornerSpec; static void elliptical_arc (cairo_t *cr, double x_center, double y_center, double x_radius, double y_radius, double angle1, double angle2) { cairo_save (cr); cairo_translate (cr, x_center, y_center); cairo_scale (cr, x_radius, y_radius); cairo_arc (cr, 0, 0, 1.0, angle1, angle2); cairo_restore (cr); } static CoglHandle create_corner_material (StCornerSpec *corner) { CoglHandle texture; cairo_t *cr; cairo_surface_t *surface; guint rowstride; guint8 *data; guint size; guint max_border_width; max_border_width = MAX(corner->border_width_2, corner->border_width_1); size = 2 * MAX(max_border_width, corner->radius); rowstride = size * 4; data = g_new0 (guint8, size * rowstride); surface = cairo_image_surface_create_for_data (data, CAIRO_FORMAT_ARGB32, size, size, rowstride); cr = cairo_create (surface); cairo_set_operator (cr, CAIRO_OPERATOR_SOURCE); cairo_scale (cr, size, size); if (max_border_width <= corner->radius) { double x_radius, y_radius; if (max_border_width != 0) { cairo_set_source_rgba (cr, corner->border_color_1.red / 255., corner->border_color_1.green / 255., corner->border_color_1.blue / 255., corner->border_color_1.alpha / 255.); cairo_arc (cr, 0.5, 0.5, 0.5, 0, 2 * M_PI); cairo_fill (cr); } cairo_set_source_rgba (cr, corner->color.red / 255., corner->color.green / 255., corner->color.blue / 255., corner->color.alpha / 255.); x_radius = 0.5 * (1.0 - (double) corner->border_width_2 / corner->radius); y_radius = 0.5 * (1.0 - (double) corner->border_width_1 / corner->radius); /* TOPRIGHT */ elliptical_arc (cr, 0.5, 0.5, x_radius, y_radius, 3 * M_PI / 2, 2 * M_PI); /* BOTTOMRIGHT */ elliptical_arc (cr, 0.5, 0.5, x_radius, y_radius, 0, M_PI / 2); /* TOPLEFT */ elliptical_arc (cr, 0.5, 0.5, x_radius, y_radius, M_PI, 3 * M_PI / 2); /* BOTTOMLEFT */ elliptical_arc (cr, 0.5, 0.5, x_radius, y_radius, M_PI / 2, M_PI); cairo_fill (cr); } else { double radius; radius = (gdouble)corner->radius / max_border_width; cairo_set_source_rgba (cr, corner->border_color_1.red / 255., corner->border_color_1.green / 255., corner->border_color_1.blue / 255., corner->border_color_1.alpha / 255.); cairo_arc (cr, radius, radius, radius, M_PI, 3 * M_PI / 2); cairo_line_to (cr, 1.0 - radius, 0.0); cairo_arc (cr, 1.0 - radius, radius, radius, 3 * M_PI / 2, 2 * M_PI); cairo_line_to (cr, 1.0, 1.0 - radius); cairo_arc (cr, 1.0 - radius, 1.0 - radius, radius, 0, M_PI / 2); cairo_line_to (cr, radius, 1.0); cairo_arc (cr, radius, 1.0 - radius, radius, M_PI / 2, M_PI); cairo_fill (cr); } cairo_destroy (cr); cairo_surface_destroy (surface); texture = cogl_texture_new_from_data (size, size, COGL_TEXTURE_NONE, CLUTTER_CAIRO_FORMAT_ARGB32, COGL_PIXEL_FORMAT_ANY, rowstride, data); g_free (data); g_assert (texture != COGL_INVALID_HANDLE); return texture; } static char * corner_to_string (StCornerSpec *corner) { return g_strdup_printf ("st-theme-node-corner:%02x%02x%02x%02x,%02x%02x%02x%02x,%02x%02x%02x%02x,%u,%u,%u", corner->color.red, corner->color.blue, corner->color.green, corner->color.alpha, corner->border_color_1.red, corner->border_color_1.green, corner->border_color_1.blue, corner->border_color_1.alpha, corner->border_color_2.red, corner->border_color_2.green, corner->border_color_2.blue, corner->border_color_2.alpha, corner->radius, corner->border_width_1, corner->border_width_2); } static CoglHandle load_corner (StTextureCache *cache, const char *key, void *datap, GError **error) { return create_corner_material ((StCornerSpec *) datap); } /* To match the CSS specification, we want the border to look like it was * drawn over the background. But actually drawing the border over the * background will produce slightly bad antialiasing at the edges, so * compute the effective border color instead. */ #define NORM(x) (t = (x) + 127, (t + (t >> 8)) >> 8) #define MULT(c,a) NORM(c*a) static void premultiply (ClutterColor *color) { guint t; color->red = MULT (color->red, color->alpha); color->green = MULT (color->green, color->alpha); color->blue = MULT (color->blue, color->alpha); } static void unpremultiply (ClutterColor *color) { if (color->alpha != 0) { color->red = (color->red * 255 + 127) / color->alpha; color->green = (color->green * 255 + 127) / color->alpha; color->blue = (color->blue * 255 + 127) / color->alpha; } } static void over (const ClutterColor *source, const ClutterColor *destination, ClutterColor *result) { guint t; ClutterColor src = *source; ClutterColor dst = *destination; premultiply (&src); premultiply (&dst); result->alpha = src.alpha + NORM ((255 - src.alpha) * dst.alpha); result->red = src.red + NORM ((255 - src.alpha) * dst.red); result->green = src.green + NORM ((255 - src.alpha) * dst.green); result->blue = src.blue + NORM ((255 - src.alpha) * dst.blue); unpremultiply (result); } /* * st_theme_node_reduce_border_radius: * @node: a #StThemeNode * @width: The width of the box * @height: The height of the box * @corners: (array length=4) (out): reduced corners * * Implements the corner overlap algorithm mentioned at * http://www.w3.org/TR/css3-background/#corner-overlap */ static void st_theme_node_reduce_border_radius (StThemeNode *node, float width, float height, guint *corners) { gfloat scale; guint sum; scale = 1.0; /* top */ sum = node->border_radius[ST_CORNER_TOPLEFT] + node->border_radius[ST_CORNER_TOPRIGHT]; if (sum > 0) scale = MIN (width / sum, scale); /* right */ sum = node->border_radius[ST_CORNER_TOPRIGHT] + node->border_radius[ST_CORNER_BOTTOMRIGHT]; if (sum > 0) scale = MIN (height / sum, scale); /* bottom */ sum = node->border_radius[ST_CORNER_BOTTOMLEFT] + node->border_radius[ST_CORNER_BOTTOMRIGHT]; if (sum > 0) scale = MIN (width / sum, scale); /* left */ sum = node->border_radius[ST_CORNER_BOTTOMLEFT] + node->border_radius[ST_CORNER_TOPLEFT]; if (sum > 0) scale = MIN (height / sum, scale); corners[ST_CORNER_TOPLEFT] = node->border_radius[ST_CORNER_TOPLEFT] * scale; corners[ST_CORNER_TOPRIGHT] = node->border_radius[ST_CORNER_TOPRIGHT] * scale; corners[ST_CORNER_BOTTOMLEFT] = node->border_radius[ST_CORNER_BOTTOMLEFT] * scale; corners[ST_CORNER_BOTTOMRIGHT] = node->border_radius[ST_CORNER_BOTTOMRIGHT] * scale; } static void st_theme_node_get_corner_border_widths (StThemeNode *node, StCorner corner_id, guint *border_width_1, guint *border_width_2) { switch (corner_id) { case ST_CORNER_TOPLEFT: if (border_width_1) *border_width_1 = node->border_width[ST_SIDE_TOP]; if (border_width_2) *border_width_2 = node->border_width[ST_SIDE_LEFT]; break; case ST_CORNER_TOPRIGHT: if (border_width_1) *border_width_1 = node->border_width[ST_SIDE_TOP]; if (border_width_2) *border_width_2 = node->border_width[ST_SIDE_RIGHT]; break; case ST_CORNER_BOTTOMRIGHT: if (border_width_1) *border_width_1 = node->border_width[ST_SIDE_BOTTOM]; if (border_width_2) *border_width_2 = node->border_width[ST_SIDE_RIGHT]; break; case ST_CORNER_BOTTOMLEFT: if (border_width_1) *border_width_1 = node->border_width[ST_SIDE_BOTTOM]; if (border_width_2) *border_width_2 = node->border_width[ST_SIDE_LEFT]; break; } } static CoglHandle st_theme_node_lookup_corner (StThemeNode *node, float width, float height, StCorner corner_id) { CoglHandle texture, material; char *key; StTextureCache *cache; StCornerSpec corner; guint radius[4]; cache = st_texture_cache_get_default (); st_theme_node_reduce_border_radius (node, width, height, radius); if (radius[corner_id] == 0) return COGL_INVALID_HANDLE; corner.radius = radius[corner_id]; corner.color = node->background_color; st_theme_node_get_corner_border_widths (node, corner_id, &corner.border_width_1, &corner.border_width_2); switch (corner_id) { case ST_CORNER_TOPLEFT: over (&node->border_color[ST_SIDE_TOP], &corner.color, &corner.border_color_1); over (&node->border_color[ST_SIDE_LEFT], &corner.color, &corner.border_color_2); break; case ST_CORNER_TOPRIGHT: over (&node->border_color[ST_SIDE_TOP], &corner.color, &corner.border_color_1); over (&node->border_color[ST_SIDE_RIGHT], &corner.color, &corner.border_color_2); break; case ST_CORNER_BOTTOMRIGHT: over (&node->border_color[ST_SIDE_BOTTOM], &corner.color, &corner.border_color_1); over (&node->border_color[ST_SIDE_RIGHT], &corner.color, &corner.border_color_2); break; case ST_CORNER_BOTTOMLEFT: over (&node->border_color[ST_SIDE_BOTTOM], &corner.color, &corner.border_color_1); over (&node->border_color[ST_SIDE_LEFT], &corner.color, &corner.border_color_2); break; } if (corner.color.alpha == 0 && corner.border_color_1.alpha == 0 && corner.border_color_2.alpha == 0) return COGL_INVALID_HANDLE; key = corner_to_string (&corner); texture = st_texture_cache_load (cache, key, ST_TEXTURE_CACHE_POLICY_NONE, load_corner, &corner, NULL); material = _st_create_texture_material (texture); cogl_handle_unref (texture); g_free (key); return material; } static void get_background_scale (StThemeNode *node, gdouble painting_area_width, gdouble painting_area_height, gdouble background_image_width, gdouble background_image_height, gdouble *scale_w, gdouble *scale_h) { *scale_w = -1.0; *scale_h = -1.0; switch (node->background_size) { case ST_BACKGROUND_SIZE_AUTO: *scale_w = 1.0; break; case ST_BACKGROUND_SIZE_CONTAIN: *scale_w = MIN (painting_area_width / background_image_width, painting_area_height / background_image_height); break; case ST_BACKGROUND_SIZE_COVER: *scale_w = MAX (painting_area_width / background_image_width, painting_area_height / background_image_height); break; case ST_BACKGROUND_SIZE_FIXED: if (node->background_size_w > -1) { *scale_w = node->background_size_w / background_image_width; if (node->background_size_h > -1) *scale_h = node->background_size_h / background_image_height; } else if (node->background_size_h > -1) *scale_w = node->background_size_h / background_image_height; break; } if (*scale_h < 0.0) *scale_h = *scale_w; } static void get_background_coordinates (StThemeNode *node, gdouble painting_area_width, gdouble painting_area_height, gdouble background_image_width, gdouble background_image_height, gdouble *x, gdouble *y) { /* honor the specified position if any */ if (node->background_position_set) { *x = node->background_position_x; *y = node->background_position_y; } else { /* center the background on the widget */ *x = (painting_area_width / 2.0) - (background_image_width / 2.0); *y = (painting_area_height / 2.0) - (background_image_height / 2.0); } } static void get_background_position (StThemeNode *self, const ClutterActorBox *allocation, ClutterActorBox *result, ClutterActorBox *texture_coords) { gdouble painting_area_width, painting_area_height; gdouble background_image_width, background_image_height; gdouble x1, y1; gdouble scale_w, scale_h; /* get the background image size */ background_image_width = cogl_texture_get_width (self->background_texture); background_image_height = cogl_texture_get_height (self->background_texture); /* get the painting area size */ painting_area_width = allocation->x2 - allocation->x1; painting_area_height = allocation->y2 - allocation->y1; /* scale if requested */ get_background_scale (self, painting_area_width, painting_area_height, background_image_width, background_image_height, &scale_w, &scale_h); background_image_width *= scale_w; background_image_height *= scale_h; /* get coordinates */ get_background_coordinates (self, painting_area_width, painting_area_height, background_image_width, background_image_height, &x1, &y1); if (self->background_repeat) { gdouble width = allocation->x2 - allocation->x1 + x1; gdouble height = allocation->y2 - allocation->y1 + y1; *result = *allocation; /* reference image is at x1, y1 */ texture_coords->x1 = x1 / background_image_width; texture_coords->y1 = y1 / background_image_height; texture_coords->x2 = width / background_image_width; texture_coords->y2 = height / background_image_height; } else { result->x1 = x1; result->y1 = y1; result->x2 = x1 + background_image_width; result->y2 = y1 + background_image_height; texture_coords->x1 = texture_coords->y1 = 0; texture_coords->x2 = texture_coords->y2 = 1; } } /* Use of this function marks code which doesn't support * non-uniform colors. */ static void get_arbitrary_border_color (StThemeNode *node, ClutterColor *color) { if (color) st_theme_node_get_border_color (node, ST_SIDE_TOP, color); } static gboolean st_theme_node_has_visible_outline (StThemeNode *node) { if (node->background_color.alpha > 0) return TRUE; if (node->background_gradient_end.alpha > 0) return TRUE; if (node->border_radius[ST_CORNER_TOPLEFT] > 0 || node->border_radius[ST_CORNER_TOPRIGHT] > 0 || node->border_radius[ST_CORNER_BOTTOMLEFT] > 0 || node->border_radius[ST_CORNER_BOTTOMRIGHT] > 0) return TRUE; if (node->border_width[ST_SIDE_TOP] > 0 || node->border_width[ST_SIDE_LEFT] > 0 || node->border_width[ST_SIDE_RIGHT] > 0 || node->border_width[ST_SIDE_BOTTOM] > 0) return TRUE; return FALSE; } static cairo_pattern_t * create_cairo_pattern_of_background_gradient (StThemeNode *node, float width, float height) { cairo_pattern_t *pattern; g_return_val_if_fail (node->background_gradient_type != ST_GRADIENT_NONE, NULL); if (node->background_gradient_type == ST_GRADIENT_VERTICAL) pattern = cairo_pattern_create_linear (0, 0, 0, height); else if (node->background_gradient_type == ST_GRADIENT_HORIZONTAL) pattern = cairo_pattern_create_linear (0, 0, width, 0); else { gdouble cx, cy; cx = width / 2.; cy = height / 2.; pattern = cairo_pattern_create_radial (cx, cy, 0, cx, cy, MIN (cx, cy)); } cairo_pattern_add_color_stop_rgba (pattern, 0, node->background_color.red / 255., node->background_color.green / 255., node->background_color.blue / 255., node->background_color.alpha / 255.); cairo_pattern_add_color_stop_rgba (pattern, 1, node->background_gradient_end.red / 255., node->background_gradient_end.green / 255., node->background_gradient_end.blue / 255., node->background_gradient_end.alpha / 255.); return pattern; } static cairo_pattern_t * create_cairo_pattern_of_background_image (StThemeNode *node, float width, float height, gboolean *needs_background_fill) { cairo_surface_t *surface; cairo_pattern_t *pattern; cairo_content_t content; cairo_matrix_t matrix; 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; }