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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 17:54:43 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 17:54:43 +0000
commite4283f6d48b98e764b988b43bbc86b9d52e6ec94 (patch)
treec8f7f7a6c2f5faa2942d27cefc6fd46cca492656 /src/st/st-private.c
parentInitial commit. (diff)
downloadgnome-shell-upstream.tar.xz
gnome-shell-upstream.zip
Adding upstream version 43.9.upstream/43.9upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'src/st/st-private.c')
-rw-r--r--src/st/st-private.c804
1 files changed, 804 insertions, 0 deletions
diff --git a/src/st/st-private.c b/src/st/st-private.c
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--- /dev/null
+++ b/src/st/st-private.c
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+/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
+/*
+ * st-private.h: Private declarations and functions
+ *
+ * Copyright 2009, 2010 Red Hat, Inc.
+ * Copyright 2010 Florian Müllner
+ * Copyright 2010 Intel Corporation
+ * Copyright 2010 Giovanni Campagna
+ *
+ * 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 <http://www.gnu.org/licenses/>.
+ */
+#include <math.h>
+#include <string.h>
+
+#include "st-private.h"
+
+/**
+ * _st_actor_get_preferred_width:
+ * @actor: a #ClutterActor
+ * @for_height: as with clutter_actor_get_preferred_width()
+ * @y_fill: %TRUE if @actor will fill its allocation vertically
+ * @min_width_p: as with clutter_actor_get_preferred_width()
+ * @natural_width_p: as with clutter_actor_get_preferred_width()
+ *
+ * Like clutter_actor_get_preferred_width(), but if @y_fill is %FALSE,
+ * then it will compute a width request based on the assumption that
+ * @actor will be given an allocation no taller than its natural
+ * height.
+ */
+void
+_st_actor_get_preferred_width (ClutterActor *actor,
+ gfloat for_height,
+ gboolean y_fill,
+ gfloat *min_width_p,
+ gfloat *natural_width_p)
+{
+ if (!y_fill && for_height != -1)
+ {
+ ClutterRequestMode mode;
+ gfloat natural_height;
+
+ mode = clutter_actor_get_request_mode (actor);
+ if (mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
+ {
+ clutter_actor_get_preferred_height (actor, -1, NULL, &natural_height);
+ if (for_height > natural_height)
+ for_height = natural_height;
+ }
+ }
+
+ clutter_actor_get_preferred_width (actor, for_height, min_width_p, natural_width_p);
+}
+
+/**
+ * _st_actor_get_preferred_height:
+ * @actor: a #ClutterActor
+ * @for_width: as with clutter_actor_get_preferred_height()
+ * @x_fill: %TRUE if @actor will fill its allocation horizontally
+ * @min_height_p: as with clutter_actor_get_preferred_height()
+ * @natural_height_p: as with clutter_actor_get_preferred_height()
+ *
+ * Like clutter_actor_get_preferred_height(), but if @x_fill is
+ * %FALSE, then it will compute a height request based on the
+ * assumption that @actor will be given an allocation no wider than
+ * its natural width.
+ */
+void
+_st_actor_get_preferred_height (ClutterActor *actor,
+ gfloat for_width,
+ gboolean x_fill,
+ gfloat *min_height_p,
+ gfloat *natural_height_p)
+{
+ if (!x_fill && for_width != -1)
+ {
+ ClutterRequestMode mode;
+ gfloat natural_width;
+
+ mode = clutter_actor_get_request_mode (actor);
+ if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
+ {
+ clutter_actor_get_preferred_width (actor, -1, NULL, &natural_width);
+ if (for_width > natural_width)
+ for_width = natural_width;
+ }
+ }
+
+ clutter_actor_get_preferred_height (actor, for_width, min_height_p, natural_height_p);
+}
+
+/**
+ * _st_set_text_from_style:
+ * @text: Target #ClutterText
+ * @theme_node: Source #StThemeNode
+ *
+ * Set various GObject properties of the @text object using
+ * CSS information from @theme_node.
+ */
+void
+_st_set_text_from_style (ClutterText *text,
+ StThemeNode *theme_node)
+{
+
+ ClutterColor color;
+ StTextDecoration decoration;
+ PangoAttrList *attribs = NULL;
+ const PangoFontDescription *font;
+ PangoAttribute *foreground;
+ StTextAlign align;
+ gdouble spacing;
+ gchar *font_features;
+
+ font = st_theme_node_get_font (theme_node);
+ clutter_text_set_font_description (text, (PangoFontDescription *) font);
+
+ attribs = pango_attr_list_new ();
+
+ st_theme_node_get_foreground_color (theme_node, &color);
+ clutter_text_set_cursor_color (text, &color);
+ foreground = pango_attr_foreground_new (color.red * 255,
+ color.green * 255,
+ color.blue * 255);
+ pango_attr_list_insert (attribs, foreground);
+
+ if (color.alpha != 255)
+ {
+ PangoAttribute *alpha;
+
+ /* An alpha value of 0 means "system inherited", so the
+ * minimum regular value is 1.
+ */
+ if (color.alpha == 0)
+ alpha = pango_attr_foreground_alpha_new (1);
+ else
+ alpha = pango_attr_foreground_alpha_new (color.alpha * 255);
+
+ pango_attr_list_insert (attribs, alpha);
+ }
+
+ decoration = st_theme_node_get_text_decoration (theme_node);
+ if (decoration)
+ {
+ if (decoration & ST_TEXT_DECORATION_UNDERLINE)
+ {
+ PangoAttribute *underline = pango_attr_underline_new (PANGO_UNDERLINE_SINGLE);
+ pango_attr_list_insert (attribs, underline);
+ }
+ if (decoration & ST_TEXT_DECORATION_LINE_THROUGH)
+ {
+ PangoAttribute *strikethrough = pango_attr_strikethrough_new (TRUE);
+ pango_attr_list_insert (attribs, strikethrough);
+ }
+ /* Pango doesn't have an equivalent attribute for _OVERLINE, and we deliberately
+ * skip BLINK (for now...)
+ */
+ }
+
+ spacing = st_theme_node_get_letter_spacing (theme_node);
+ if (spacing)
+ {
+ PangoAttribute *letter_spacing = pango_attr_letter_spacing_new ((int)(.5 + spacing) * PANGO_SCALE);
+ pango_attr_list_insert (attribs, letter_spacing);
+ }
+
+ font_features = st_theme_node_get_font_features (theme_node);
+ if (font_features)
+ {
+ pango_attr_list_insert (attribs, pango_attr_font_features_new (font_features));
+ g_free (font_features);
+ }
+
+ clutter_text_set_attributes (text, attribs);
+
+ if (attribs)
+ pango_attr_list_unref (attribs);
+
+ align = st_theme_node_get_text_align (theme_node);
+ if (align == ST_TEXT_ALIGN_JUSTIFY)
+ {
+ clutter_text_set_justify (text, TRUE);
+ clutter_text_set_line_alignment (text, PANGO_ALIGN_LEFT);
+ }
+ else
+ {
+ clutter_text_set_justify (text, FALSE);
+ clutter_text_set_line_alignment (text, (PangoAlignment) align);
+ }
+}
+
+/**
+ * _st_create_texture_pipeline:
+ * @src_texture: The CoglTexture for the pipeline
+ *
+ * Creates a simple pipeline which contains the given texture as a
+ * single layer.
+ */
+CoglPipeline *
+_st_create_texture_pipeline (CoglTexture *src_texture)
+{
+ static CoglPipeline *texture_pipeline_template = NULL;
+ CoglPipeline *pipeline;
+
+ g_return_val_if_fail (src_texture != NULL, NULL);
+
+ /* The only state used in the pipeline that would affect the shader
+ generation is the texture type on the layer. Therefore we create
+ a template pipeline which sets this state and all texture
+ pipelines are created as a copy of this. That way Cogl can find
+ the shader state for the pipeline more quickly by looking at the
+ pipeline ancestry instead of resorting to the shader cache. */
+ if (G_UNLIKELY (texture_pipeline_template == NULL))
+ {
+ CoglContext *ctx =
+ clutter_backend_get_cogl_context (clutter_get_default_backend ());
+
+ texture_pipeline_template = cogl_pipeline_new (ctx);
+ cogl_pipeline_set_layer_null_texture (texture_pipeline_template, 0);
+ }
+
+ pipeline = cogl_pipeline_copy (texture_pipeline_template);
+
+ if (src_texture != NULL)
+ cogl_pipeline_set_layer_texture (pipeline, 0, src_texture);
+
+ return pipeline;
+}
+
+/*****
+ * Shadows
+ *****/
+
+static gdouble *
+calculate_gaussian_kernel (gdouble sigma,
+ guint n_values)
+{
+ gdouble *ret, sum;
+ gdouble exp_divisor;
+ int half, i;
+
+ g_return_val_if_fail (sigma > 0, NULL);
+
+ half = n_values / 2;
+
+ ret = g_malloc (n_values * sizeof (gdouble));
+ sum = 0.0;
+
+ exp_divisor = 2 * sigma * sigma;
+
+ /* n_values of 1D Gauss function */
+ for (i = 0; i < (int)n_values; i++)
+ {
+ ret[i] = exp (-(i - half) * (i - half) / exp_divisor);
+ sum += ret[i];
+ }
+
+ /* normalize */
+ for (i = 0; i < (int)n_values; i++)
+ ret[i] /= sum;
+
+ return ret;
+}
+
+static guchar *
+blur_pixels (guchar *pixels_in,
+ gint width_in,
+ gint height_in,
+ gint rowstride_in,
+ gdouble blur,
+ gint *width_out,
+ gint *height_out,
+ size_t *rowstride_out)
+{
+ guchar *pixels_out;
+ gdouble sigma;
+
+ /* The CSS specification defines (or will define) the blur radius as twice
+ * the Gaussian standard deviation. See:
+ *
+ * http://lists.w3.org/Archives/Public/www-style/2010Sep/0002.html
+ */
+ sigma = blur / 2.;
+
+ if ((guint) blur == 0)
+ {
+ *width_out = width_in;
+ *height_out = height_in;
+ *rowstride_out = rowstride_in;
+ pixels_out = g_memdup2 (pixels_in, *rowstride_out * *height_out);
+ }
+ else
+ {
+ gdouble *kernel;
+ guchar *line;
+ gint n_values, half;
+ gint x_in, y_in, x_out, y_out, i;
+
+ n_values = (gint) 5 * sigma;
+ half = n_values / 2;
+
+ *width_out = width_in + 2 * half;
+ *height_out = height_in + 2 * half;
+ *rowstride_out = (*width_out + 3) & ~3;
+
+ pixels_out = g_malloc0 (*rowstride_out * *height_out);
+ line = g_malloc0 (*rowstride_out);
+
+ kernel = calculate_gaussian_kernel (sigma, n_values);
+
+ /* vertical blur */
+ for (x_in = 0; x_in < width_in; x_in++)
+ for (y_out = 0; y_out < *height_out; y_out++)
+ {
+ guchar *pixel_in, *pixel_out;
+ gint i0, i1;
+
+ y_in = y_out - half;
+
+ /* We read from the source at 'y = y_in + i - half'; clamp the
+ * full i range [0, n_values) so that y is in [0, height_in).
+ */
+ i0 = MAX (half - y_in, 0);
+ i1 = MIN (height_in + half - y_in, n_values);
+
+ pixel_in = pixels_in + (y_in + i0 - half) * rowstride_in + x_in;
+ pixel_out = pixels_out + y_out * *rowstride_out + (x_in + half);
+
+ for (i = i0; i < i1; i++)
+ {
+ *pixel_out += *pixel_in * kernel[i];
+ pixel_in += rowstride_in;
+ }
+ }
+
+ /* horizontal blur */
+ for (y_out = 0; y_out < *height_out; y_out++)
+ {
+ memcpy (line, pixels_out + y_out * *rowstride_out, *rowstride_out);
+
+ for (x_out = 0; x_out < *width_out; x_out++)
+ {
+ gint i0, i1;
+ guchar *pixel_out, *pixel_in;
+
+ /* We read from the source at 'x = x_out + i - half'; clamp the
+ * full i range [0, n_values) so that x is in [0, width_out).
+ */
+ i0 = MAX (half - x_out, 0);
+ i1 = MIN (*width_out + half - x_out, n_values);
+
+ pixel_in = line + x_out + i0 - half;
+ pixel_out = pixels_out + *rowstride_out * y_out + x_out;
+
+ *pixel_out = 0;
+ for (i = i0; i < i1; i++)
+ {
+ *pixel_out += *pixel_in * kernel[i];
+ pixel_in++;
+ }
+ }
+ }
+ g_free (kernel);
+ g_free (line);
+ }
+
+ return pixels_out;
+}
+
+CoglPipeline *
+_st_create_shadow_pipeline (StShadow *shadow_spec,
+ CoglTexture *src_texture,
+ float resource_scale)
+{
+ ClutterBackend *backend = clutter_get_default_backend ();
+ CoglContext *ctx = clutter_backend_get_cogl_context (backend);
+ g_autoptr (ClutterPaintNode) texture_node = NULL;
+ g_autoptr (ClutterPaintNode) blur_node = NULL;
+ g_autoptr (CoglOffscreen) offscreen = NULL;
+ g_autoptr (GError) error = NULL;
+ ClutterPaintContext *paint_context;
+ CoglFramebuffer *fb;
+ CoglPipeline *pipeline;
+ CoglTexture *texture;
+ float sampling_radius;
+ float sigma;
+ int src_height, dst_height;
+ int src_width, dst_width;
+ CoglPipeline *texture_pipeline;
+
+ static CoglPipelineKey texture_pipeline_key =
+ "st-create-shadow-pipeline-saturate-alpha";
+ static CoglPipeline *shadow_pipeline_template = NULL;
+
+ g_return_val_if_fail (shadow_spec != NULL, NULL);
+ g_return_val_if_fail (src_texture != NULL, NULL);
+
+ sampling_radius = resource_scale * shadow_spec->blur;
+ sigma = sampling_radius / 2.f;
+ sampling_radius = ceilf (sampling_radius);
+
+ src_width = cogl_texture_get_width (src_texture);
+ src_height = cogl_texture_get_height (src_texture);
+ dst_width = src_width + 2 * sampling_radius;
+ dst_height = src_height + 2 * sampling_radius;
+
+ texture = cogl_texture_2d_new_with_size (ctx, dst_width, dst_height);
+ if (!texture)
+ return NULL;
+
+ offscreen = cogl_offscreen_new_with_texture (texture);
+ fb = COGL_FRAMEBUFFER (offscreen);
+ if (!cogl_framebuffer_allocate (fb, &error))
+ {
+ cogl_clear_object (&texture);
+ return NULL;
+ }
+
+ cogl_framebuffer_clear4f (fb, COGL_BUFFER_BIT_COLOR, 0.f, 0.f, 0.f, 0.f);
+ cogl_framebuffer_orthographic (fb, 0, 0, dst_width, dst_height, 0, 1.0);
+
+ /* Blur */
+ blur_node = clutter_blur_node_new (dst_width, dst_height, sigma);
+ clutter_paint_node_add_rectangle (blur_node,
+ &(ClutterActorBox) {
+ 0.f, 0.f,
+ dst_width, dst_height,
+ });
+
+ /* Texture */
+ texture_pipeline = cogl_context_get_named_pipeline (ctx,
+ &texture_pipeline_key);
+
+ if (G_UNLIKELY (texture_pipeline == NULL))
+ {
+ CoglSnippet *snippet;
+
+ snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
+ "",
+ "if (cogl_color_out.a > 0.0)\n"
+ " cogl_color_out.a = 1.0;");
+
+ texture_pipeline = cogl_pipeline_new (ctx);
+ cogl_pipeline_add_snippet (texture_pipeline, snippet);
+ cogl_object_unref (snippet);
+
+ cogl_context_set_named_pipeline (ctx,
+ &texture_pipeline_key,
+ texture_pipeline);
+ }
+
+ /* No need to unref texture_pipeline since the named pipeline hash
+ * doesn't change its ref count from 1. Also no need to copy texture_pipeline
+ * since we'll be completely finished with it after clutter_paint_node_paint.
+ */
+
+ cogl_pipeline_set_layer_texture (texture_pipeline, 0, src_texture);
+ texture_node = clutter_pipeline_node_new (texture_pipeline);
+ clutter_paint_node_add_child (blur_node, texture_node);
+ clutter_paint_node_add_rectangle (texture_node,
+ &(ClutterActorBox) {
+ .x1 = sampling_radius,
+ .y1 = sampling_radius,
+ .x2 = src_width + sampling_radius,
+ .y2 = src_height + sampling_radius,
+ });
+
+ paint_context =
+ clutter_paint_context_new_for_framebuffer (fb, NULL, CLUTTER_PAINT_FLAG_NONE);
+ clutter_paint_node_paint (blur_node, paint_context);
+ clutter_paint_context_destroy (paint_context);
+
+ if (G_UNLIKELY (shadow_pipeline_template == NULL))
+ {
+ shadow_pipeline_template = cogl_pipeline_new (ctx);
+
+ /* We set up the pipeline to blend the shadow texture with the combine
+ * constant, but defer setting the latter until painting, so that we can
+ * take the actor's overall opacity into account. */
+ cogl_pipeline_set_layer_combine (shadow_pipeline_template, 0,
+ "RGBA = MODULATE (CONSTANT, TEXTURE[A])",
+ NULL);
+ }
+
+ pipeline = cogl_pipeline_copy (shadow_pipeline_template);
+ cogl_pipeline_set_layer_texture (pipeline, 0, texture);
+
+ cogl_clear_object (&texture);
+
+ return pipeline;
+}
+
+CoglPipeline *
+_st_create_shadow_pipeline_from_actor (StShadow *shadow_spec,
+ ClutterActor *actor)
+{
+ ClutterContent *image = NULL;
+ CoglPipeline *shadow_pipeline = NULL;
+ float resource_scale;
+ float width, height;
+ ClutterPaintContext *paint_context;
+
+ g_return_val_if_fail (clutter_actor_has_allocation (actor), NULL);
+
+ clutter_actor_get_size (actor, &width, &height);
+
+ if (width == 0 || height == 0)
+ return NULL;
+
+ resource_scale = clutter_actor_get_resource_scale (actor);
+
+ width = ceilf (width * resource_scale);
+ height = ceilf (height * resource_scale);
+
+ image = clutter_actor_get_content (actor);
+ if (image && CLUTTER_IS_IMAGE (image))
+ {
+ CoglTexture *texture;
+
+ texture = clutter_image_get_texture (CLUTTER_IMAGE (image));
+ if (texture &&
+ cogl_texture_get_width (texture) == width &&
+ cogl_texture_get_height (texture) == height)
+ shadow_pipeline = _st_create_shadow_pipeline (shadow_spec, texture,
+ resource_scale);
+ }
+
+ if (shadow_pipeline == NULL)
+ {
+ CoglTexture *buffer;
+ CoglOffscreen *offscreen;
+ CoglFramebuffer *fb;
+ CoglContext *ctx;
+ CoglColor clear_color;
+ GError *catch_error = NULL;
+ float x, y;
+
+ ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ());
+ buffer = cogl_texture_2d_new_with_size (ctx, width, height);
+
+ if (buffer == NULL)
+ return NULL;
+
+ offscreen = cogl_offscreen_new_with_texture (buffer);
+ fb = COGL_FRAMEBUFFER (offscreen);
+
+ if (!cogl_framebuffer_allocate (fb, &catch_error))
+ {
+ g_error_free (catch_error);
+ g_object_unref (offscreen);
+ cogl_object_unref (buffer);
+ return NULL;
+ }
+
+ cogl_color_init_from_4ub (&clear_color, 0, 0, 0, 0);
+ clutter_actor_get_position (actor, &x, &y);
+ x *= resource_scale;
+ y *= resource_scale;
+
+ cogl_framebuffer_clear (fb, COGL_BUFFER_BIT_COLOR, &clear_color);
+ cogl_framebuffer_translate (fb, -x, -y, 0);
+ cogl_framebuffer_orthographic (fb, 0, 0, width, height, 0, 1.0);
+ cogl_framebuffer_scale (fb, resource_scale, resource_scale, 1);
+
+ clutter_actor_set_opacity_override (actor, 255);
+
+ paint_context =
+ clutter_paint_context_new_for_framebuffer (fb, NULL,
+ CLUTTER_PAINT_FLAG_NONE);
+ clutter_actor_paint (actor, paint_context);
+ clutter_paint_context_destroy (paint_context);
+
+ clutter_actor_set_opacity_override (actor, -1);
+
+ g_object_unref (fb);
+
+ shadow_pipeline = _st_create_shadow_pipeline (shadow_spec, buffer,
+ resource_scale);
+
+ cogl_object_unref (buffer);
+ }
+
+ return shadow_pipeline;
+}
+
+/**
+ * _st_create_shadow_cairo_pattern:
+ * @shadow_spec: the definition of the shadow
+ * @src_pattern: surface pattern for which we create the shadow
+ * (must be a surface pattern)
+ *
+ * This is a utility function for creating shadows used by
+ * st-theme-node.c; it's in this file to share the gaussian
+ * blur implementation. The usage of this function is quite different
+ * depending on whether shadow_spec->inset is %TRUE or not. If
+ * shadow_spec->inset is %TRUE, the caller should pass in a @src_pattern
+ * which is the <i>inverse</i> of what they want shadowed, and must take
+ * care of the spread and offset from the shadow spec themselves. If
+ * shadow_spec->inset is %FALSE then the caller should pass in what they
+ * want shadowed directly, and this function takes care of the spread and
+ * the offset.
+ */
+cairo_pattern_t *
+_st_create_shadow_cairo_pattern (StShadow *shadow_spec_in,
+ cairo_pattern_t *src_pattern)
+{
+ g_autoptr(StShadow) shadow_spec = NULL;
+ static cairo_user_data_key_t shadow_pattern_user_data;
+ cairo_t *cr;
+ cairo_surface_t *src_surface;
+ cairo_surface_t *surface_in;
+ cairo_surface_t *surface_out;
+ cairo_pattern_t *dst_pattern;
+ guchar *pixels_in, *pixels_out;
+ gint width_in, height_in, rowstride_in;
+ gint width_out, height_out;
+ size_t rowstride_out;
+ cairo_matrix_t shadow_matrix;
+ double xscale_in, yscale_in;
+ int i, j;
+
+ g_return_val_if_fail (shadow_spec_in != NULL, NULL);
+ g_return_val_if_fail (src_pattern != NULL, NULL);
+
+ if (cairo_pattern_get_surface (src_pattern, &src_surface) != CAIRO_STATUS_SUCCESS)
+ /* The most likely reason we can't get the pattern is that sizing went hairwire
+ * and the caller tried to create a surface too big for memory, leaving us with
+ * a pattern in an error state; we return a transparent pattern for the shadow.
+ */
+ return cairo_pattern_create_rgba(1.0, 1.0, 1.0, 0.0);
+
+ width_in = cairo_image_surface_get_width (src_surface);
+ height_in = cairo_image_surface_get_height (src_surface);
+
+ cairo_surface_get_device_scale (src_surface, &xscale_in, &yscale_in);
+
+ if (xscale_in != 1.0 || yscale_in != 1.0)
+ {
+ /* Scale the shadow specifications in a temporary copy so that
+ * we can work everywhere in absolute surface coordinates */
+ double scale = (xscale_in + yscale_in) / 2.0;
+ shadow_spec = st_shadow_new (&shadow_spec_in->color,
+ shadow_spec_in->xoffset * xscale_in,
+ shadow_spec_in->yoffset * yscale_in,
+ shadow_spec_in->blur * scale,
+ shadow_spec_in->spread * scale,
+ shadow_spec_in->inset);
+ }
+ else
+ {
+ shadow_spec = st_shadow_ref (shadow_spec_in);
+ }
+
+ /* We want the output to be a color agnostic alpha mask,
+ * so we need to strip the color channels from the input
+ */
+ if (cairo_image_surface_get_format (src_surface) != CAIRO_FORMAT_A8)
+ {
+ surface_in = cairo_image_surface_create (CAIRO_FORMAT_A8,
+ width_in, height_in);
+
+ cr = cairo_create (surface_in);
+ cairo_set_source_surface (cr, src_surface, 0, 0);
+ cairo_paint (cr);
+ cairo_destroy (cr);
+ }
+ else
+ {
+ surface_in = cairo_surface_reference (src_surface);
+ }
+
+ pixels_in = cairo_image_surface_get_data (surface_in);
+ rowstride_in = cairo_image_surface_get_stride (surface_in);
+
+ pixels_out = blur_pixels (pixels_in, width_in, height_in, rowstride_in,
+ shadow_spec->blur,
+ &width_out, &height_out, &rowstride_out);
+ cairo_surface_destroy (surface_in);
+
+ /* Invert pixels for inset shadows */
+ if (shadow_spec->inset)
+ {
+ for (j = 0; j < height_out; j++)
+ {
+ guchar *p = pixels_out + rowstride_out * j;
+ for (i = 0; i < width_out; i++, p++)
+ *p = ~*p;
+ }
+ }
+
+ surface_out = cairo_image_surface_create_for_data (pixels_out,
+ CAIRO_FORMAT_A8,
+ width_out,
+ height_out,
+ rowstride_out);
+ cairo_surface_set_device_scale (surface_out, xscale_in, yscale_in);
+ cairo_surface_set_user_data (surface_out, &shadow_pattern_user_data,
+ pixels_out, (cairo_destroy_func_t) g_free);
+
+ dst_pattern = cairo_pattern_create_for_surface (surface_out);
+ cairo_surface_destroy (surface_out);
+
+ cairo_pattern_get_matrix (src_pattern, &shadow_matrix);
+
+ if (shadow_spec->inset)
+ {
+ /* Scale the matrix in surface absolute coordinates */
+ cairo_matrix_scale (&shadow_matrix, 1.0 / xscale_in, 1.0 / yscale_in);
+
+ /* For inset shadows, offsets and spread radius have already been
+ * applied to the original pattern, so all left to do is shift the
+ * blurred image left, so that it aligns centered under the
+ * unblurred one
+ */
+ cairo_matrix_translate (&shadow_matrix,
+ (width_out - width_in) / 2.0,
+ (height_out - height_in) / 2.0);
+
+ /* Scale back the matrix in original coordinates */
+ cairo_matrix_scale (&shadow_matrix, xscale_in, yscale_in);
+
+ cairo_pattern_set_matrix (dst_pattern, &shadow_matrix);
+ return dst_pattern;
+ }
+
+ /* Read all the code from the cairo_pattern_set_matrix call
+ * at the end of this function to here from bottom to top,
+ * because each new affine transformation is applied in
+ * front of all the previous ones */
+
+ /* 6. Invert the matrix back */
+ cairo_matrix_invert (&shadow_matrix);
+
+ /* Scale the matrix in surface absolute coordinates */
+ cairo_matrix_scale (&shadow_matrix, 1.0 / xscale_in, 1.0 / yscale_in);
+
+ /* 5. Adjust based on specified offsets */
+ cairo_matrix_translate (&shadow_matrix,
+ shadow_spec->xoffset,
+ shadow_spec->yoffset);
+
+ /* 4. Recenter the newly scaled image */
+ cairo_matrix_translate (&shadow_matrix,
+ - shadow_spec->spread,
+ - shadow_spec->spread);
+
+ /* 3. Scale up the blurred image to fill the spread */
+ cairo_matrix_scale (&shadow_matrix,
+ (width_in + 2.0 * shadow_spec->spread) / width_in,
+ (height_in + 2.0 * shadow_spec->spread) / height_in);
+
+ /* 2. Shift the blurred image left, so that it aligns centered
+ * under the unblurred one */
+ cairo_matrix_translate (&shadow_matrix,
+ - (width_out - width_in) / 2.0,
+ - (height_out - height_in) / 2.0);
+
+ /* Scale back the matrix in scaled coordinates */
+ cairo_matrix_scale (&shadow_matrix, xscale_in, yscale_in);
+
+ /* 1. Invert the matrix so we can work with it in pattern space
+ */
+ cairo_matrix_invert (&shadow_matrix);
+
+ cairo_pattern_set_matrix (dst_pattern, &shadow_matrix);
+
+ return dst_pattern;
+}
+
+void
+_st_paint_shadow_with_opacity (StShadow *shadow_spec,
+ CoglFramebuffer *framebuffer,
+ CoglPipeline *shadow_pipeline,
+ ClutterActorBox *box,
+ guint8 paint_opacity)
+{
+ ClutterActorBox shadow_box;
+ CoglColor color;
+
+ g_return_if_fail (shadow_spec != NULL);
+ g_return_if_fail (shadow_pipeline != NULL);
+
+ st_shadow_get_box (shadow_spec, box, &shadow_box);
+
+ cogl_color_init_from_4ub (&color,
+ shadow_spec->color.red * paint_opacity / 255,
+ shadow_spec->color.green * paint_opacity / 255,
+ shadow_spec->color.blue * paint_opacity / 255,
+ shadow_spec->color.alpha * paint_opacity / 255);
+ cogl_color_premultiply (&color);
+ cogl_pipeline_set_layer_combine_constant (shadow_pipeline, 0, &color);
+ cogl_framebuffer_draw_rectangle (framebuffer,
+ shadow_pipeline,
+ shadow_box.x1, shadow_box.y1,
+ shadow_box.x2, shadow_box.y2);
+}