mirror of
https://github.com/elementary/gala.git
synced 2024-12-24 17:53:19 +03:00
4aec79ae0d
No functional change.
151 lines
5.3 KiB
Vala
151 lines
5.3 KiB
Vala
//
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// Copyright (C) 2014 Tom Beckmann
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//
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using Clutter;
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namespace Gala.Plugins.PIP {
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public class ShadowEffect : 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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static Gee.HashMap<string,Shadow> shadow_cache;
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static construct {
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shadow_cache = new Gee.HashMap<string,Shadow> ();
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}
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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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public uint8 shadow_opacity { get; set; default = 255; }
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Cogl.Pipeline pipeline;
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string? current_key = null;
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public ShadowEffect (int shadow_size, int shadow_spread) {
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Object (shadow_size: shadow_size, shadow_spread: shadow_spread);
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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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Cogl.Texture? get_shadow (Cogl.Context context, int width, int height, int shadow_size, int shadow_spread) {
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var old_key = current_key;
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current_key = "%ix%i:%i:%i".printf (width, height, shadow_size, shadow_spread);
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if (old_key == current_key)
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return null;
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if (old_key != null)
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decrement_shadow_users (old_key);
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Shadow? shadow = null;
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if ((shadow = shadow_cache.@get (current_key)) != null) {
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shadow.users++;
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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 Granite.Drawing.BufferSurface (width, height);
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buffer.context.rectangle (shadow_size - shadow_spread, shadow_size - shadow_spread,
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width - shadow_size * 2 + shadow_spread * 2, height - shadow_size * 2 + 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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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 (GLib.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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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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if (--shadow.users == 0)
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shadow_cache.unset (key);
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}
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#if HAS_MUTTER40
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public override void paint (Clutter.PaintNode node, Clutter.PaintContext context, Clutter.EffectPaintFlags flags) {
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#else
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public override void paint (Clutter.PaintContext context, EffectPaintFlags flags) {
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#endif
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var bounding_box = get_bounding_box ();
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var shadow = get_shadow (context.get_framebuffer ().get_context (), (int) (bounding_box.x2 - bounding_box.x1),
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(int) (bounding_box.y2 - bounding_box.y1), shadow_size, shadow_spread);
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if (shadow != null)
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pipeline.set_layer_texture (0, shadow);
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var opacity = actor.get_paint_opacity () * shadow_opacity / 255;
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var alpha = Cogl.Color.from_4ub (255, 255, 255, opacity);
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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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public virtual ActorBox get_bounding_box () {
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var size = shadow_size * scale_factor;
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var bounding_box = 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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}
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}
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