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https://github.com/YaLTeR/niri.git
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Merge 758b68d19d
into e394a7ff20
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commit
a9240744a0
@ -422,6 +422,8 @@ pub struct Gradient {
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pub angle: i16,
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#[knuffel(property, default)]
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pub relative_to: GradientRelativeTo,
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#[knuffel(child)]
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pub _in: GradientInterpolation,
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}
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#[derive(knuffel::DecodeScalar, Debug, Default, Clone, Copy, PartialEq, Eq)]
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@ -431,6 +433,32 @@ pub enum GradientRelativeTo {
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WorkspaceView,
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}
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#[derive(knuffel::Decode, Debug, Clone, Copy, PartialEq)]
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pub struct GradientInterpolation {
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#[knuffel(property, default)]
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pub color_space: GradientColorSpace,
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#[knuffel(property, default)]
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pub hue_interpol: HueInterpolation
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}
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#[derive(knuffel::DecodeScalar, Debug, Default, Clone, Copy, PartialEq, Eq)]
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pub enum GradientColorSpace {
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#[default]
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Srgb,
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SrgbLinear,
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Oklab,
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XyzD50,
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}
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#[derive(knuffel::DecodeScalar, Debug, Default, Clone, Copy, PartialEq, Eq)]
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pub enum HueInterpolation {
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#[default]
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Shorter,
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Longer,
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Increasing,
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Decreasing,
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}
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#[derive(knuffel::Decode, Debug, Clone, Copy, PartialEq)]
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pub struct Border {
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#[knuffel(child)]
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@ -153,6 +153,7 @@ layout {
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// The angle is the same as in linear-gradient, and is optional,
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// defaulting to 180 (top-to-bottom gradient).
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// You can use any CSS linear-gradient tool on the web to set these up.
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// for gradient types visit the wiki
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//
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// active-gradient from="#80c8ff" to="#bbddff" angle=45
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@ -1,7 +1,7 @@
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use std::iter::zip;
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use arrayvec::ArrayVec;
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use niri_config::{CornerRadius, Gradient, GradientRelativeTo};
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use niri_config::{CornerRadius, Gradient, GradientRelativeTo, GradientInterpolation, GradientColorSpace, HueInterpolation};
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use smithay::backend::renderer::element::Kind;
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use smithay::utils::{Logical, Point, Rectangle, Size};
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@ -91,6 +91,10 @@ impl FocusRing {
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to: color,
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angle: 0,
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relative_to: GradientRelativeTo::Window,
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_in: GradientInterpolation {
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color_space: GradientColorSpace::Srgb,
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hue_interpol: HueInterpolation::Shorter
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}
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});
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let full_rect = Rectangle::from_loc_and_size((-width, -width), self.full_size);
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@ -99,6 +103,9 @@ impl FocusRing {
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GradientRelativeTo::WorkspaceView => view_rect,
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};
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let gradient_format = gradient._in;
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let rounded_corner_border_width = if self.is_border {
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// HACK: increase the border width used for the inner rounded corners a tiny bit to
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// reduce background bleed.
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@ -178,6 +185,7 @@ impl FocusRing {
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border.update(
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size,
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Rectangle::from_loc_and_size(gradient_area.loc - loc, gradient_area.size),
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gradient_format,
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gradient.from.into(),
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gradient.to.into(),
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((gradient.angle as f32) - 90.).to_radians(),
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@ -198,6 +206,7 @@ impl FocusRing {
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gradient_area.loc - self.locations[0],
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gradient_area.size,
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),
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gradient_format,
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gradient.from.into(),
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gradient.to.into(),
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((gradient.angle as f32) - 90.).to_radians(),
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@ -1,7 +1,7 @@
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use std::rc::Rc;
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use std::time::Duration;
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use niri_config::CornerRadius;
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use niri_config::{CornerRadius, GradientInterpolation, GradientColorSpace, HueInterpolation};
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use smithay::backend::allocator::Fourcc;
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use smithay::backend::renderer::element::{Element, Kind};
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use smithay::backend::renderer::gles::GlesRenderer;
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@ -757,6 +757,10 @@ impl<W: LayoutElement> Tile<W> {
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return BorderRenderElement::new(
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geo.size,
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Rectangle::from_loc_and_size((0., 0.), geo.size),
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GradientInterpolation{
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color_space: GradientColorSpace::Srgb,
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hue_interpol: HueInterpolation::Shorter
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},
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elem.color(),
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elem.color(),
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0.,
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@ -1,7 +1,7 @@
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use std::collections::HashMap;
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use glam::{Mat3, Vec2};
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use niri_config::CornerRadius;
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use niri_config::{CornerRadius, GradientInterpolation, GradientColorSpace, HueInterpolation};
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use smithay::backend::renderer::element::{Element, Id, Kind, RenderElement, UnderlyingStorage};
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use smithay::backend::renderer::gles::{GlesError, GlesFrame, GlesRenderer, Uniform};
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use smithay::backend::renderer::utils::{CommitCounter, DamageSet, OpaqueRegions};
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@ -28,6 +28,7 @@ pub struct BorderRenderElement {
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struct Parameters {
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size: Size<f64, Logical>,
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gradient_area: Rectangle<f64, Logical>,
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gradient_format: GradientInterpolation,
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color_from: [f32; 4],
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color_to: [f32; 4],
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angle: f32,
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@ -43,6 +44,7 @@ impl BorderRenderElement {
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pub fn new(
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size: Size<f64, Logical>,
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gradient_area: Rectangle<f64, Logical>,
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gradient_format: GradientInterpolation,
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color_from: [f32; 4],
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color_to: [f32; 4],
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angle: f32,
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@ -57,6 +59,7 @@ impl BorderRenderElement {
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params: Parameters {
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size,
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gradient_area,
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gradient_format,
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color_from,
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color_to,
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angle,
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@ -77,6 +80,10 @@ impl BorderRenderElement {
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params: Parameters {
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size: Default::default(),
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gradient_area: Default::default(),
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gradient_format: GradientInterpolation {
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color_space: GradientColorSpace::Srgb,
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hue_interpol: HueInterpolation::Shorter
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},
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color_from: Default::default(),
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color_to: Default::default(),
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angle: 0.,
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@ -97,6 +104,7 @@ impl BorderRenderElement {
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&mut self,
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size: Size<f64, Logical>,
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gradient_area: Rectangle<f64, Logical>,
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gradient_format: GradientInterpolation,
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color_from: [f32; 4],
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color_to: [f32; 4],
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angle: f32,
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@ -108,6 +116,7 @@ impl BorderRenderElement {
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let params = Parameters {
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size,
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gradient_area,
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gradient_format,
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color_from,
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color_to,
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angle,
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@ -128,6 +137,7 @@ impl BorderRenderElement {
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let Parameters {
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size,
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gradient_area,
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gradient_format,
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color_from,
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color_to,
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angle,
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@ -162,11 +172,27 @@ impl BorderRenderElement {
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let input_to_geo =
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Mat3::from_scale(area_size) * Mat3::from_translation(-geo_loc / area_size);
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let colorspace = match gradient_format.color_space {
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GradientColorSpace::Srgb => 0.,
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GradientColorSpace::SrgbLinear => 1.,
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GradientColorSpace::Oklab => 2.,
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GradientColorSpace::XyzD50 => 3.
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};
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let hue_interpolation = match gradient_format.hue_interpol {
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HueInterpolation::Shorter => 0.,
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HueInterpolation::Longer => 1.,
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HueInterpolation::Increasing => 2.,
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HueInterpolation::Decreasing => 3.
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};
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self.inner.update(
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size,
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None,
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scale,
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vec![
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Uniform::new("colorspace", colorspace),
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Uniform::new("hue_interpolation", hue_interpolation),
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Uniform::new("color_from", color_from),
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Uniform::new("color_to", color_to),
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Uniform::new("grad_offset", grad_offset.to_array()),
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@ -10,6 +10,8 @@ uniform float niri_scale;
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uniform vec2 niri_size;
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varying vec2 niri_v_coords;
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uniform float colorspace;
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uniform float hue_interpolation;
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uniform vec4 color_from;
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uniform vec4 color_to;
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uniform vec2 grad_offset;
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@ -21,6 +23,53 @@ uniform vec2 geo_size;
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uniform vec4 outer_radius;
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uniform float border_width;
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vec4 srgb_to_linear(vec4 color) {
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return vec4(
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(color.rgb / color.aaa) * (color.rgb / color.aaa),
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color.a
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);
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}
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vec4 linear_to_srgb(vec4 color) {
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return vec4(
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sqrt(color.r) * color.a,
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sqrt(color.g) * color.a,
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sqrt(color.b) * color.a,
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color.a
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);
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}
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vec4 color_mix(vec4 color1, vec4 color2, float color_ratio) {
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if (colorspace == 0.0) // srgb
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return mix(color1, color2, color_ratio);
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vec4 color_out;
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color1 = srgb_to_linear(color1);
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color2 = srgb_to_linear(color2);
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if (colorspace == 1.0) { // srgb-linear
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color_out = mix(
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color1,
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color2,
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color_ratio
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);
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} else if (colorspace == 2.0) { // oklab
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color1 = xyz_to_oklab(linear_to_xyz(color1));
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color2 = xyz_to_oklab(linear_to_xyz(color2));
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color_out =
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} else {
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color_out = vec4(
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255.0,
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0.0,
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0.0,
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1.0
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);
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}
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return linear_to_srgb(color_out);
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}
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vec4 gradient_color(vec2 coords) {
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coords = coords + grad_offset;
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@ -33,7 +82,7 @@ vec4 gradient_color(vec2 coords) {
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frac += 1.0;
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frac = clamp(frac, 0.0, 1.0);
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return mix(color_from, color_to, frac);
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return color_mix(color_from, color_to, frac);
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}
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float rounding_alpha(vec2 coords, vec2 size, vec4 corner_radius) {
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@ -34,6 +34,8 @@ impl Shaders {
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renderer,
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include_str!("border.frag"),
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&[
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UniformName::new("colorspace", UniformType::_1f),
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UniformName::new("hue_interpolation", UniformType::_1f),
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UniformName::new("color_from", UniformType::_4f),
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UniformName::new("color_to", UniformType::_4f),
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UniformName::new("grad_offset", UniformType::_2f),
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@ -66,7 +68,10 @@ impl Shaders {
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})
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.ok();
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let resize = compile_resize_program(renderer, include_str!("resize.frag"))
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let resize = compile_resize_program(
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renderer,
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include_str!("resize.frag")
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)
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.map_err(|err| {
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warn!("error compiling resize shader: {err:?}");
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})
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@ -2,7 +2,7 @@ use std::cell::{Cell, RefCell};
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use std::cmp::{max, min};
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use std::time::Duration;
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use niri_config::{CornerRadius, WindowRule};
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use niri_config::{CornerRadius, GradientColorSpace, GradientInterpolation, HueInterpolation, WindowRule};
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use smithay::backend::renderer::element::surface::render_elements_from_surface_tree;
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use smithay::backend::renderer::element::{Id, Kind};
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use smithay::backend::renderer::gles::GlesRenderer;
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@ -289,6 +289,10 @@ impl Mapped {
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return BorderRenderElement::new(
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geo.size,
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Rectangle::from_loc_and_size((0., 0.), geo.size),
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GradientInterpolation{
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color_space: GradientColorSpace::Srgb,
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hue_interpol: HueInterpolation::Shorter
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},
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elem.color(),
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elem.color(),
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0.,
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@ -32,7 +32,7 @@ layout {
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active-color "#ffc87f"
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inactive-color "#505050"
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// active-gradient from="#ffbb66" to="#ffc880" angle=45 relative-to="workspace-view"
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// inactive-gradient from="#505050" to="#808080" angle=45 relative-to="workspace-view"
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// inactive-gradient from="#505050" to="#808080" angle=45 relative-to="workspace-view" gradient-type="linear"
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}
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struts {
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@ -169,7 +169,7 @@ layout {
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inactive-color "#505050"
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// active-gradient from="#ffbb66" to="#ffc880" angle=45 relative-to="workspace-view"
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// inactive-gradient from="#505050" to="#808080" angle=45 relative-to="workspace-view"
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// inactive-gradient from="#505050" to="#808080" angle=45 relative-to="workspace-view" gradient-type="linear"
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}
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}
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```
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@ -209,7 +209,7 @@ There's also a *deprecated* syntax for setting colors with four numbers represen
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Similarly to colors, you can set `active-gradient` and `inactive-gradient`, which will take precedence.
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Gradients are rendered the same as CSS [`linear-gradient(angle, from, to)`](https://developer.mozilla.org/en-US/docs/Web/CSS/gradient/linear-gradient).
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Gradients can be rendered the same as CSS [`linear-gradient(angle, from, to)`](https://developer.mozilla.org/en-US/docs/Web/CSS/gradient/linear-gradient).
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The angle works the same as in `linear-gradient`, and is optional, defaulting to `180` (top-to-bottom gradient).
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You can use any CSS linear-gradient tool on the web to set these up, like [this one](https://www.css-gradient.com/).
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@ -221,6 +221,18 @@ layout {
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}
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```
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Gradients can be rendered with different kinds of color interpolation, this doesen't mean that the arguments the gradient takes
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are any different. Except for an optional `gradient-type` argument which can currently be:
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`gradient-type="css-linear"`(Default),
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`gradient-type="linear"`,
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`gradient-type="Oklab"`(Unimplemented),
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`gradient-type="Lch"`
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Gradients can be colored relative to windows individually (the default), or to the whole view of the workspace.
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To do that, set `relative-to="workspace-view"`.
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Here's a visual example:
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|
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