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draw a custom shadow around windows, use window textures only which have better filtering when scaled
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@ -39,6 +39,7 @@ gala_VALASOURCES = \
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PluginManager.vala \
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ScreenSaver.vala \
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Settings.vala \
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ShadowEffect.vala \
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TextShadowEffect.vala \
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WindowManager.vala \
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WorkspaceManager.vala \
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66
src/ShadowEffect.vala
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66
src/ShadowEffect.vala
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@ -0,0 +1,66 @@
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using Clutter;
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namespace Gala
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{
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public class ShadowEffect : Effect
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{
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// the sizes of the textures often repeat, especially for the background actor
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// so we keep a cache to avoid creating the same texture all over again.
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// TODO keep track of user numbers and free shadows
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static Gee.HashMap<string,Cogl.Texture> shadow_cache;
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public int shadow_size { get; construct; }
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public int shadow_spread { get; construct; }
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public float scale_factor { get; set; default = 1; }
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Cogl.Texture? shadow = null;
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public ShadowEffect (int actor_width, int actor_height, int shadow_size, int shadow_spread)
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{
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Object (shadow_size: shadow_size, shadow_spread: shadow_spread);
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if (shadow_cache == null) {
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shadow_cache = new Gee.HashMap<string,Cogl.Texture> ();
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}
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var width = actor_width + shadow_size * 2;
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var height = actor_height + shadow_size * 2;
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var key = "%ix%i:%i:%i".printf (width, height, shadow_size, shadow_spread);
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if ((shadow = shadow_cache.@get (key)) != null)
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return;
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// fill a new texture for this size
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var buffer = new Granite.Drawing.BufferSurface (width, height);
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buffer.context.rectangle (shadow_size - shadow_spread, shadow_size - shadow_spread,
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actor_width + shadow_spread * 2, actor_height + shadow_spread * 2);
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buffer.context.set_source_rgba (0, 0, 0, 0.7);
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buffer.context.fill ();
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buffer.exponential_blur (shadow_size / 2);
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var surface = new Cairo.ImageSurface (Cairo.Format.ARGB32, width, height);
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var cr = new Cairo.Context (surface);
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cr.set_source_surface (buffer.surface, 0, 0);
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cr.paint ();
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shadow = new Cogl.Texture.from_data (width, height, 0, Cogl.PixelFormat.BGRA_8888_PRE,
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Cogl.PixelFormat.ANY, surface.get_stride (), surface.get_data ());
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shadow_cache.@set (key, shadow);
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}
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public override void paint (EffectPaintFlags flags)
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{
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var size = shadow_size * scale_factor;
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Cogl.set_source_texture (shadow);
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Cogl.rectangle (-size, -size, actor.width + size, actor.height + size);
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actor.continue_paint ();
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}
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}
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}
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@ -117,7 +117,7 @@ namespace Gala
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return;
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}
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clone = new Clone (actor);
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clone = new Clone (actor.get_texture ());
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add_child (clone);
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set_child_below_sibling (active_shape, clone);
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@ -129,6 +129,8 @@ namespace Gala
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set_position (outer_rect.x, outer_rect.y);
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set_size (outer_rect.width, outer_rect.height);
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add_effect_with_name ("shadow", new ShadowEffect (outer_rect.width, outer_rect.height, 40, 5));
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// if we were waiting the view was most probably already opened when our window
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// finally got available. So we fade-in and make sure we took the took place.
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// If the slot is not available however, the view was probably closed while this
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@ -191,6 +193,9 @@ namespace Gala
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var outer_rect = window.get_outer_rect ();
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var scale_factor = (float)width / outer_rect.width;
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var shadow_effect = get_effect ("shadow") as ShadowEffect;
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shadow_effect.scale_factor = scale_factor;
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var alloc = ActorBox ();
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alloc.set_origin ((input_rect.x - outer_rect.x) * scale_factor,
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(input_rect.y - outer_rect.y) * scale_factor);
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@ -300,7 +305,7 @@ namespace Gala
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return;
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var scale = hovered ? 0.1 : 0.4;
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var opacity = hovered ? 50 : 255;
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var opacity = hovered ? 100 : 255;
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var mode = hovered ? AnimationMode.EASE_IN_OUT_BACK : AnimationMode.EASE_OUT_ELASTIC;
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save_easing_state ();
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@ -9,7 +9,10 @@ namespace Gala
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base (screen, screen.get_primary_monitor (),
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BackgroundSettings.get_default ().schema);
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add_effect (new BackgroundShadowEffect (screen));
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var primary = screen.get_primary_monitor ();
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var monitor_geom = screen.get_monitor_geometry (primary);
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add_effect (new ShadowEffect (monitor_geom.width, monitor_geom.height, 40, 5));
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}
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public override void paint ()
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@ -26,56 +29,6 @@ namespace Gala
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}
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}
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class BackgroundShadowEffect : Effect
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{
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static Meta.Screen screen;
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static Cogl.Texture? bitmap;
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const int SHADOW_SIZE = 40;
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const int SHADOW_OFFSET = 5;
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static int width;
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static int height;
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public BackgroundShadowEffect (Meta.Screen _screen)
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{
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if (bitmap == null) {
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screen = _screen;
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var primary = screen.get_primary_monitor ();
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var monitor_geom = screen.get_monitor_geometry (primary);
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width = monitor_geom.width + SHADOW_SIZE * 2;
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height = monitor_geom.height + SHADOW_SIZE * 2;
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var buffer = new Granite.Drawing.BufferSurface (width, height);
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buffer.context.rectangle (SHADOW_SIZE - SHADOW_OFFSET, SHADOW_SIZE - SHADOW_OFFSET,
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monitor_geom.width + SHADOW_OFFSET * 2, monitor_geom.height + SHADOW_OFFSET * 2);
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buffer.context.set_source_rgba (0, 0, 0, 0.5);
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buffer.context.fill ();
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buffer.exponential_blur (20);
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var surface = new Cairo.ImageSurface (Cairo.Format.ARGB32, width, height);
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var cr = new Cairo.Context (surface);
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cr.set_source_surface (buffer.surface, 0, 0);
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cr.paint ();
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bitmap = new Cogl.Texture.from_data (width, height, 0, Cogl.PixelFormat.BGRA_8888_PRE,
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Cogl.PixelFormat.ANY, surface.get_stride (), surface.get_data ());
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}
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}
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public override void paint (EffectPaintFlags flags)
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{
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Cogl.set_source_texture (bitmap);
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Cogl.rectangle (-SHADOW_SIZE, -SHADOW_SIZE, width - SHADOW_SIZE, height - SHADOW_SIZE);
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actor.continue_paint ();
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}
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}
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public class WorkspaceClone : Clutter.Actor
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{
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public static const int BOTTOM_OFFSET = 100;
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