From e4283f6d48b98e764b988b43bbc86b9d52e6ec94 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sun, 7 Apr 2024 19:54:43 +0200 Subject: Adding upstream version 43.9. Signed-off-by: Daniel Baumann --- src/st/st-theme-node-drawing.c | 2864 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 2864 insertions(+) create mode 100644 src/st/st-theme-node-drawing.c (limited to 'src/st/st-theme-node-drawing.c') diff --git a/src/st/st-theme-node-drawing.c b/src/st/st-theme-node-drawing.c new file mode 100644 index 0000000..72745ed --- /dev/null +++ b/src/st/st-theme-node-drawing.c @@ -0,0 +1,2864 @@ +/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ +/* + * st-theme-node-drawing.c: Code to draw themed elements + * + * Copyright 2009, 2010 Red Hat, Inc. + * Copyright 2009, 2010 Florian Müllner + * Copyright 2010 Intel Corporation. + * Copyright 2011 Quentin "Sardem FF7" Glidic + * + * Contains code derived from: + * rectangle.c: Rounded rectangle. + * Copyright 2008 litl, LLC. + * st-texture-frame.h: Expandible texture actor + * Copyright 2007 OpenedHand + * Copyright 2009 Intel Corporation. + * + * 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 . + */ + +#include +#include + +#include "st-shadow.h" +#include "st-private.h" +#include "st-theme-private.h" +#include "st-theme-context.h" +#include "st-texture-cache.h" +#include "st-theme-node-private.h" + +/**** + * Rounded corners + ****/ + +typedef struct { + ClutterColor color; + ClutterColor border_color_1; + ClutterColor border_color_2; + guint radius; + guint border_width_1; + guint border_width_2; + float resource_scale; +} StCornerSpec; + +typedef enum { + ST_PAINT_BORDERS_MODE_COLOR, + ST_PAINT_BORDERS_MODE_SILHOUETTE +} StPaintBordersMode; + +static void +elliptical_arc (cairo_t *cr, + double x_center, + double y_center, + double x_radius, + double y_radius, + double angle1, + double angle2) +{ + cairo_save (cr); + cairo_translate (cr, x_center, y_center); + cairo_scale (cr, x_radius, y_radius); + cairo_arc (cr, 0, 0, 1.0, angle1, angle2); + cairo_restore (cr); +} + +static CoglTexture * +create_corner_material (StCornerSpec *corner) +{ + ClutterBackend *backend = clutter_get_default_backend (); + CoglContext *ctx = clutter_backend_get_cogl_context (backend); + GError *error = NULL; + CoglTexture *texture; + cairo_t *cr; + cairo_surface_t *surface; + guint rowstride; + guint8 *data; + guint size; + guint logical_size; + guint max_border_width; + double device_scaling; + + max_border_width = MAX(corner->border_width_2, corner->border_width_1); + logical_size = 2 * MAX(max_border_width, corner->radius); + size = ceilf (logical_size * corner->resource_scale); + rowstride = size * 4; + data = g_new0 (guint8, size * rowstride); + + surface = cairo_image_surface_create_for_data (data, + CAIRO_FORMAT_ARGB32, + size, size, + rowstride); + device_scaling = (double) size / logical_size; + cairo_surface_set_device_scale (surface, device_scaling, device_scaling); + cr = cairo_create (surface); + cairo_set_operator (cr, CAIRO_OPERATOR_SOURCE); + cairo_scale (cr, logical_size, logical_size); + + if (max_border_width <= corner->radius) + { + double x_radius, y_radius; + + if (max_border_width != 0) + { + cairo_set_source_rgba (cr, + corner->border_color_1.red / 255., + corner->border_color_1.green / 255., + corner->border_color_1.blue / 255., + corner->border_color_1.alpha / 255.); + + cairo_arc (cr, 0.5, 0.5, 0.5, 0, 2 * M_PI); + cairo_fill (cr); + } + + cairo_set_source_rgba (cr, + corner->color.red / 255., + corner->color.green / 255., + corner->color.blue / 255., + corner->color.alpha / 255.); + + x_radius = 0.5 * (1.0 - (double) corner->border_width_2 / corner->radius); + y_radius = 0.5 * (1.0 - (double) corner->border_width_1 / corner->radius); + + /* TOPRIGHT */ + elliptical_arc (cr, + 0.5, 0.5, + x_radius, y_radius, + 3 * M_PI / 2, 2 * M_PI); + + /* BOTTOMRIGHT */ + elliptical_arc (cr, + 0.5, 0.5, + x_radius, y_radius, + 0, M_PI / 2); + + /* TOPLEFT */ + elliptical_arc (cr, + 0.5, 0.5, + x_radius, y_radius, + M_PI, 3 * M_PI / 2); + + /* BOTTOMLEFT */ + elliptical_arc (cr, + 0.5, 0.5, + x_radius, y_radius, + M_PI / 2, M_PI); + + cairo_fill (cr); + } + else + { + double radius; + + radius = (gdouble)corner->radius / max_border_width; + + cairo_set_source_rgba (cr, + corner->border_color_1.red / 255., + corner->border_color_1.green / 255., + corner->border_color_1.blue / 255., + corner->border_color_1.alpha / 255.); + + cairo_arc (cr, radius, radius, radius, M_PI, 3 * M_PI / 2); + cairo_line_to (cr, 1.0 - radius, 0.0); + cairo_arc (cr, 1.0 - radius, radius, radius, 3 * M_PI / 2, 2 * M_PI); + cairo_line_to (cr, 1.0, 1.0 - radius); + cairo_arc (cr, 1.0 - radius, 1.0 - radius, radius, 0, M_PI / 2); + cairo_line_to (cr, radius, 1.0); + cairo_arc (cr, radius, 1.0 - radius, radius, M_PI / 2, M_PI); + cairo_fill (cr); + } + cairo_destroy (cr); + + cairo_surface_destroy (surface); + + texture = COGL_TEXTURE (cogl_texture_2d_new_from_data (ctx, size, size, + CLUTTER_CAIRO_FORMAT_ARGB32, + rowstride, + data, + &error)); + + if (error) + { + g_warning ("Failed to allocate texture: %s", error->message); + g_error_free (error); + } + + g_free (data); + + return texture; +} + +static char * +corner_to_string (StCornerSpec *corner) +{ + return g_strdup_printf ("st-theme-node-corner:%02x%02x%02x%02x,%02x%02x%02x%02x,%02x%02x%02x%02x,%u,%u,%u,%.4f", + corner->color.red, corner->color.blue, corner->color.green, corner->color.alpha, + corner->border_color_1.red, corner->border_color_1.green, corner->border_color_1.blue, corner->border_color_1.alpha, + corner->border_color_2.red, corner->border_color_2.green, corner->border_color_2.blue, corner->border_color_2.alpha, + corner->radius, + corner->border_width_1, + corner->border_width_2, + corner->resource_scale); +} + +static CoglTexture * +load_corner (StTextureCache *cache, + const char *key, + void *datap, + GError **error) +{ + return create_corner_material ((StCornerSpec *) datap); +} + +/* To match the CSS specification, we want the border to look like it was + * drawn over the background. But actually drawing the border over the + * background will produce slightly bad antialiasing at the edges, so + * compute the effective border color instead. + */ +#define NORM(x) (t = (x) + 127, (t + (t >> 8)) >> 8) +#define MULT(c,a) NORM(c*a) + +static void +premultiply (ClutterColor *color) +{ + guint t; + color->red = MULT (color->red, color->alpha); + color->green = MULT (color->green, color->alpha); + color->blue = MULT (color->blue, color->alpha); +} + +static void +unpremultiply (ClutterColor *color) +{ + if (color->alpha != 0) + { + color->red = MIN((color->red * 255 + 127) / color->alpha, 255); + color->green = MIN((color->green * 255 + 127) / color->alpha, 255); + color->blue = MIN((color->blue * 255 + 127) / color->alpha, 255); + } +} + +static void +over (const ClutterColor *source, + const ClutterColor *destination, + ClutterColor *result) +{ + guint t; + ClutterColor src = *source; + ClutterColor dst = *destination; + + premultiply (&src); + premultiply (&dst); + + result->alpha = src.alpha + NORM ((255 - src.alpha) * dst.alpha); + result->red = src.red + NORM ((255 - src.alpha) * dst.red); + result->green = src.green + NORM ((255 - src.alpha) * dst.green); + result->blue = src.blue + NORM ((255 - src.alpha) * dst.blue); + + unpremultiply (result); +} + +/* + * st_theme_node_reduce_border_radius: + * @node: a #StThemeNode + * @width: The width of the box + * @height: The height of the box + * @corners: (array length=4) (out): reduced corners + * + * Implements the corner overlap algorithm mentioned at + * http://www.w3.org/TR/css3-background/#corner-overlap + */ +static void +st_theme_node_reduce_border_radius (StThemeNode *node, + float width, + float height, + guint *corners) +{ + gfloat scale; + guint sum; + + scale = 1.0; + + /* top */ + sum = node->border_radius[ST_CORNER_TOPLEFT] + + node->border_radius[ST_CORNER_TOPRIGHT]; + + if (sum > 0) + scale = MIN (width / sum, scale); + + /* right */ + sum = node->border_radius[ST_CORNER_TOPRIGHT] + + node->border_radius[ST_CORNER_BOTTOMRIGHT]; + + if (sum > 0) + scale = MIN (height / sum, scale); + + /* bottom */ + sum = node->border_radius[ST_CORNER_BOTTOMLEFT] + + node->border_radius[ST_CORNER_BOTTOMRIGHT]; + + if (sum > 0) + scale = MIN (width / sum, scale); + + /* left */ + sum = node->border_radius[ST_CORNER_BOTTOMLEFT] + + node->border_radius[ST_CORNER_TOPLEFT]; + + if (sum > 0) + scale = MIN (height / sum, scale); + + corners[ST_CORNER_TOPLEFT] = node->border_radius[ST_CORNER_TOPLEFT] * scale; + corners[ST_CORNER_TOPRIGHT] = node->border_radius[ST_CORNER_TOPRIGHT] * scale; + corners[ST_CORNER_BOTTOMLEFT] = node->border_radius[ST_CORNER_BOTTOMLEFT] * scale; + corners[ST_CORNER_BOTTOMRIGHT] = node->border_radius[ST_CORNER_BOTTOMRIGHT] * scale; +} + +static void +st_theme_node_get_corner_border_widths (StThemeNode *node, + StCorner corner_id, + guint *border_width_1, + guint *border_width_2) +{ + switch (corner_id) + { + case ST_CORNER_TOPLEFT: + if (border_width_1) + *border_width_1 = node->border_width[ST_SIDE_TOP]; + if (border_width_2) + *border_width_2 = node->border_width[ST_SIDE_LEFT]; + break; + case ST_CORNER_TOPRIGHT: + if (border_width_1) + *border_width_1 = node->border_width[ST_SIDE_TOP]; + if (border_width_2) + *border_width_2 = node->border_width[ST_SIDE_RIGHT]; + break; + case ST_CORNER_BOTTOMRIGHT: + if (border_width_1) + *border_width_1 = node->border_width[ST_SIDE_BOTTOM]; + if (border_width_2) + *border_width_2 = node->border_width[ST_SIDE_RIGHT]; + break; + case ST_CORNER_BOTTOMLEFT: + if (border_width_1) + *border_width_1 = node->border_width[ST_SIDE_BOTTOM]; + if (border_width_2) + *border_width_2 = node->border_width[ST_SIDE_LEFT]; + break; + default: + g_assert_not_reached(); + break; + } +} + +static CoglPipeline * +st_theme_node_lookup_corner (StThemeNode *node, + float width, + float height, + float resource_scale, + StCorner corner_id) +{ + CoglTexture *texture = NULL; + CoglPipeline *material = NULL; + char *key; + StTextureCache *cache; + StCornerSpec corner; + guint radius[4]; + + cache = st_texture_cache_get_default (); + + st_theme_node_reduce_border_radius (node, width, height, radius); + + if (radius[corner_id] == 0) + return NULL; + + corner.radius = radius[corner_id]; + corner.color = node->background_color; + corner.resource_scale = resource_scale; + st_theme_node_get_corner_border_widths (node, corner_id, + &corner.border_width_1, + &corner.border_width_2); + + switch (corner_id) + { + case ST_CORNER_TOPLEFT: + over (&node->border_color[ST_SIDE_TOP], &corner.color, &corner.border_color_1); + over (&node->border_color[ST_SIDE_LEFT], &corner.color, &corner.border_color_2); + break; + case ST_CORNER_TOPRIGHT: + over (&node->border_color[ST_SIDE_TOP], &corner.color, &corner.border_color_1); + over (&node->border_color[ST_SIDE_RIGHT], &corner.color, &corner.border_color_2); + break; + case ST_CORNER_BOTTOMRIGHT: + over (&node->border_color[ST_SIDE_BOTTOM], &corner.color, &corner.border_color_1); + over (&node->border_color[ST_SIDE_RIGHT], &corner.color, &corner.border_color_2); + break; + case ST_CORNER_BOTTOMLEFT: + over (&node->border_color[ST_SIDE_BOTTOM], &corner.color, &corner.border_color_1); + over (&node->border_color[ST_SIDE_LEFT], &corner.color, &corner.border_color_2); + break; + default: + g_assert_not_reached(); + break; + } + + if (corner.color.alpha == 0 && + corner.border_color_1.alpha == 0 && + corner.border_color_2.alpha == 0) + { + if (node->box_shadow == NULL) + return NULL; + else /* We still need a corner texture to render the box-shadow */ + corner.color = (ClutterColor) {0, 0, 0, 255}; + } + + key = corner_to_string (&corner); + texture = st_texture_cache_load (cache, key, ST_TEXTURE_CACHE_POLICY_FOREVER, load_corner, &corner, NULL); + + if (texture) + { + material = _st_create_texture_pipeline (texture); + cogl_object_unref (texture); + } + + g_free (key); + + return material; +} + +static void +get_background_scale (StThemeNode *node, + gdouble painting_area_width, + gdouble painting_area_height, + gdouble background_image_width, + gdouble background_image_height, + gdouble *scale_w, + gdouble *scale_h) +{ + *scale_w = -1.0; + *scale_h = -1.0; + + switch (node->background_size) + { + case ST_BACKGROUND_SIZE_AUTO: + *scale_w = 1.0f; + break; + case ST_BACKGROUND_SIZE_CONTAIN: + *scale_w = MIN (painting_area_width / background_image_width, + painting_area_height / background_image_height); + break; + case ST_BACKGROUND_SIZE_COVER: + *scale_w = MAX (painting_area_width / background_image_width, + painting_area_height / background_image_height); + break; + case ST_BACKGROUND_SIZE_FIXED: + if (node->background_size_w > -1) + { + *scale_w = node->background_size_w / background_image_width; + if (node->background_size_h > -1) + *scale_h = node->background_size_h / background_image_height; + } + else if (node->background_size_h > -1) + *scale_w = node->background_size_h / background_image_height; + break; + default: + g_assert_not_reached(); + break; + } + if (*scale_h < 0.0) + *scale_h = *scale_w; +} + +static void +get_background_coordinates (StThemeNode *node, + gdouble painting_area_width, + gdouble painting_area_height, + gdouble background_image_width, + gdouble background_image_height, + gdouble *x, + gdouble *y) +{ + /* honor the specified position if any */ + if (node->background_position_set) + { + *x = node->background_position_x; + *y = node->background_position_y; + } + else + { + /* center the background on the widget */ + *x = (painting_area_width / 2.0) - (background_image_width / 2.0); + *y = (painting_area_height / 2.0) - (background_image_height / 2.0); + } +} + +static void +get_background_position (StThemeNode *self, + const ClutterActorBox *allocation, + float resource_scale, + ClutterActorBox *result, + ClutterActorBox *texture_coords) +{ + gdouble painting_area_width, painting_area_height; + gdouble background_image_width, background_image_height; + gdouble x1, y1; + gdouble scale_w, scale_h; + + /* get the background image size */ + background_image_width = cogl_texture_get_width (self->background_texture); + background_image_height = cogl_texture_get_height (self->background_texture); + + background_image_width /= resource_scale; + background_image_height /= resource_scale; + + /* get the painting area size */ + painting_area_width = allocation->x2 - allocation->x1; + painting_area_height = allocation->y2 - allocation->y1; + + /* scale if requested */ + get_background_scale (self, + painting_area_width, painting_area_height, + background_image_width, background_image_height, + &scale_w, &scale_h); + + background_image_width *= scale_w; + background_image_height *= scale_h; + + /* get coordinates */ + get_background_coordinates (self, + painting_area_width, painting_area_height, + background_image_width, background_image_height, + &x1, &y1); + + if (self->background_repeat) + { + gdouble width = allocation->x2 - allocation->x1 + x1; + gdouble height = allocation->y2 - allocation->y1 + y1; + + *result = *allocation; + + /* reference image is at x1, y1 */ + texture_coords->x1 = x1 / background_image_width; + texture_coords->y1 = y1 / background_image_height; + texture_coords->x2 = width / background_image_width; + texture_coords->y2 = height / background_image_height; + } + else + { + result->x1 = x1; + result->y1 = y1; + result->x2 = x1 + background_image_width; + result->y2 = y1 + background_image_height; + + texture_coords->x1 = texture_coords->y1 = 0; + texture_coords->x2 = texture_coords->y2 = 1; + } +} + +/* Use of this function marks code which doesn't support + * non-uniform colors. + */ +static void +get_arbitrary_border_color (StThemeNode *node, + ClutterColor *color) +{ + if (color) + st_theme_node_get_border_color (node, ST_SIDE_TOP, color); +} + +static gboolean +st_theme_node_has_visible_outline (StThemeNode *node) +{ + if (node->background_color.alpha > 0) + return TRUE; + + if (node->background_gradient_end.alpha > 0) + return TRUE; + + if (node->border_radius[ST_CORNER_TOPLEFT] > 0 || + node->border_radius[ST_CORNER_TOPRIGHT] > 0 || + node->border_radius[ST_CORNER_BOTTOMLEFT] > 0 || + node->border_radius[ST_CORNER_BOTTOMRIGHT] > 0) + return TRUE; + + if (node->border_width[ST_SIDE_TOP] > 0 || + node->border_width[ST_SIDE_LEFT] > 0 || + node->border_width[ST_SIDE_RIGHT] > 0 || + node->border_width[ST_SIDE_BOTTOM] > 0) + return TRUE; + + return FALSE; +} + +static cairo_pattern_t * +create_cairo_pattern_of_background_gradient (StThemeNode *node, + float width, + float height) +{ + cairo_pattern_t *pattern; + + g_return_val_if_fail (node->background_gradient_type != ST_GRADIENT_NONE, + NULL); + + if (node->background_gradient_type == ST_GRADIENT_VERTICAL) + pattern = cairo_pattern_create_linear (0, 0, 0, height); + else if (node->background_gradient_type == ST_GRADIENT_HORIZONTAL) + pattern = cairo_pattern_create_linear (0, 0, width, 0); + else + { + gdouble cx, cy; + + cx = width / 2.; + cy = height / 2.; + pattern = cairo_pattern_create_radial (cx, cy, 0, cx, cy, MIN (cx, cy)); + } + + cairo_pattern_add_color_stop_rgba (pattern, 0, + node->background_color.red / 255., + node->background_color.green / 255., + node->background_color.blue / 255., + node->background_color.alpha / 255.); + cairo_pattern_add_color_stop_rgba (pattern, 1, + node->background_gradient_end.red / 255., + node->background_gradient_end.green / 255., + node->background_gradient_end.blue / 255., + node->background_gradient_end.alpha / 255.); + return pattern; +} + +static cairo_pattern_t * +create_cairo_pattern_of_background_image (StThemeNode *node, + float width, + float height, + float resource_scale, + gboolean *needs_background_fill) +{ + cairo_surface_t *surface; + cairo_pattern_t *pattern; + cairo_content_t content; + cairo_matrix_t matrix; + GFile *file; + + StTextureCache *texture_cache; + + gdouble background_image_width, background_image_height; + gdouble x, y; + gdouble scale_w, scale_h; + + file = st_theme_node_get_background_image (node); + + texture_cache = st_texture_cache_get_default (); + + surface = st_texture_cache_load_file_to_cairo_surface (texture_cache, file, + node->cached_scale_factor, + resource_scale); + + if (surface == NULL) + return NULL; + + g_assert (cairo_surface_get_type (surface) == CAIRO_SURFACE_TYPE_IMAGE); + + content = cairo_surface_get_content (surface); + pattern = cairo_pattern_create_for_surface (surface); + + background_image_width = cairo_image_surface_get_width (surface); + background_image_height = cairo_image_surface_get_height (surface); + + *needs_background_fill = TRUE; + + cairo_matrix_init_identity (&matrix); + + if (resource_scale != 1.0) + { + background_image_width /= resource_scale; + background_image_height /= resource_scale; + + cairo_matrix_scale (&matrix, resource_scale, resource_scale); + } + + get_background_scale (node, + width, height, + background_image_width, background_image_height, + &scale_w, &scale_h); + + if ((scale_w != 1) || (scale_h != 1)) + cairo_matrix_scale (&matrix, 1.0/scale_w, 1.0/scale_h); + + background_image_width *= scale_w; + background_image_height *= scale_h; + + get_background_coordinates (node, + width, height, + background_image_width, background_image_height, + &x, &y); + cairo_matrix_translate (&matrix, -x, -y); + + if (node->background_repeat) + cairo_pattern_set_extend (pattern, CAIRO_EXTEND_REPEAT); + + /* If it's opaque, fills up the entire allocated + * area, then don't bother doing a background fill first + */ + if (content != CAIRO_CONTENT_COLOR_ALPHA) + { + if (node->background_repeat || + (x >= 0 && + y >= 0 && + background_image_width - x >= width && + background_image_height -y >= height)) + *needs_background_fill = FALSE; + } + + cairo_pattern_set_matrix (pattern, &matrix); + + return pattern; +} + +/* fill_exterior = TRUE means that pattern is a surface pattern and + * we should extend the pattern with a solid fill from its edges. + * This is a bit of a hack; the alternative would be to make the + * surface of the surface pattern 1 pixel bigger and use CAIRO_EXTEND_PAD. + */ +static void +paint_shadow_pattern_to_cairo_context (StShadow *shadow_spec, + cairo_pattern_t *pattern, + gboolean fill_exterior, + cairo_t *cr, + cairo_path_t *interior_path, + cairo_path_t *outline_path) +{ + /* If there are borders, clip the shadow to the interior + * of the borders; if there is a visible outline, clip the shadow to + * that outline + */ + cairo_path_t *path = (interior_path != NULL) ? interior_path : outline_path; + double x1, x2, y1, y2; + + /* fill_exterior only makes sense if we're clipping the shadow - filling + * to the edges of the surface would be silly */ + g_assert (!(fill_exterior && path == NULL)); + + cairo_save (cr); + if (path != NULL) + { + cairo_append_path (cr, path); + + /* There's no way to invert a path in cairo, so we need bounds for + * the area we are drawing in order to create the "exterior" region. + * Pixel align to hit fast paths. + */ + if (fill_exterior) + { + cairo_path_extents (cr, &x1, &y1, &x2, &y2); + x1 = floor (x1); + y1 = floor (y1); + x2 = ceil (x2); + y2 = ceil (y2); + } + + cairo_clip (cr); + } + + cairo_set_source_rgba (cr, + shadow_spec->color.red / 255.0, + shadow_spec->color.green / 255.0, + shadow_spec->color.blue / 255.0, + shadow_spec->color.alpha / 255.0); + if (fill_exterior) + { + cairo_surface_t *surface; + int width, height; + double xscale, yscale; + cairo_matrix_t matrix; + + cairo_save (cr); + + /* Start with a rectangle enclosing the bounds of the clipped + * region */ + cairo_rectangle (cr, x1, y1, x2 - x1, y2 - y1); + + /* Then subtract out the bounds of the surface in the surface + * pattern; we transform the context by the inverse of the + * pattern matrix to get to surface coordinates */ + + if (cairo_pattern_get_surface (pattern, &surface) != CAIRO_STATUS_SUCCESS) + /* Something went wrong previously */ + goto no_surface; + + cairo_surface_get_device_scale (surface, &xscale, &yscale); + width = cairo_image_surface_get_width (surface); + height = cairo_image_surface_get_height (surface); + + cairo_pattern_get_matrix (pattern, &matrix); + cairo_matrix_invert (&matrix); + cairo_matrix_scale (&matrix, 1.0 / xscale, 1.0 / yscale); + cairo_transform (cr, &matrix); + + cairo_rectangle (cr, 0, height, width, - height); + cairo_fill (cr); + + no_surface: + cairo_restore (cr); + } + + cairo_mask (cr, pattern); + cairo_restore (cr); +} + +static void +paint_background_image_shadow_to_cairo_context (StThemeNode *node, + StShadow *shadow_spec, + cairo_pattern_t *pattern, + cairo_t *cr, + cairo_path_t *interior_path, + cairo_path_t *outline_path, + int x, + int y, + int width, + int height, + float resource_scale) +{ + cairo_pattern_t *shadow_pattern; + + g_assert (shadow_spec != NULL); + g_assert (pattern != NULL); + + if (outline_path != NULL) + { + cairo_surface_t *clipped_surface; + cairo_pattern_t *clipped_pattern; + cairo_t *temp_cr; + + /* Prerender the pattern to a temporary surface, + * so it's properly clipped before we create a shadow from it + */ + width = ceilf (width * resource_scale); + height = ceilf (height * resource_scale); + clipped_surface = cairo_image_surface_create (CAIRO_FORMAT_ARGB32, width, height); + cairo_surface_set_device_scale (clipped_surface, resource_scale, resource_scale); + temp_cr = cairo_create (clipped_surface); + + cairo_set_operator (temp_cr, CAIRO_OPERATOR_CLEAR); + cairo_paint (temp_cr); + cairo_set_operator (temp_cr, CAIRO_OPERATOR_SOURCE); + + if (interior_path != NULL) + { + cairo_append_path (temp_cr, interior_path); + cairo_clip (temp_cr); + } + + cairo_append_path (temp_cr, outline_path); + cairo_translate (temp_cr, x, y); + cairo_set_source (temp_cr, pattern); + cairo_clip (temp_cr); + cairo_paint (temp_cr); + cairo_destroy (temp_cr); + + clipped_pattern = cairo_pattern_create_for_surface (clipped_surface); + cairo_surface_destroy (clipped_surface); + + shadow_pattern = _st_create_shadow_cairo_pattern (shadow_spec, + clipped_pattern); + cairo_pattern_destroy (clipped_pattern); + } + else + { + shadow_pattern = _st_create_shadow_cairo_pattern (shadow_spec, + pattern); + } + + paint_shadow_pattern_to_cairo_context (shadow_spec, + shadow_pattern, FALSE, + cr, + interior_path, + outline_path); + cairo_pattern_destroy (shadow_pattern); +} + +/* gets the extents of a cairo_path_t; slightly inefficient, but much simpler than + * computing from the raw path data */ +static void +path_extents (cairo_path_t *path, + double *x1, + double *y1, + double *x2, + double *y2) + +{ + cairo_surface_t *dummy = cairo_image_surface_create (CAIRO_FORMAT_A8, 1, 1); + cairo_t *cr = cairo_create (dummy); + + cairo_append_path (cr, path); + cairo_path_extents (cr, x1, y1, x2, y2); + + cairo_destroy (cr); + cairo_surface_destroy (dummy); +} + +static void +paint_inset_box_shadow_to_cairo_context (StThemeNode *node, + StShadow *shadow_spec, + float resource_scale, + cairo_t *cr, + cairo_path_t *shadow_outline) +{ + cairo_surface_t *shadow_surface; + cairo_pattern_t *shadow_pattern; + double extents_x1, extents_y1, extents_x2, extents_y2; + double shrunk_extents_x1, shrunk_extents_y1, shrunk_extents_x2, shrunk_extents_y2; + gboolean fill_exterior; + + g_assert (shadow_spec != NULL); + g_assert (shadow_outline != NULL); + + /* Create the pattern used to create the inset shadow; as the shadow + * should be drawn as if everything outside the outline was opaque, + * we use a temporary surface to draw the background as a solid shape, + * which is inverted when creating the shadow pattern. + */ + + /* First we need to find the size of the temporary surface + */ + path_extents (shadow_outline, + &extents_x1, &extents_y1, &extents_x2, &extents_y2); + + /* Shrink the extents by the spread, and offset */ + shrunk_extents_x1 = extents_x1 + shadow_spec->xoffset + shadow_spec->spread; + shrunk_extents_y1 = extents_y1 + shadow_spec->yoffset + shadow_spec->spread; + shrunk_extents_x2 = extents_x2 + shadow_spec->xoffset - shadow_spec->spread; + shrunk_extents_y2 = extents_y2 + shadow_spec->yoffset - shadow_spec->spread; + + if (shrunk_extents_x1 >= shrunk_extents_x2 || shrunk_extents_y1 >= shrunk_extents_y2) + { + /* Shadow occupies entire area within border */ + shadow_pattern = cairo_pattern_create_rgb (0., 0., 0.); + fill_exterior = FALSE; + } + else + { + /* Bounds of temporary surface */ + int surface_x = floor (shrunk_extents_x1); + int surface_y = floor (shrunk_extents_y1); + int surface_width = ceil ((shrunk_extents_x2 - surface_x) * resource_scale); + int surface_height = ceil ((shrunk_extents_y2 - surface_y) * resource_scale); + + /* Center of the original path */ + double x_center = (extents_x1 + extents_x2) / 2; + double y_center = (extents_y1 + extents_y2) / 2; + + cairo_pattern_t *pattern; + cairo_t *temp_cr; + cairo_matrix_t matrix; + + shadow_surface = cairo_image_surface_create (CAIRO_FORMAT_A8, surface_width, surface_height); + cairo_surface_set_device_scale (shadow_surface, resource_scale, resource_scale); + temp_cr = cairo_create (shadow_surface); + + /* Match the coordinates in the temporary context to the parent context */ + cairo_translate (temp_cr, - surface_x, - surface_y); + + /* Shadow offset */ + cairo_translate (temp_cr, shadow_spec->xoffset, shadow_spec->yoffset); + + /* Scale the path around the center to match the shrunk bounds */ + cairo_translate (temp_cr, x_center, y_center); + cairo_scale (temp_cr, + (shrunk_extents_x2 - shrunk_extents_x1) / (extents_x2 - extents_x1), + (shrunk_extents_y2 - shrunk_extents_y1) / (extents_y2 - extents_y1)); + cairo_translate (temp_cr, - x_center, - y_center); + + cairo_append_path (temp_cr, shadow_outline); + cairo_fill (temp_cr); + cairo_destroy (temp_cr); + + pattern = cairo_pattern_create_for_surface (shadow_surface); + cairo_surface_destroy (shadow_surface); + + /* The pattern needs to be offset back to coordinates in the parent context */ + cairo_matrix_init_translate (&matrix, - surface_x, - surface_y); + cairo_pattern_set_matrix (pattern, &matrix); + + shadow_pattern = _st_create_shadow_cairo_pattern (shadow_spec, pattern); + fill_exterior = TRUE; + + cairo_pattern_destroy (pattern); + } + + paint_shadow_pattern_to_cairo_context (shadow_spec, + shadow_pattern, fill_exterior, + cr, + shadow_outline, + NULL); + + cairo_pattern_destroy (shadow_pattern); +} + +/* In order for borders to be smoothly blended with non-solid backgrounds, + * we need to use cairo. This function is a slow fallback path for those + * cases (gradients, background images, etc). + */ +static CoglTexture * +st_theme_node_prerender_background (StThemeNode *node, + float actor_width, + float actor_height, + float resource_scale) +{ + ClutterBackend *backend = clutter_get_default_backend (); + CoglContext *ctx = clutter_backend_get_cogl_context (backend); + GError *error = NULL; + StBorderImage *border_image; + CoglTexture *texture; + guint radius[4]; + int i; + cairo_t *cr; + cairo_surface_t *surface; + StShadow *shadow_spec; + StShadow *box_shadow_spec; + cairo_pattern_t *pattern = NULL; + cairo_path_t *outline_path = NULL; + gboolean draw_solid_background = TRUE; + gboolean background_is_translucent; + gboolean interior_dirty; + gboolean draw_background_image_shadow = FALSE; + gboolean has_visible_outline; + ClutterColor border_color; + guint border_width[4]; + guint rowstride; + guchar *data; + ClutterActorBox actor_box; + ClutterActorBox paint_box; + cairo_path_t *interior_path = NULL; + float width, height; + int texture_width; + int texture_height; + + border_image = st_theme_node_get_border_image (node); + + shadow_spec = st_theme_node_get_background_image_shadow (node); + box_shadow_spec = st_theme_node_get_box_shadow (node); + + actor_box.x1 = 0; + actor_box.x2 = actor_width; + actor_box.y1 = 0; + actor_box.y2 = actor_height; + + /* If there's a background image shadow, we + * may need to create an image bigger than the nodes + * allocation + */ + st_theme_node_get_background_paint_box (node, &actor_box, &paint_box); + + /* translate the boxes so the paint box is at 0,0 + */ + actor_box.x1 += - paint_box.x1; + actor_box.x2 += - paint_box.x1; + actor_box.y1 += - paint_box.y1; + actor_box.y2 += - paint_box.y1; + + width = paint_box.x2 - paint_box.x1; + height = paint_box.y2 - paint_box.y1; + + texture_width = ceilf (width * resource_scale); + texture_height = ceilf (height * resource_scale); + + rowstride = cairo_format_stride_for_width (CAIRO_FORMAT_ARGB32, texture_width); + data = g_new0 (guchar, texture_height * rowstride); + + /* We zero initialize the destination memory, so it's fully transparent + * by default. + */ + interior_dirty = FALSE; + + surface = cairo_image_surface_create_for_data (data, + CAIRO_FORMAT_ARGB32, + texture_width, texture_height, + rowstride); + cairo_surface_set_device_scale (surface, resource_scale, resource_scale); + cr = cairo_create (surface); + + /* TODO - support non-uniform border colors */ + get_arbitrary_border_color (node, &border_color); + + st_theme_node_reduce_border_radius (node, width, height, radius); + + for (i = 0; i < 4; i++) + border_width[i] = st_theme_node_get_border_width (node, i); + + /* Note we don't support translucent background images on top + * of gradients. It's strictly either/or. + */ + if (node->background_gradient_type != ST_GRADIENT_NONE) + { + pattern = create_cairo_pattern_of_background_gradient (node, width, height); + draw_solid_background = FALSE; + + /* If the gradient has any translucent areas, we need to + * erase the interior region before drawing, so that we show + * what's actually under the gradient and not whatever is + * left over from filling the border, etc. + */ + if (node->background_color.alpha < 255 || + node->background_gradient_end.alpha < 255) + background_is_translucent = TRUE; + else + background_is_translucent = FALSE; + } + else + { + GFile *background_image; + + background_image = st_theme_node_get_background_image (node); + + if (background_image != NULL) + { + pattern = create_cairo_pattern_of_background_image (node, + width, height, + resource_scale, + &draw_solid_background); + if (shadow_spec && pattern != NULL) + draw_background_image_shadow = TRUE; + } + + /* We never need to clear the interior region before drawing the + * background image, because it either always fills the entire area + * opaquely, or we draw the solid background behind it. + */ + background_is_translucent = FALSE; + } + + if (pattern == NULL) + draw_solid_background = TRUE; + + /* drawing the solid background implicitly clears the interior + * region, so if we're going to draw a solid background before drawing + * the background pattern, then we don't need to bother also clearing the + * background region. + */ + if (draw_solid_background) + background_is_translucent = FALSE; + + has_visible_outline = st_theme_node_has_visible_outline (node); + + /* Create a path for the background's outline first */ + if (radius[ST_CORNER_TOPLEFT] > 0) + cairo_arc (cr, + actor_box.x1 + radius[ST_CORNER_TOPLEFT], + actor_box.y1 + radius[ST_CORNER_TOPLEFT], + radius[ST_CORNER_TOPLEFT], M_PI, 3 * M_PI / 2); + else + cairo_move_to (cr, actor_box.x1, actor_box.y1); + cairo_line_to (cr, actor_box.x2 - radius[ST_CORNER_TOPRIGHT], actor_box.x1); + if (radius[ST_CORNER_TOPRIGHT] > 0) + cairo_arc (cr, + actor_box.x2 - radius[ST_CORNER_TOPRIGHT], + actor_box.x1 + radius[ST_CORNER_TOPRIGHT], + radius[ST_CORNER_TOPRIGHT], 3 * M_PI / 2, 2 * M_PI); + cairo_line_to (cr, actor_box.x2, actor_box.y2 - radius[ST_CORNER_BOTTOMRIGHT]); + if (radius[ST_CORNER_BOTTOMRIGHT] > 0) + cairo_arc (cr, + actor_box.x2 - radius[ST_CORNER_BOTTOMRIGHT], + actor_box.y2 - radius[ST_CORNER_BOTTOMRIGHT], + radius[ST_CORNER_BOTTOMRIGHT], 0, M_PI / 2); + cairo_line_to (cr, actor_box.x1 + radius[ST_CORNER_BOTTOMLEFT], actor_box.y2); + if (radius[ST_CORNER_BOTTOMLEFT] > 0) + cairo_arc (cr, + actor_box.x1 + radius[ST_CORNER_BOTTOMLEFT], + actor_box.y2 - radius[ST_CORNER_BOTTOMLEFT], + radius[ST_CORNER_BOTTOMLEFT], M_PI / 2, M_PI); + cairo_close_path (cr); + + outline_path = cairo_copy_path (cr); + + /* If we have a solid border, we fill the outline shape with the border + * color and create the inline shape for the background; + * otherwise the outline shape is filled with the background + * directly + */ + if (border_image == NULL && + (border_width[ST_SIDE_TOP] > 0 || + border_width[ST_SIDE_RIGHT] > 0 || + border_width[ST_SIDE_BOTTOM] > 0 || + border_width[ST_SIDE_LEFT] > 0)) + { + cairo_set_source_rgba (cr, + border_color.red / 255., + border_color.green / 255., + border_color.blue / 255., + border_color.alpha / 255.); + cairo_fill (cr); + + /* We were sloppy when filling in the border, and now the interior + * is filled with the border color, too. + */ + interior_dirty = TRUE; + + if (radius[ST_CORNER_TOPLEFT] > MAX(border_width[ST_SIDE_TOP], + border_width[ST_SIDE_LEFT])) + elliptical_arc (cr, + actor_box.x1 + radius[ST_CORNER_TOPLEFT], + actor_box.y1 + radius[ST_CORNER_TOPLEFT], + radius[ST_CORNER_TOPLEFT] - border_width[ST_SIDE_LEFT], + radius[ST_CORNER_TOPLEFT] - border_width[ST_SIDE_TOP], + M_PI, 3 * M_PI / 2); + else + cairo_move_to (cr, + actor_box.x1 + border_width[ST_SIDE_LEFT], + actor_box.y1 + border_width[ST_SIDE_TOP]); + + cairo_line_to (cr, + actor_box.x2 - MAX(radius[ST_CORNER_TOPRIGHT], border_width[ST_SIDE_RIGHT]), + actor_box.y1 + border_width[ST_SIDE_TOP]); + + if (radius[ST_CORNER_TOPRIGHT] > MAX(border_width[ST_SIDE_TOP], + border_width[ST_SIDE_RIGHT])) + elliptical_arc (cr, + actor_box.x2 - radius[ST_CORNER_TOPRIGHT], + actor_box.y1 + radius[ST_CORNER_TOPRIGHT], + radius[ST_CORNER_TOPRIGHT] - border_width[ST_SIDE_RIGHT], + radius[ST_CORNER_TOPRIGHT] - border_width[ST_SIDE_TOP], + 3 * M_PI / 2, 2 * M_PI); + else + cairo_line_to (cr, + actor_box.x2 - border_width[ST_SIDE_RIGHT], + actor_box.y1 + border_width[ST_SIDE_TOP]); + + cairo_line_to (cr, + actor_box.x2 - border_width[ST_SIDE_RIGHT], + actor_box.y2 - MAX(radius[ST_CORNER_BOTTOMRIGHT], border_width[ST_SIDE_BOTTOM])); + + if (radius[ST_CORNER_BOTTOMRIGHT] > MAX(border_width[ST_SIDE_BOTTOM], + border_width[ST_SIDE_RIGHT])) + elliptical_arc (cr, + actor_box.x2 - radius[ST_CORNER_BOTTOMRIGHT], + actor_box.y2 - radius[ST_CORNER_BOTTOMRIGHT], + radius[ST_CORNER_BOTTOMRIGHT] - border_width[ST_SIDE_RIGHT], + radius[ST_CORNER_BOTTOMRIGHT] - border_width[ST_SIDE_BOTTOM], + 0, M_PI / 2); + else + cairo_line_to (cr, + actor_box.x2 - border_width[ST_SIDE_RIGHT], + actor_box.y2 - border_width[ST_SIDE_BOTTOM]); + + cairo_line_to (cr, + MAX(radius[ST_CORNER_BOTTOMLEFT], border_width[ST_SIDE_LEFT]), + actor_box.y2 - border_width[ST_SIDE_BOTTOM]); + + if (radius[ST_CORNER_BOTTOMLEFT] > MAX(border_width[ST_SIDE_BOTTOM], + border_width[ST_SIDE_LEFT])) + elliptical_arc (cr, + actor_box.x1 + radius[ST_CORNER_BOTTOMLEFT], + actor_box.y2 - radius[ST_CORNER_BOTTOMLEFT], + radius[ST_CORNER_BOTTOMLEFT] - border_width[ST_SIDE_LEFT], + radius[ST_CORNER_BOTTOMLEFT] - border_width[ST_SIDE_BOTTOM], + M_PI / 2, M_PI); + else + cairo_line_to (cr, + actor_box.x1 + border_width[ST_SIDE_LEFT], + actor_box.y2 - border_width[ST_SIDE_BOTTOM]); + + cairo_close_path (cr); + + interior_path = cairo_copy_path (cr); + + /* clip drawing to the region inside of the borders + */ + cairo_clip (cr); + + /* But fill the pattern as if it started at the edge of outline, + * behind the borders. This is similar to + * background-clip: border-box; semantics. + */ + cairo_append_path (cr, outline_path); + } + + if (interior_dirty && background_is_translucent) + { + cairo_set_operator (cr, CAIRO_OPERATOR_CLEAR); + cairo_fill_preserve (cr); + cairo_set_operator (cr, CAIRO_OPERATOR_OVER); + } + + if (draw_solid_background) + { + cairo_set_operator (cr, CAIRO_OPERATOR_SOURCE); + + cairo_set_source_rgba (cr, + node->background_color.red / 255., + node->background_color.green / 255., + node->background_color.blue / 255., + node->background_color.alpha / 255.); + cairo_fill_preserve (cr); + cairo_set_operator (cr, CAIRO_OPERATOR_OVER); + } + + if (draw_background_image_shadow) + { + paint_background_image_shadow_to_cairo_context (node, + shadow_spec, + pattern, + cr, + interior_path, + has_visible_outline? outline_path : NULL, + actor_box.x1, + actor_box.y1, + width, height, + resource_scale); + cairo_append_path (cr, outline_path); + } + + cairo_translate (cr, actor_box.x1, actor_box.y1); + + if (pattern != NULL) + { + cairo_set_source (cr, pattern); + cairo_fill (cr); + cairo_pattern_destroy (pattern); + } + + if (box_shadow_spec && box_shadow_spec->inset) + { + paint_inset_box_shadow_to_cairo_context (node, + box_shadow_spec, + resource_scale, + cr, + interior_path ? interior_path + : outline_path); + } + + if (outline_path != NULL) + cairo_path_destroy (outline_path); + + if (interior_path != NULL) + cairo_path_destroy (interior_path); + + texture = COGL_TEXTURE (cogl_texture_2d_new_from_data (ctx, + texture_width, + texture_height, + CLUTTER_CAIRO_FORMAT_ARGB32, + rowstride, + data, + &error)); + + if (error) + { + g_warning ("Failed to allocate texture: %s", error->message); + g_error_free (error); + } + + cairo_destroy (cr); + cairo_surface_destroy (surface); + g_free (data); + + return texture; +} + +static void st_theme_node_paint_borders (StThemeNodePaintState *state, + CoglFramebuffer *framebuffer, + const ClutterActorBox *box, + StPaintBordersMode mode, + guint8 paint_opacity); + +void +st_theme_node_invalidate_border_image (StThemeNode *node) +{ + cogl_clear_object (&node->border_slices_texture); + cogl_clear_object (&node->border_slices_pipeline); +} + +static gboolean +st_theme_node_load_border_image (StThemeNode *node, + gfloat resource_scale) +{ + if (node->border_slices_texture == NULL) + { + StBorderImage *border_image; + GFile *file; + + border_image = st_theme_node_get_border_image (node); + if (border_image == NULL) + goto out; + + file = st_border_image_get_file (border_image); + + node->border_slices_texture = st_texture_cache_load_file_to_cogl_texture (st_texture_cache_get_default (), + file, + node->cached_scale_factor, + resource_scale); + if (node->border_slices_texture == NULL) + goto out; + + node->border_slices_pipeline = _st_create_texture_pipeline (node->border_slices_texture); + } + + out: + return node->border_slices_texture != NULL; +} + +void +st_theme_node_invalidate_background_image (StThemeNode *node) +{ + cogl_clear_object (&node->background_texture); + cogl_clear_object (&node->background_pipeline); + cogl_clear_object (&node->background_shadow_pipeline); +} + +static gboolean +st_theme_node_load_background_image (StThemeNode *node, + gfloat resource_scale) +{ + if (node->background_texture == NULL) + { + GFile *background_image; + StShadow *background_image_shadow_spec; + + background_image = st_theme_node_get_background_image (node); + if (background_image == NULL) + goto out; + + background_image_shadow_spec = st_theme_node_get_background_image_shadow (node); + node->background_texture = st_texture_cache_load_file_to_cogl_texture (st_texture_cache_get_default (), + background_image, + node->cached_scale_factor, + resource_scale); + if (node->background_texture == NULL) + goto out; + + node->background_pipeline = _st_create_texture_pipeline (node->background_texture); + + if (node->background_repeat) + cogl_pipeline_set_layer_wrap_mode (node->background_pipeline, 0, + COGL_PIPELINE_WRAP_MODE_REPEAT); + + if (background_image_shadow_spec) + { + node->background_shadow_pipeline = _st_create_shadow_pipeline (background_image_shadow_spec, + node->background_texture, + resource_scale); + } + } + + out: + return node->background_texture != NULL; +} + +static gboolean +st_theme_node_invalidate_resources_for_file (StThemeNode *node, + GFile *file) +{ + StBorderImage *border_image; + gboolean changed = FALSE; + GFile *theme_file; + + theme_file = st_theme_node_get_background_image (node); + if ((theme_file != NULL) && g_file_equal (theme_file, file)) + { + st_theme_node_invalidate_background_image (node); + changed = TRUE; + } + + border_image = st_theme_node_get_border_image (node); + theme_file = border_image ? st_border_image_get_file (border_image) : NULL; + if ((theme_file != NULL) && g_file_equal (theme_file, file)) + { + st_theme_node_invalidate_border_image (node); + changed = TRUE; + } + + return changed; +} + +static void st_theme_node_compute_maximum_borders (StThemeNodePaintState *state); +static void st_theme_node_prerender_shadow (StThemeNodePaintState *state); + +static void +st_theme_node_render_resources (StThemeNodePaintState *state, + StThemeNode *node, + float width, + float height, + float resource_scale) +{ + gboolean has_border; + gboolean has_border_radius; + gboolean has_inset_box_shadow; + gboolean has_large_corners; + StShadow *box_shadow_spec; + + g_return_if_fail (width > 0 && height > 0); + + /* FIXME - need to separate this into things that need to be recomputed on + * geometry change versus things that can be cached regardless, such as + * a background image. + */ + st_theme_node_paint_state_free (state); + + st_theme_node_paint_state_set_node (state, node); + state->alloc_width = width; + state->alloc_height = height; + state->resource_scale = resource_scale; + + _st_theme_node_ensure_background (node); + _st_theme_node_ensure_geometry (node); + + box_shadow_spec = st_theme_node_get_box_shadow (node); + has_inset_box_shadow = box_shadow_spec && box_shadow_spec->inset; + + if (node->border_width[ST_SIDE_TOP] > 0 || + node->border_width[ST_SIDE_LEFT] > 0 || + node->border_width[ST_SIDE_RIGHT] > 0 || + node->border_width[ST_SIDE_BOTTOM] > 0) + has_border = TRUE; + else + has_border = FALSE; + + if (node->border_radius[ST_CORNER_TOPLEFT] > 0 || + node->border_radius[ST_CORNER_TOPRIGHT] > 0 || + node->border_radius[ST_CORNER_BOTTOMLEFT] > 0 || + node->border_radius[ST_CORNER_BOTTOMRIGHT] > 0) + has_border_radius = TRUE; + else + has_border_radius = FALSE; + + /* The cogl code pads each corner to the maximum border radius, + * which results in overlapping corner areas if the radius + * exceeds the actor's halfsize, causing rendering errors. + * Fall back to cairo in these cases. */ + has_large_corners = FALSE; + + if (has_border_radius) { + guint border_radius[4]; + int corner; + + st_theme_node_reduce_border_radius (node, width, height, border_radius); + + for (corner = 0; corner < 4; corner ++) { + if (border_radius[corner] * 2 > height || + border_radius[corner] * 2 > width) { + has_large_corners = TRUE; + break; + } + } + } + + state->corner_material[ST_CORNER_TOPLEFT] = + st_theme_node_lookup_corner (node, width, height, resource_scale, ST_CORNER_TOPLEFT); + state->corner_material[ST_CORNER_TOPRIGHT] = + st_theme_node_lookup_corner (node, width, height, resource_scale, ST_CORNER_TOPRIGHT); + state->corner_material[ST_CORNER_BOTTOMRIGHT] = + st_theme_node_lookup_corner (node, width, height, resource_scale, ST_CORNER_BOTTOMRIGHT); + state->corner_material[ST_CORNER_BOTTOMLEFT] = + st_theme_node_lookup_corner (node, width, height, resource_scale, ST_CORNER_BOTTOMLEFT); + + /* Use cairo to prerender the node if there is a gradient, or + * background image with borders and/or rounded corners, + * or large corners, since we can't do those things + * easily with cogl. + * + * FIXME: if we could figure out ahead of time that a + * background image won't overlap with the node borders, + * then we could use cogl for that case. + */ + if ((node->background_gradient_type != ST_GRADIENT_NONE) + || (has_inset_box_shadow && (has_border || node->background_color.alpha > 0)) + || (st_theme_node_get_background_image (node) && (has_border || has_border_radius)) + || has_large_corners) + state->prerendered_texture = st_theme_node_prerender_background (node, width, height, + resource_scale); + + if (state->prerendered_texture) + state->prerendered_pipeline = _st_create_texture_pipeline (state->prerendered_texture); + else + state->prerendered_pipeline = NULL; + + if (box_shadow_spec && !has_inset_box_shadow) + { + st_theme_node_compute_maximum_borders (state); + + if (st_theme_node_load_border_image (node, resource_scale)) + state->box_shadow_pipeline = _st_create_shadow_pipeline (box_shadow_spec, + node->border_slices_texture, + state->resource_scale); + else if (state->prerendered_texture != NULL) + state->box_shadow_pipeline = _st_create_shadow_pipeline (box_shadow_spec, + state->prerendered_texture, + state->resource_scale); + else + st_theme_node_prerender_shadow (state); + } + + /* If we don't have cached textures yet, check whether we can cache + them. */ + if (!node->cached_textures) + { + if (state->prerendered_pipeline == NULL && + width >= node->box_shadow_min_width && + height >= node->box_shadow_min_height) + { + st_theme_node_paint_state_copy (&node->cached_state, state); + node->cached_textures = TRUE; + } + } +} + +static void +st_theme_node_update_resources (StThemeNodePaintState *state, + StThemeNode *node, + float width, + float height, + float resource_scale) +{ + gboolean had_prerendered_texture = FALSE; + gboolean had_box_shadow = FALSE; + StShadow *box_shadow_spec; + + g_return_if_fail (width > 0 && height > 0); + + /* Free handles we can't reuse */ + had_prerendered_texture = (state->prerendered_texture != NULL); + cogl_clear_object (&state->prerendered_texture); + + if (state->prerendered_pipeline != NULL) + { + cogl_clear_object (&state->prerendered_pipeline); + + if (node->border_slices_texture == NULL && + state->box_shadow_pipeline != NULL) + { + cogl_clear_object (&state->box_shadow_pipeline); + had_box_shadow = TRUE; + } + } + + st_theme_node_paint_state_set_node (state, node); + state->alloc_width = width; + state->alloc_height = height; + state->resource_scale = resource_scale; + + box_shadow_spec = st_theme_node_get_box_shadow (node); + + if (had_prerendered_texture) + { + state->prerendered_texture = st_theme_node_prerender_background (node, width, height, resource_scale); + state->prerendered_pipeline = _st_create_texture_pipeline (state->prerendered_texture); + } + else + { + int corner_id; + + for (corner_id = 0; corner_id < 4; corner_id++) + if (state->corner_material[corner_id] == NULL) + state->corner_material[corner_id] = + st_theme_node_lookup_corner (node, width, height, resource_scale, corner_id); + } + + if (had_box_shadow) + state->box_shadow_pipeline = _st_create_shadow_pipeline (box_shadow_spec, + state->prerendered_texture, + state->resource_scale); +} + +static void +paint_material_with_opacity (CoglPipeline *material, + CoglFramebuffer *framebuffer, + ClutterActorBox *box, + ClutterActorBox *coords, + guint8 paint_opacity) +{ + cogl_pipeline_set_color4ub (material, + paint_opacity, paint_opacity, paint_opacity, paint_opacity); + + if (coords) + cogl_framebuffer_draw_textured_rectangle (framebuffer, material, + box->x1, box->y1, box->x2, box->y2, + coords->x1, coords->y1, coords->x2, coords->y2); + else + cogl_framebuffer_draw_rectangle (framebuffer, material, + box->x1, box->y1, box->x2, box->y2); +} + +static void +st_theme_node_ensure_color_pipeline (StThemeNode *node) +{ + static CoglPipeline *color_pipeline_template = NULL; + + if (node->color_pipeline != NULL) + return; + + if (G_UNLIKELY (color_pipeline_template == NULL)) + { + CoglContext *ctx = + clutter_backend_get_cogl_context (clutter_get_default_backend ()); + + color_pipeline_template = cogl_pipeline_new (ctx); + } + + node->color_pipeline = cogl_pipeline_copy (color_pipeline_template); +} + +static void +st_theme_node_paint_borders (StThemeNodePaintState *state, + CoglFramebuffer *framebuffer, + const ClutterActorBox *box, + StPaintBordersMode mode, + guint8 paint_opacity) +{ + StThemeNode *node = state->node; + float width, height; + guint border_width[4]; + guint border_radius[4]; + guint max_border_radius = 0; + guint max_width_radius[4]; + int corner_id, side_id; + ClutterColor border_color; + guint8 alpha; + gboolean corners_are_transparent; + + width = box->x2 - box->x1; + height = box->y2 - box->y1; + + /* TODO - support non-uniform border colors */ + get_arbitrary_border_color (node, &border_color); + + for (side_id = 0; side_id < 4; side_id++) + border_width[side_id] = st_theme_node_get_border_width(node, side_id); + + st_theme_node_reduce_border_radius (node, width, height, border_radius); + + for (corner_id = 0; corner_id < 4; corner_id++) + { + guint border_width_1, border_width_2; + + st_theme_node_get_corner_border_widths (node, corner_id, + &border_width_1, &border_width_2); + + if (border_radius[corner_id] > max_border_radius) + max_border_radius = border_radius[corner_id]; + max_width_radius[corner_id] = MAX(MAX(border_width_1, border_width_2), + border_radius[corner_id]); + } + + /* borders */ + if (border_width[ST_SIDE_TOP] > 0 || + border_width[ST_SIDE_RIGHT] > 0 || + border_width[ST_SIDE_BOTTOM] > 0 || + border_width[ST_SIDE_LEFT] > 0) + { + ClutterColor effective_border; + gboolean skip_corner_1, skip_corner_2; + float rects[16]; + + over (&border_color, &node->background_color, &effective_border); + alpha = paint_opacity * effective_border.alpha / 255; + + if (alpha > 0) + { + st_theme_node_ensure_color_pipeline (node); + cogl_pipeline_set_color4ub (node->color_pipeline, + effective_border.red * alpha / 255, + effective_border.green * alpha / 255, + effective_border.blue * alpha / 255, + alpha); + + /* NORTH */ + skip_corner_1 = border_radius[ST_CORNER_TOPLEFT] > 0; + skip_corner_2 = border_radius[ST_CORNER_TOPRIGHT] > 0; + + rects[0] = skip_corner_1 ? max_width_radius[ST_CORNER_TOPLEFT] : 0; + rects[1] = 0; + rects[2] = skip_corner_2 ? width - max_width_radius[ST_CORNER_TOPRIGHT] : width; + rects[3] = border_width[ST_SIDE_TOP]; + + /* EAST */ + skip_corner_1 = border_radius[ST_CORNER_TOPRIGHT] > 0; + skip_corner_2 = border_radius[ST_CORNER_BOTTOMRIGHT] > 0; + + rects[4] = width - border_width[ST_SIDE_RIGHT]; + rects[5] = skip_corner_1 ? max_width_radius[ST_CORNER_TOPRIGHT] + : border_width[ST_SIDE_TOP]; + rects[6] = width; + rects[7] = skip_corner_2 ? height - max_width_radius[ST_CORNER_BOTTOMRIGHT] + : height - border_width[ST_SIDE_BOTTOM]; + + /* SOUTH */ + skip_corner_1 = border_radius[ST_CORNER_BOTTOMLEFT] > 0; + skip_corner_2 = border_radius[ST_CORNER_BOTTOMRIGHT] > 0; + + rects[8] = skip_corner_1 ? max_width_radius[ST_CORNER_BOTTOMLEFT] : 0; + rects[9] = height - border_width[ST_SIDE_BOTTOM]; + rects[10] = skip_corner_2 ? width - max_width_radius[ST_CORNER_BOTTOMRIGHT] + : width; + rects[11] = height; + + /* WEST */ + skip_corner_1 = border_radius[ST_CORNER_TOPLEFT] > 0; + skip_corner_2 = border_radius[ST_CORNER_BOTTOMLEFT] > 0; + + rects[12] = 0; + rects[13] = skip_corner_1 ? max_width_radius[ST_CORNER_TOPLEFT] + : border_width[ST_SIDE_TOP]; + rects[14] = border_width[ST_SIDE_LEFT]; + rects[15] = skip_corner_2 ? height - max_width_radius[ST_CORNER_BOTTOMLEFT] + : height - border_width[ST_SIDE_BOTTOM]; + + cogl_framebuffer_draw_rectangles (framebuffer, + node->color_pipeline, + rects, 4); + } + } + + corners_are_transparent = mode == ST_PAINT_BORDERS_MODE_COLOR && + node->background_color.alpha == 0 && + node->border_color[0].alpha == 0; + + /* corners */ + if (max_border_radius > 0 && paint_opacity > 0 && !corners_are_transparent) + { + for (corner_id = 0; corner_id < 4; corner_id++) + { + if (state->corner_material[corner_id] == NULL) + continue; + + cogl_pipeline_set_color4ub (state->corner_material[corner_id], + paint_opacity, paint_opacity, + paint_opacity, paint_opacity); + + switch (corner_id) + { + case ST_CORNER_TOPLEFT: + cogl_framebuffer_draw_textured_rectangle (framebuffer, + state->corner_material[corner_id], 0, 0, + max_width_radius[ST_CORNER_TOPLEFT], max_width_radius[ST_CORNER_TOPLEFT], + 0, 0, 0.5, 0.5); + break; + case ST_CORNER_TOPRIGHT: + cogl_framebuffer_draw_textured_rectangle (framebuffer, + state->corner_material[corner_id], + width - max_width_radius[ST_CORNER_TOPRIGHT], 0, + width, max_width_radius[ST_CORNER_TOPRIGHT], + 0.5, 0, 1, 0.5); + break; + case ST_CORNER_BOTTOMRIGHT: + cogl_framebuffer_draw_textured_rectangle (framebuffer, + state->corner_material[corner_id], + width - max_width_radius[ST_CORNER_BOTTOMRIGHT], + height - max_width_radius[ST_CORNER_BOTTOMRIGHT], + width, height, + 0.5, 0.5, 1, 1); + break; + case ST_CORNER_BOTTOMLEFT: + cogl_framebuffer_draw_textured_rectangle (framebuffer, + state->corner_material[corner_id], + 0, height - max_width_radius[ST_CORNER_BOTTOMLEFT], + max_width_radius[ST_CORNER_BOTTOMLEFT], height, + 0, 0.5, 0.5, 1); + break; + default: + g_assert_not_reached(); + break; + } + } + } + + /* background color */ + alpha = mode == ST_PAINT_BORDERS_MODE_SILHOUETTE ? + 255 : + paint_opacity * node->background_color.alpha / 255; + if (alpha > 0) + { + st_theme_node_ensure_color_pipeline (node); + cogl_pipeline_set_color4ub (node->color_pipeline, + node->background_color.red * alpha / 255, + node->background_color.green * alpha / 255, + node->background_color.blue * alpha / 255, + alpha); + + /* We add padding to each corner, so that all corners end up as if they + * had a border-radius of max_border_radius, which allows us to treat + * corners as uniform further on. + */ + for (corner_id = 0; corner_id < 4; corner_id++) + { + float verts[8]; + int n_rects; + + /* corner texture does not need padding */ + if (max_border_radius == border_radius[corner_id]) + continue; + + n_rects = border_radius[corner_id] == 0 ? 1 : 2; + + switch (corner_id) + { + case ST_CORNER_TOPLEFT: + verts[0] = border_width[ST_SIDE_LEFT]; + verts[1] = MAX(border_radius[corner_id], + border_width[ST_SIDE_TOP]); + verts[2] = max_border_radius; + verts[3] = max_border_radius; + if (n_rects == 2) + { + verts[4] = MAX(border_radius[corner_id], + border_width[ST_SIDE_LEFT]); + verts[5] = border_width[ST_SIDE_TOP]; + verts[6] = max_border_radius; + verts[7] = MAX(border_radius[corner_id], + border_width[ST_SIDE_TOP]); + } + break; + case ST_CORNER_TOPRIGHT: + verts[0] = width - max_border_radius; + verts[1] = MAX(border_radius[corner_id], + border_width[ST_SIDE_TOP]); + verts[2] = width - border_width[ST_SIDE_RIGHT]; + verts[3] = max_border_radius; + if (n_rects == 2) + { + verts[4] = width - max_border_radius; + verts[5] = border_width[ST_SIDE_TOP]; + verts[6] = width - MAX(border_radius[corner_id], + border_width[ST_SIDE_RIGHT]); + verts[7] = MAX(border_radius[corner_id], + border_width[ST_SIDE_TOP]); + } + break; + case ST_CORNER_BOTTOMRIGHT: + verts[0] = width - max_border_radius; + verts[1] = height - max_border_radius; + verts[2] = width - border_width[ST_SIDE_RIGHT]; + verts[3] = height - MAX(border_radius[corner_id], + border_width[ST_SIDE_BOTTOM]); + if (n_rects == 2) + { + verts[4] = width - max_border_radius; + verts[5] = height - MAX(border_radius[corner_id], + border_width[ST_SIDE_BOTTOM]); + verts[6] = width - MAX(border_radius[corner_id], + border_width[ST_SIDE_RIGHT]); + verts[7] = height - border_width[ST_SIDE_BOTTOM]; + } + break; + case ST_CORNER_BOTTOMLEFT: + verts[0] = border_width[ST_SIDE_LEFT]; + verts[1] = height - max_border_radius; + verts[2] = max_border_radius; + verts[3] = height - MAX(border_radius[corner_id], + border_width[ST_SIDE_BOTTOM]); + if (n_rects == 2) + { + verts[4] = MAX(border_radius[corner_id], + border_width[ST_SIDE_LEFT]); + verts[5] = height - MAX(border_radius[corner_id], + border_width[ST_SIDE_BOTTOM]); + verts[6] = max_border_radius; + verts[7] = height - border_width[ST_SIDE_BOTTOM]; + } + break; + default: + g_assert_not_reached(); + break; + } + cogl_framebuffer_draw_rectangles (framebuffer, + node->color_pipeline, + verts, n_rects); + } + + /* Once we've drawn the borders and corners, if the corners are bigger + * then the border width, the remaining area is shaped like + * + * ######## + * ########## + * ########## + * ######## + * + * We draw it in at most 3 pieces - first the top and bottom if + * necessary, then the main rectangle + */ + if (max_border_radius > border_width[ST_SIDE_TOP]) + cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline, + MAX(max_border_radius, border_width[ST_SIDE_LEFT]), + border_width[ST_SIDE_TOP], + width - MAX(max_border_radius, border_width[ST_SIDE_RIGHT]), + max_border_radius); + if (max_border_radius > border_width[ST_SIDE_BOTTOM]) + cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline, + MAX(max_border_radius, border_width[ST_SIDE_LEFT]), + height - max_border_radius, + width - MAX(max_border_radius, border_width[ST_SIDE_RIGHT]), + height - border_width[ST_SIDE_BOTTOM]); + + cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline, + border_width[ST_SIDE_LEFT], + MAX(border_width[ST_SIDE_TOP], max_border_radius), + width - border_width[ST_SIDE_RIGHT], + height - MAX(border_width[ST_SIDE_BOTTOM], max_border_radius)); + } +} + +static void +st_theme_node_paint_sliced_shadow (StThemeNodePaintState *state, + CoglFramebuffer *framebuffer, + const ClutterActorBox *box, + guint8 paint_opacity) +{ + StThemeNode *node = state->node; + guint border_radius[4]; + CoglColor color; + StShadow *box_shadow_spec; + gfloat xoffset, yoffset; + gfloat width, height; + gfloat shadow_width, shadow_height; + gfloat xend, yend, top, bottom, left, right; + gfloat s_top, s_bottom, s_left, s_right; + gfloat shadow_blur_radius, x_spread_factor, y_spread_factor; + float rectangles[8 * 9]; + gint idx; + ClutterColor background_color; + static const ClutterColor invisible_occluded = {3, 2, 1, 0}; + + if (paint_opacity == 0) + return; + + st_theme_node_reduce_border_radius (node, box->x2 - box->x1, box->y2 - box->y1, border_radius); + + box_shadow_spec = st_theme_node_get_box_shadow (node); + + /* Compute input & output areas : + * + * yoffset ---------------------------- + * | | | | + * | | | | + * | | | | + * top ---------------------------- + * | | | | + * | | | | + * | | | | + * bottom ---------------------------- + * | | | | + * | | | | + * | | | | + * yend ---------------------------- + * xoffset left right xend + * + * s_top = top in offscreen's coordinates (0.0 - 1.0) + * s_bottom = bottom in offscreen's coordinates (0.0 - 1.0) + * s_left = left in offscreen's coordinates (0.0 - 1.0) + * s_right = right in offscreen's coordinates (0.0 - 1.0) + */ + if (box_shadow_spec->blur == 0) + shadow_blur_radius = 0; + else + shadow_blur_radius = ceilf (1.5 * box_shadow_spec->blur / 2.0) * 2.0; + + shadow_width = state->box_shadow_width + 2 * shadow_blur_radius; + shadow_height = state->box_shadow_height + 2 * shadow_blur_radius; + + /* Compute input regions parameters */ + s_top = shadow_blur_radius + box_shadow_spec->blur + + MAX (node->border_radius[ST_CORNER_TOPLEFT], + node->border_radius[ST_CORNER_TOPRIGHT]); + s_bottom = shadow_blur_radius + box_shadow_spec->blur + + MAX (node->border_radius[ST_CORNER_BOTTOMLEFT], + node->border_radius[ST_CORNER_BOTTOMRIGHT]); + s_left = shadow_blur_radius + box_shadow_spec->blur + + MAX (node->border_radius[ST_CORNER_TOPLEFT], + node->border_radius[ST_CORNER_BOTTOMLEFT]); + s_right = shadow_blur_radius + box_shadow_spec->blur + + MAX (node->border_radius[ST_CORNER_TOPRIGHT], + node->border_radius[ST_CORNER_BOTTOMRIGHT]); + + /* Compute output regions parameters */ + xoffset = box->x1 + box_shadow_spec->xoffset - shadow_blur_radius - box_shadow_spec->spread; + yoffset = box->y1 + box_shadow_spec->yoffset - shadow_blur_radius - box_shadow_spec->spread; + width = box->x2 - box->x1 + 2 * shadow_blur_radius; + height = box->y2 - box->y1 + 2 * shadow_blur_radius; + + x_spread_factor = (width + 2 * box_shadow_spec->spread) / width; + y_spread_factor = (height + 2 * box_shadow_spec->spread) / height; + + width += 2 * box_shadow_spec->spread; + height += 2 * box_shadow_spec->spread; + + xend = xoffset + width; + yend = yoffset + height; + + top = s_top * y_spread_factor; + bottom = s_bottom * y_spread_factor; + left = s_left * x_spread_factor; + right = s_right * x_spread_factor; + + bottom = height - bottom; + right = width - right; + + /* Final adjustments */ + s_top /= shadow_height; + s_bottom /= shadow_height; + s_left /= shadow_width; + s_right /= shadow_width; + + s_bottom = 1.0 - s_bottom; + s_right = 1.0 - s_right; + + top += yoffset; + bottom += yoffset; + left += xoffset; + right += xoffset; + + /* Setup pipeline */ + cogl_color_init_from_4ub (&color, + box_shadow_spec->color.red * paint_opacity / 255, + box_shadow_spec->color.green * paint_opacity / 255, + box_shadow_spec->color.blue * paint_opacity / 255, + box_shadow_spec->color.alpha * paint_opacity / 255); + cogl_color_premultiply (&color); + + cogl_pipeline_set_layer_combine_constant (state->box_shadow_pipeline, 0, &color); + + idx = 0; + + if (yoffset < top) + { + if (xoffset < left) + { + /* Top left corner */ + rectangles[idx++] = xoffset; + rectangles[idx++] = yoffset; + rectangles[idx++] = left; + rectangles[idx++] = top; + + rectangles[idx++] = 0; + rectangles[idx++] = 0; + rectangles[idx++] = s_left; + rectangles[idx++] = s_top; + } + + /* Top middle */ + rectangles[idx++] = left; + rectangles[idx++] = yoffset; + rectangles[idx++] = right; + rectangles[idx++] = top; + + rectangles[idx++] = s_left; + rectangles[idx++] = 0; + rectangles[idx++] = s_right; + rectangles[idx++] = s_top; + + if (xend > right) + { + /* Top right corner */ + rectangles[idx++] = right; + rectangles[idx++] = yoffset; + rectangles[idx++] = xend; + rectangles[idx++] = top; + + rectangles[idx++] = s_right; + rectangles[idx++] = 0; + rectangles[idx++] = 1; + rectangles[idx++] = s_top; + } + } + + if (xoffset < left) + { + /* Left middle */ + rectangles[idx++] = xoffset; + rectangles[idx++] = top; + rectangles[idx++] = left; + rectangles[idx++] = bottom; + + rectangles[idx++] = 0; + rectangles[idx++] = s_top; + rectangles[idx++] = s_left; + rectangles[idx++] = s_bottom; + } + + /* Center middle is not definitely occluded? */ + st_theme_node_get_background_color (node, &background_color); + if (!clutter_color_equal (&background_color, &invisible_occluded) || + paint_opacity < 255 || + xoffset > shadow_blur_radius || left < 0 || + yoffset > shadow_blur_radius || top < 0) + { + rectangles[idx++] = left; + rectangles[idx++] = top; + rectangles[idx++] = right; + rectangles[idx++] = bottom; + + rectangles[idx++] = s_left; + rectangles[idx++] = s_top; + rectangles[idx++] = s_right; + rectangles[idx++] = s_bottom; + } + + if (xend > right) + { + /* Right middle */ + rectangles[idx++] = right; + rectangles[idx++] = top; + rectangles[idx++] = xend; + rectangles[idx++] = bottom; + + rectangles[idx++] = s_right; + rectangles[idx++] = s_top; + rectangles[idx++] = 1; + rectangles[idx++] = s_bottom; + } + + if (yend > bottom) + { + if (xoffset < left) + { + /* Bottom left corner */ + rectangles[idx++] = xoffset; + rectangles[idx++] = bottom; + rectangles[idx++] = left; + rectangles[idx++] = yend; + + rectangles[idx++] = 0; + rectangles[idx++] = s_bottom; + rectangles[idx++] = s_left; + rectangles[idx++] = 1; + } + + /* Bottom middle */ + rectangles[idx++] = left; + rectangles[idx++] = bottom; + rectangles[idx++] = right; + rectangles[idx++] = yend; + + rectangles[idx++] = s_left; + rectangles[idx++] = s_bottom; + rectangles[idx++] = s_right; + rectangles[idx++] = 1; + + if (xend > right) + { + /* Bottom right corner */ + rectangles[idx++] = right; + rectangles[idx++] = bottom; + rectangles[idx++] = xend; + rectangles[idx++] = yend; + + rectangles[idx++] = s_right; + rectangles[idx++] = s_bottom; + rectangles[idx++] = 1; + rectangles[idx++] = 1; + } + } + + cogl_framebuffer_draw_textured_rectangles (framebuffer, state->box_shadow_pipeline, + rectangles, idx / 8); + +#if 0 + /* Visual feedback on shadow's 9-slice and original offscreen buffer, + for debug purposes */ + cogl_framebuffer_draw_rectangle (framebuffer, state->box_shadow_pipeline, + xend, yoffset, xend + shadow_width, yoffset + shadow_height); + + st_theme_node_ensure_color_pipeline (node); + cogl_pipeline_set_color4ub (node->color_pipeline, 0xff, 0x0, 0x0, 0xff); + + cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline, + xoffset, top, xend, top + 1); + cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline, + xoffset, bottom, xend, bottom + 1); + cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline, + left, yoffset, left + 1, yend); + cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline, + right, yoffset, right + 1, yend); + + cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline, + xend, yoffset, xend + shadow_width, yoffset + 1); + cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline, + xend, yoffset + shadow_height, xend + shadow_width, yoffset + shadow_height + 1); + cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline, + xend, yoffset, xend + 1, yoffset + shadow_height); + cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline, + xend + shadow_width, yoffset, xend + shadow_width + 1, yoffset + shadow_height); + + s_top *= shadow_height; + s_bottom *= shadow_height; + s_left *= shadow_width; + s_right *= shadow_width; + + cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline, + xend, yoffset + s_top, xend + shadow_width, yoffset + s_top + 1); + cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline, + xend, yoffset + s_bottom, xend + shadow_width, yoffset + s_bottom + 1); + cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline, + xend + s_left, yoffset, xend + s_left + 1, yoffset + shadow_height); + cogl_framebuffer_draw_rectangle (framebuffer, node->color_pipeline, + xend + s_right, yoffset, xend + s_right + 1, yoffset + shadow_height); + +#endif +} + +static void +st_theme_node_prerender_shadow (StThemeNodePaintState *state) +{ + StThemeNode *node = state->node; + CoglContext *ctx; + int fb_width, fb_height; + CoglTexture *buffer; + CoglOffscreen *offscreen = NULL; + CoglFramebuffer *framebuffer; + GError *error = NULL; + + ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ()); + + /* Render offscreen */ + fb_width = ceilf (state->box_shadow_width * state->resource_scale); + fb_height = ceilf (state->box_shadow_height * state->resource_scale); + buffer = COGL_TEXTURE (cogl_texture_2d_new_with_size (ctx, fb_width, fb_height)); + if (buffer == NULL) + return; + + offscreen = cogl_offscreen_new_with_texture (buffer); + framebuffer = COGL_FRAMEBUFFER (offscreen); + + if (cogl_framebuffer_allocate (framebuffer, &error)) + { + ClutterActorBox box = { 0, 0, state->box_shadow_width, state->box_shadow_height}; + + cogl_framebuffer_orthographic (framebuffer, 0, 0, + fb_width, fb_height, 0, 1.0); + cogl_framebuffer_scale (framebuffer, + state->resource_scale, + state->resource_scale, 1); + cogl_framebuffer_clear4f (framebuffer, COGL_BUFFER_BIT_COLOR, 0, 0, 0, 0); + + st_theme_node_paint_borders (state, framebuffer, &box, ST_PAINT_BORDERS_MODE_SILHOUETTE, 0xFF); + + state->box_shadow_pipeline = _st_create_shadow_pipeline (st_theme_node_get_box_shadow (node), + buffer, state->resource_scale); + } + + g_clear_error (&error); + g_clear_object (&offscreen); + cogl_clear_object (&buffer); +} + +static void +st_theme_node_compute_maximum_borders (StThemeNodePaintState *state) +{ + int max_borders[4], center_radius; + StThemeNode * node = state->node; + + /* Compute maximum borders sizes */ + max_borders[ST_SIDE_TOP] = MAX (node->border_radius[ST_CORNER_TOPLEFT], + node->border_radius[ST_CORNER_TOPRIGHT]); + max_borders[ST_SIDE_BOTTOM] = MAX (node->border_radius[ST_CORNER_BOTTOMLEFT], + node->border_radius[ST_CORNER_BOTTOMRIGHT]); + max_borders[ST_SIDE_LEFT] = MAX (node->border_radius[ST_CORNER_TOPLEFT], + node->border_radius[ST_CORNER_BOTTOMLEFT]); + max_borders[ST_SIDE_RIGHT] = MAX (node->border_radius[ST_CORNER_TOPRIGHT], + node->border_radius[ST_CORNER_BOTTOMRIGHT]); + + center_radius = (node->box_shadow->blur > 0) ? (2 * node->box_shadow->blur + 1) : 1; + + node->box_shadow_min_width = max_borders[ST_SIDE_LEFT] + max_borders[ST_SIDE_RIGHT] + center_radius; + node->box_shadow_min_height = max_borders[ST_SIDE_TOP] + max_borders[ST_SIDE_BOTTOM] + center_radius; + if (state->alloc_width < node->box_shadow_min_width || + state->alloc_height < node->box_shadow_min_height) + { + state->box_shadow_width = state->alloc_width; + state->box_shadow_height = state->alloc_height; + } + else + { + state->box_shadow_width = node->box_shadow_min_width; + state->box_shadow_height = node->box_shadow_min_height; + } +} + +static void +st_theme_node_paint_sliced_border_image (StThemeNode *node, + CoglFramebuffer *framebuffer, + float width, + float height, + guint8 paint_opacity) +{ + gfloat ex, ey; + gfloat tx1, ty1, tx2, ty2; + gint border_left, border_right, border_top, border_bottom; + float img_width, img_height; + StBorderImage *border_image; + CoglPipeline *pipeline; + + border_image = st_theme_node_get_border_image (node); + g_assert (border_image != NULL); + + st_border_image_get_borders (border_image, + &border_left, &border_right, &border_top, &border_bottom); + + img_width = cogl_texture_get_width (node->border_slices_texture); + img_height = cogl_texture_get_height (node->border_slices_texture); + + tx1 = border_left / img_width; + tx2 = (img_width - border_right) / img_width; + ty1 = border_top / img_height; + ty2 = (img_height - border_bottom) / img_height; + + ex = width - border_right; + if (ex < 0) + ex = border_right; /* FIXME ? */ + + ey = height - border_bottom; + if (ey < 0) + ey = border_bottom; /* FIXME ? */ + + pipeline = node->border_slices_pipeline; + cogl_pipeline_set_color4ub (pipeline, + paint_opacity, paint_opacity, paint_opacity, paint_opacity); + + { + float rectangles[] = + { + /* top left corner */ + 0, 0, border_left, border_top, + 0.0, 0.0, + tx1, ty1, + + /* top middle */ + border_left, 0, ex, border_top, + tx1, 0.0, + tx2, ty1, + + /* top right */ + ex, 0, width, border_top, + tx2, 0.0, + 1.0, ty1, + + /* mid left */ + 0, border_top, border_left, ey, + 0.0, ty1, + tx1, ty2, + + /* center */ + border_left, border_top, ex, ey, + tx1, ty1, + tx2, ty2, + + /* mid right */ + ex, border_top, width, ey, + tx2, ty1, + 1.0, ty2, + + /* bottom left */ + 0, ey, border_left, height, + 0.0, ty2, + tx1, 1.0, + + /* bottom center */ + border_left, ey, ex, height, + tx1, ty2, + tx2, 1.0, + + /* bottom right */ + ex, ey, width, height, + tx2, ty2, + 1.0, 1.0 + }; + + cogl_framebuffer_draw_textured_rectangles (framebuffer, pipeline, rectangles, 9); + } +} + +static void +st_theme_node_paint_outline (StThemeNode *node, + CoglFramebuffer *framebuffer, + const ClutterActorBox *box, + guint8 paint_opacity) + +{ + float width, height; + int outline_width; + float rects[16]; + ClutterColor outline_color, effective_outline; + guint8 alpha; + + width = box->x2 - box->x1; + height = box->y2 - box->y1; + + outline_width = st_theme_node_get_outline_width (node); + if (outline_width == 0) + return; + + st_theme_node_get_outline_color (node, &outline_color); + over (&outline_color, &node->background_color, &effective_outline); + + alpha = paint_opacity * outline_color.alpha / 255; + + st_theme_node_ensure_color_pipeline (node); + cogl_pipeline_set_color4ub (node->color_pipeline, + effective_outline.red * alpha / 255, + effective_outline.green * alpha / 255, + effective_outline.blue * alpha / 255, + alpha); + + /* The outline is drawn just outside the border, which means just + * outside the allocation box. This means that in some situations + * involving clip_to_allocation or the screen edges, you won't be + * able to see the outline. In practice, it works well enough. + */ + + /* NORTH */ + rects[0] = -outline_width; + rects[1] = -outline_width; + rects[2] = width + outline_width; + rects[3] = 0; + + /* EAST */ + rects[4] = width; + rects[5] = 0; + rects[6] = width + outline_width; + rects[7] = height; + + /* SOUTH */ + rects[8] = -outline_width; + rects[9] = height; + rects[10] = width + outline_width; + rects[11] = height + outline_width; + + /* WEST */ + rects[12] = -outline_width; + rects[13] = 0; + rects[14] = 0; + rects[15] = height; + + cogl_framebuffer_draw_rectangles (framebuffer, node->color_pipeline, rects, 4); +} + +static gboolean +st_theme_node_needs_new_box_shadow_for_size (StThemeNodePaintState *state, + StThemeNode *node, + float width, + float height, + float resource_scale) +{ + if (!node->rendered_once) + return TRUE; + + /* The resource scale changed, so need to recompute a new box-shadow */ + if (fabsf (state->resource_scale - resource_scale) > FLT_EPSILON) + return TRUE; + + /* The allocation hasn't changed, no need to recompute a new + box-shadow. */ + if (state->alloc_width == width && + state->alloc_height == height) + return FALSE; + + /* If there is no shadow, no need to recompute a new box-shadow. */ + if (node->box_shadow_min_width == 0 || + node->box_shadow_min_height == 0) + return FALSE; + + /* If the new size is inferior to the box-shadow minimum size (we + already know the size has changed), we need to recompute the + box-shadow. */ + if (width < node->box_shadow_min_width || + height < node->box_shadow_min_height) + return TRUE; + + /* Now checking whether the size of the node has crossed the minimum + box-shadow size boundary, from below to above the minimum size . + If that's the case, we need to recompute the box-shadow */ + if (state->alloc_width < node->box_shadow_min_width || + state->alloc_height < node->box_shadow_min_height) + return TRUE; + + return FALSE; +} + +void +st_theme_node_paint (StThemeNode *node, + StThemeNodePaintState *state, + CoglFramebuffer *framebuffer, + const ClutterActorBox *box, + guint8 paint_opacity, + float resource_scale) +{ + float width, height; + ClutterActorBox allocation; + + /* Some things take an ActorBox, some things just width/height */ + width = box->x2 - box->x1; + height = box->y2 - box->y1; + allocation.x1 = allocation.y1 = 0; + allocation.x2 = width; + allocation.y2 = height; + + if (width <= 0 || height <= 0 || resource_scale <= 0.0f) + return; + + /* Check whether we need to recreate the textures of the paint + * state, either because : + * 1) the theme node associated to the paint state has changed + * 2) the allocation size change requires recreating textures + */ + if (state->node != node || + st_theme_node_needs_new_box_shadow_for_size (state, node, width, height, + resource_scale)) + { + /* If we had the ability to cache textures on the node, then we + can just copy them over to the paint state and avoid all + rendering. We end up sharing textures a cross different + widgets. */ + if (node->rendered_once && node->cached_textures && + width >= node->box_shadow_min_width && height >= node->box_shadow_min_height && + fabsf (resource_scale - state->resource_scale) < FLT_EPSILON) + st_theme_node_paint_state_copy (state, &node->cached_state); + else + st_theme_node_render_resources (state, node, width, height, resource_scale); + + node->rendered_once = TRUE; + } + else if (state->alloc_width != width || state->alloc_height != height || + fabsf (state->resource_scale - resource_scale) > FLT_EPSILON) + st_theme_node_update_resources (state, node, width, height, resource_scale); + + /* Rough notes about the relationship of borders and backgrounds in CSS3; + * see http://www.w3.org/TR/css3-background/ for more accurate details. + * + * - Things are drawn in 4 layers, from the bottom: + * Background color + * Background image + * Border color or border image + * Content + * - The background color, gradient and image extend to and are clipped by + * the edge of the border area, so will be rounded if the border is + * rounded. (CSS3 background-clip property modifies this) + * - The border image replaces what would normally be drawn by the border + * - The border image is not clipped by a rounded border-radius + * - The border radius rounds the background even if the border is + * zero width or a border image is being used. + * + * Deviations from the above as implemented here: + * - The combination of border image and a non-zero border radius is + * not supported; the background color will be drawn with square + * corners. + * - The background image is drawn above the border color, not below it. + * - We clip the background image to the inside edges of the border + * instead of the outside edges of the border (but position the image + * such that it's aligned to the outside edges) + */ + + if (state->box_shadow_pipeline) + { + if (state->alloc_width < node->box_shadow_min_width || + state->alloc_height < node->box_shadow_min_height) + _st_paint_shadow_with_opacity (node->box_shadow, + framebuffer, + state->box_shadow_pipeline, + &allocation, + paint_opacity); + else + st_theme_node_paint_sliced_shadow (state, + framebuffer, + &allocation, + paint_opacity); + } + + if (state->prerendered_pipeline != NULL || + st_theme_node_load_border_image (node, resource_scale)) + { + if (state->prerendered_pipeline != NULL) + { + ClutterActorBox paint_box; + + st_theme_node_get_background_paint_box (node, + &allocation, + &paint_box); + + paint_material_with_opacity (state->prerendered_pipeline, + framebuffer, + &paint_box, + NULL, + paint_opacity); + } + + if (node->border_slices_pipeline != NULL) + st_theme_node_paint_sliced_border_image (node, framebuffer, width, height, paint_opacity); + } + else + { + st_theme_node_paint_borders (state, framebuffer, box, ST_PAINT_BORDERS_MODE_COLOR, paint_opacity); + } + + st_theme_node_paint_outline (node, framebuffer, box, paint_opacity); + + if (state->prerendered_pipeline == NULL && + st_theme_node_load_background_image (node, resource_scale)) + { + ClutterActorBox background_box; + ClutterActorBox texture_coords; + gboolean has_visible_outline; + + /* If the node doesn't have an opaque or repeating background or + * a border then we let its background image shadows leak out, + * but otherwise we clip it. + */ + has_visible_outline = st_theme_node_has_visible_outline (node); + + get_background_position (node, &allocation, resource_scale, + &background_box, &texture_coords); + + if (has_visible_outline || node->background_repeat) + cogl_framebuffer_push_rectangle_clip (framebuffer, + allocation.x1, allocation.y1, + allocation.x2, allocation.y2); + + /* CSS based drop shadows + * + * Drop shadows in ST are modelled after the CSS3 box-shadow property; + * see http://www.css3.info/preview/box-shadow/ for a detailed description. + * + * While the syntax of the property is mostly identical - we do not support + * multiple shadows and allow for a more liberal placement of the color + * parameter - its interpretation defers significantly in that the shadow's + * shape is not determined by the bounding box, but by the CSS background + * image. The drop shadows are allowed to escape the nodes allocation if + * there is nothing (like a border, or the edge of the background color) + * to logically confine it. + */ + if (node->background_shadow_pipeline != NULL) + _st_paint_shadow_with_opacity (node->background_image_shadow, + framebuffer, + node->background_shadow_pipeline, + &background_box, + paint_opacity); + + paint_material_with_opacity (node->background_pipeline, + framebuffer, + &background_box, + &texture_coords, + paint_opacity); + + if (has_visible_outline || node->background_repeat) + cogl_framebuffer_pop_clip (framebuffer); + } +} + +static void +st_theme_node_paint_state_node_free_internal (StThemeNodePaintState *state, + gboolean unref_node) +{ + int corner_id; + + cogl_clear_object (&state->prerendered_texture); + cogl_clear_object (&state->prerendered_pipeline); + cogl_clear_object (&state->box_shadow_pipeline); + + for (corner_id = 0; corner_id < 4; corner_id++) + cogl_clear_object (&state->corner_material[corner_id]); + + if (unref_node) + st_theme_node_paint_state_set_node (state, NULL); + + st_theme_node_paint_state_init (state); +} + +static void +st_theme_node_paint_state_node_freed (StThemeNodePaintState *state) +{ + st_theme_node_paint_state_node_free_internal (state, FALSE); +} + +void +st_theme_node_paint_state_set_node (StThemeNodePaintState *state, StThemeNode *node) +{ + if (state->node) + g_object_weak_unref (G_OBJECT (state->node), + (GWeakNotify) st_theme_node_paint_state_node_freed, + state); + + state->node = node; + if (state->node) + g_object_weak_ref (G_OBJECT (state->node), + (GWeakNotify) st_theme_node_paint_state_node_freed, + state); +} + +void +st_theme_node_paint_state_free (StThemeNodePaintState *state) +{ + st_theme_node_paint_state_node_free_internal (state, TRUE); +} + +void +st_theme_node_paint_state_init (StThemeNodePaintState *state) +{ + int corner_id; + + state->alloc_width = 0; + state->alloc_height = 0; + state->resource_scale = -1; + state->node = NULL; + state->box_shadow_pipeline = NULL; + state->prerendered_texture = NULL; + state->prerendered_pipeline = NULL; + + for (corner_id = 0; corner_id < 4; corner_id++) + state->corner_material[corner_id] = NULL; +} + +void +st_theme_node_paint_state_copy (StThemeNodePaintState *state, + StThemeNodePaintState *other) +{ + int corner_id; + + if (state == other) + return; + + st_theme_node_paint_state_free (state); + + st_theme_node_paint_state_set_node (state, other->node); + + state->alloc_width = other->alloc_width; + state->alloc_height = other->alloc_height; + state->resource_scale = other->resource_scale; + state->box_shadow_width = other->box_shadow_width; + state->box_shadow_height = other->box_shadow_height; + + if (other->box_shadow_pipeline) + state->box_shadow_pipeline = cogl_object_ref (other->box_shadow_pipeline); + if (other->prerendered_texture) + state->prerendered_texture = cogl_object_ref (other->prerendered_texture); + if (other->prerendered_pipeline) + state->prerendered_pipeline = cogl_object_ref (other->prerendered_pipeline); + for (corner_id = 0; corner_id < 4; corner_id++) + if (other->corner_material[corner_id]) + state->corner_material[corner_id] = cogl_object_ref (other->corner_material[corner_id]); +} + +void +st_theme_node_paint_state_invalidate (StThemeNodePaintState *state) +{ + state->alloc_width = 0; + state->alloc_height = 0; + state->resource_scale = -1.0f; +} + +gboolean +st_theme_node_paint_state_invalidate_for_file (StThemeNodePaintState *state, + GFile *file) +{ + if (state->node != NULL && + st_theme_node_invalidate_resources_for_file (state->node, file)) + { + st_theme_node_paint_state_invalidate (state); + return TRUE; + } + + return FALSE; +} -- cgit v1.2.3