mirror of
https://github.com/elementary/gala.git
synced 2024-12-23 17:23:01 +03:00
74abd1ecd7
Co-authored-by: lenemter <lenemter@gmail.com>
214 lines
6.5 KiB
Vala
214 lines
6.5 KiB
Vala
/*
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* Copyright 2014 Tom Beckmann
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* Copyright 2023 elementary, Inc. <https://elementary.io>
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* SPDX-License-Identifier: GPL-3.0-or-later
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*/
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public class Gala.ShadowEffect : Clutter.Effect {
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private class Shadow {
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public int users;
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public Cogl.Texture texture;
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public Shadow (Cogl.Texture _texture) {
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texture = _texture;
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users = 1;
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}
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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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private static Gee.HashMap<string, Shadow> shadow_cache;
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// Sometimes we use a shadow in only one place and rapidly switch between two shadows
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// In order to not drop them and create them all over again we wait 5 seconds before finally dropping a shadow.
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private static Gee.HashMap<string, uint> shadows_marked_for_dropping;
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static construct {
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shadow_cache = new Gee.HashMap<string, Shadow> ();
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shadows_marked_for_dropping = new Gee.HashMap<string, uint> ();
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}
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private string _css_class;
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public string css_class {
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get {
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return _css_class;
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}
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construct set {
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_css_class = value;
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switch (value) {
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case "workspace-switcher":
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shadow_size = 6;
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break;
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case "window":
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shadow_size = 55;
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break;
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default:
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shadow_size = 18;
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break;
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}
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}
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}
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public float scale_factor { get; set; default = 1; }
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public uint8 shadow_opacity { get; set; default = 255; }
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public int border_radius { get; set; default = 9;}
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private int shadow_size;
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private Cogl.Pipeline pipeline;
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private string? current_key = null;
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public ShadowEffect (string css_class = "") {
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Object (css_class: css_class);
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}
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construct {
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pipeline = new Cogl.Pipeline (Clutter.get_default_backend ().get_cogl_context ());
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}
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~ShadowEffect () {
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if (current_key != null) {
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decrement_shadow_users (current_key);
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}
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}
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private Cogl.Texture? get_shadow (Cogl.Context context, int width, int height, int shadow_size) {
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var old_key = current_key;
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current_key = "%ix%i:%i".printf (width, height, shadow_size);
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if (old_key == current_key) {
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return null;
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}
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if (old_key != null) {
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decrement_shadow_users (old_key);
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}
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var shadow = shadow_cache.@get (current_key);
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if (shadow != null) {
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increment_shadow_users (current_key);
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return shadow.texture;
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}
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// fill a new texture for this size
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var buffer = new Drawing.BufferSurface (width, height);
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Drawing.Utilities.cairo_rounded_rectangle (
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buffer.context,
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shadow_size,
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shadow_size,
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width - shadow_size * 2,
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height - shadow_size * 2,
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border_radius
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);
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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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cr.save ();
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cr.set_operator (Cairo.Operator.CLEAR);
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var size = shadow_size * scale_factor;
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Drawing.Utilities.cairo_rounded_rectangle (cr, size, size, actor.width, actor.height, border_radius);
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cr.fill ();
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cr.restore ();
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try {
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var texture = new Cogl.Texture2D.from_data (context, width, height, Cogl.PixelFormat.BGRA_8888_PRE,
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surface.get_stride (), surface.get_data ());
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shadow_cache.@set (current_key, new Shadow (texture));
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return texture;
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} catch (Error e) {
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debug (e.message);
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return null;
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}
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}
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public override void paint (Clutter.PaintNode node, Clutter.PaintContext context, Clutter.EffectPaintFlags flags) {
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var bounding_box = get_bounding_box ();
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var width = (int) (bounding_box.x2 - bounding_box.x1);
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var height = (int) (bounding_box.y2 - bounding_box.y1);
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var shadow = get_shadow (context.get_framebuffer ().get_context (), width, height, shadow_size);
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if (shadow != null) {
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pipeline.set_layer_texture (0, shadow);
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}
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var opacity = actor.get_paint_opacity () * shadow_opacity / 255.0f;
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var alpha = Cogl.Color.from_4f (1.0f, 1.0f, 1.0f, opacity / 255.0f);
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alpha.premultiply ();
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pipeline.set_color (alpha);
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context.get_framebuffer ().draw_rectangle (pipeline, bounding_box.x1, bounding_box.y1, bounding_box.x2, bounding_box.y2);
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actor.continue_paint (context);
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}
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private Clutter.ActorBox get_bounding_box () {
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var size = shadow_size * scale_factor;
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var bounding_box = Clutter.ActorBox ();
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bounding_box.set_origin (-size, -size);
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bounding_box.set_size (actor.width + size * 2, actor.height + size * 2);
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return bounding_box;
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}
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public override bool modify_paint_volume (Clutter.PaintVolume volume) {
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var bounding_box = get_bounding_box ();
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volume.set_width (bounding_box.get_width ());
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volume.set_height (bounding_box.get_height ());
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float origin_x, origin_y;
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bounding_box.get_origin (out origin_x, out origin_y);
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var origin = volume.get_origin ();
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origin.x += origin_x;
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origin.y += origin_y;
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volume.set_origin (origin);
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return true;
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}
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private static void increment_shadow_users (string key) {
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var shadow = shadow_cache.@get (key);
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if (shadow == null) {
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return;
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}
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shadow.users++;
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uint timeout_id;
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if (shadows_marked_for_dropping.unset (key, out timeout_id)) {
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Source.remove (timeout_id);
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}
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}
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private static void decrement_shadow_users (string key) {
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var shadow = shadow_cache.@get (key);
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if (shadow == null) {
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return;
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}
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if (--shadow.users == 0) {
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queue_shadow_drop (key);
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}
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}
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private static void queue_shadow_drop (string key) {
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shadows_marked_for_dropping[key] = Timeout.add_seconds (5, () => {
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shadow_cache.unset (key);
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shadows_marked_for_dropping.unset (key);
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return Source.REMOVE;
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});
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}
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}
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