use std::rc::Rc; use niri_config::{Color, CornerRadius, GradientInterpolation}; use smithay::backend::allocator::Fourcc; use smithay::backend::renderer::element::{Element, Kind}; use smithay::backend::renderer::gles::GlesRenderer; use smithay::utils::{Logical, Point, Rectangle, Scale, Size, Transform}; use super::focus_ring::{FocusRing, FocusRingRenderElement}; use super::opening_window::{OpenAnimation, OpeningWindowRenderElement}; use super::{ LayoutElement, LayoutElementRenderElement, LayoutElementRenderSnapshot, Options, RESIZE_ANIMATION_THRESHOLD, }; use crate::animation::{Animation, Clock}; use crate::niri_render_elements; use crate::render_helpers::border::BorderRenderElement; use crate::render_helpers::clipped_surface::{ClippedSurfaceRenderElement, RoundedCornerDamage}; use crate::render_helpers::damage::ExtraDamage; use crate::render_helpers::renderer::NiriRenderer; use crate::render_helpers::resize::ResizeRenderElement; use crate::render_helpers::snapshot::RenderSnapshot; use crate::render_helpers::solid_color::{SolidColorBuffer, SolidColorRenderElement}; use crate::render_helpers::{render_to_encompassing_texture, RenderTarget}; use crate::utils::transaction::Transaction; /// Toplevel window with decorations. #[derive(Debug)] pub struct Tile { /// The toplevel window itself. window: W, /// The border around the window. border: FocusRing, /// The focus ring around the window. /// /// It's supposed to be on the Workspace, but for the sake of a nicer open animation it's /// currently here. focus_ring: FocusRing, /// Whether this tile is fullscreen. /// /// This will update only when the `window` actually goes fullscreen, rather than right away, /// to avoid black backdrop flicker before the window has had a chance to resize. is_fullscreen: bool, /// The black backdrop for fullscreen windows. fullscreen_backdrop: SolidColorBuffer, /// The size we were requested to fullscreen into. fullscreen_size: Size, /// The animation upon opening a window. open_animation: Option, /// The animation of the window resizing. resize_animation: Option, /// The animation of a tile visually moving horizontally. move_x_animation: Option, /// The animation of a tile visually moving vertically. move_y_animation: Option, /// Offset during the initial interactive move rubberband. pub(super) interactive_move_offset: Point, /// Snapshot of the last render for use in the close animation. unmap_snapshot: Option, /// Extra damage for clipped surface corner radius changes. rounded_corner_damage: RoundedCornerDamage, /// Scale of the output the tile is on (and rounds its sizes to). scale: f64, /// Clock for driving animations. pub(super) clock: Clock, /// Configurable properties of the layout. pub(super) options: Rc, } niri_render_elements! { TileRenderElement => { LayoutElement = LayoutElementRenderElement, FocusRing = FocusRingRenderElement, SolidColor = SolidColorRenderElement, Opening = OpeningWindowRenderElement, Resize = ResizeRenderElement, Border = BorderRenderElement, ClippedSurface = ClippedSurfaceRenderElement, ExtraDamage = ExtraDamage, } } pub type TileRenderSnapshot = RenderSnapshot, TileRenderElement>; #[derive(Debug)] struct ResizeAnimation { anim: Animation, size_from: Size, snapshot: LayoutElementRenderSnapshot, } #[derive(Debug)] struct MoveAnimation { anim: Animation, from: f64, } impl Tile { pub fn new(window: W, scale: f64, clock: Clock, options: Rc) -> Self { let rules = window.rules(); let border_config = rules.border.resolve_against(options.border); let focus_ring_config = rules.focus_ring.resolve_against(options.focus_ring.into()); Self { window, border: FocusRing::new(border_config.into()), focus_ring: FocusRing::new(focus_ring_config.into()), is_fullscreen: false, // FIXME: up-to-date fullscreen right away, but we need size. fullscreen_backdrop: SolidColorBuffer::new((0., 0.), [0., 0., 0., 1.]), fullscreen_size: Default::default(), open_animation: None, resize_animation: None, move_x_animation: None, move_y_animation: None, interactive_move_offset: Point::from((0., 0.)), unmap_snapshot: None, rounded_corner_damage: Default::default(), scale, clock, options, } } pub fn update_config(&mut self, scale: f64, options: Rc) { self.scale = scale; self.options = options; let rules = self.window.rules(); let border_config = rules.border.resolve_against(self.options.border); self.border.update_config(border_config.into()); let focus_ring_config = rules .focus_ring .resolve_against(self.options.focus_ring.into()); self.focus_ring.update_config(focus_ring_config.into()); } pub fn update_shaders(&mut self) { self.border.update_shaders(); self.focus_ring.update_shaders(); } pub fn update_window(&mut self) { // FIXME: remove when we can get a fullscreen size right away. if self.fullscreen_size != Size::from((0., 0.)) { self.is_fullscreen = self.window.is_fullscreen(); } if let Some(animate_from) = self.window.take_animation_snapshot() { let size_from = if let Some(resize) = self.resize_animation.take() { // Compute like in animated_window_size(), but using the snapshot geometry (since // the current one is already overwritten). let mut size = animate_from.size; let val = resize.anim.value(); let size_from = resize.size_from; size.w = size_from.w + (size.w - size_from.w) * val; size.h = size_from.h + (size.h - size_from.h) * val; size } else { animate_from.size }; let change = self.window.size().to_f64().to_point() - size_from.to_point(); let change = f64::max(change.x.abs(), change.y.abs()); if change > RESIZE_ANIMATION_THRESHOLD { let anim = Animation::new( self.clock.clone(), 0., 1., 0., self.options.animations.window_resize.anim, ); self.resize_animation = Some(ResizeAnimation { anim, size_from, snapshot: animate_from, }); } else { self.resize_animation = None; } } let rules = self.window.rules(); let border_config = rules.border.resolve_against(self.options.border); self.border.update_config(border_config.into()); let focus_ring_config = rules .focus_ring .resolve_against(self.options.focus_ring.into()); self.focus_ring.update_config(focus_ring_config.into()); let window_size = self.window_size(); let radius = rules .geometry_corner_radius .unwrap_or_default() .fit_to(window_size.w as f32, window_size.h as f32); self.rounded_corner_damage.set_corner_radius(radius); self.rounded_corner_damage.set_size(window_size); } pub fn advance_animations(&mut self) { if let Some(open) = &mut self.open_animation { if open.is_done() { self.open_animation = None; } } if let Some(resize) = &mut self.resize_animation { if resize.anim.is_done() { self.resize_animation = None; } } if let Some(move_) = &mut self.move_x_animation { if move_.anim.is_done() { self.move_x_animation = None; } } if let Some(move_) = &mut self.move_y_animation { if move_.anim.is_done() { self.move_y_animation = None; } } } pub fn are_animations_ongoing(&self) -> bool { self.open_animation.is_some() || self.resize_animation.is_some() || self.move_x_animation.is_some() || self.move_y_animation.is_some() } pub fn update(&mut self, is_active: bool, view_rect: Rectangle) { let rules = self.window.rules(); let draw_border_with_background = rules .draw_border_with_background .unwrap_or_else(|| !self.window.has_ssd()); let border_width = self.effective_border_width().unwrap_or(0.); let radius = if self.is_fullscreen { CornerRadius::default() } else { rules .geometry_corner_radius .map_or(CornerRadius::default(), |radius| { radius.expanded_by(border_width as f32) }) }; self.border.update_render_elements( self.animated_window_size(), is_active, !draw_border_with_background, Rectangle::from_loc_and_size( view_rect.loc - Point::from((border_width, border_width)), view_rect.size, ), radius, self.scale, ); let draw_focus_ring_with_background = if self.effective_border_width().is_some() { false } else { draw_border_with_background }; let radius = if self.is_fullscreen { CornerRadius::default() } else if self.effective_border_width().is_some() { radius } else { rules.geometry_corner_radius.unwrap_or_default() } .expanded_by(self.focus_ring.width() as f32); self.focus_ring.update_render_elements( self.animated_tile_size(), is_active, !draw_focus_ring_with_background, view_rect, radius, self.scale, ); } pub fn scale(&self) -> f64 { self.scale } pub fn render_offset(&self) -> Point { let mut offset = Point::from((0., 0.)); if let Some(move_) = &self.move_x_animation { offset.x += move_.from * move_.anim.value(); } if let Some(move_) = &self.move_y_animation { offset.y += move_.from * move_.anim.value(); } offset += self.interactive_move_offset; offset } pub fn start_open_animation(&mut self) { self.open_animation = Some(OpenAnimation::new(Animation::new( self.clock.clone(), 0., 1., 0., self.options.animations.window_open.anim, ))); } pub fn resize_animation(&self) -> Option<&Animation> { self.resize_animation.as_ref().map(|resize| &resize.anim) } pub fn animate_move_from(&mut self, from: Point) { self.animate_move_x_from(from.x); self.animate_move_y_from(from.y); } pub fn animate_move_x_from(&mut self, from: f64) { self.animate_move_x_from_with_config(from, self.options.animations.window_movement.0); } pub fn animate_move_x_from_with_config(&mut self, from: f64, config: niri_config::Animation) { let current_offset = self.render_offset().x; // Preserve the previous config if ongoing. let anim = self.move_x_animation.take().map(|move_| move_.anim); let anim = anim .map(|anim| anim.restarted(1., 0., 0.)) .unwrap_or_else(|| Animation::new(self.clock.clone(), 1., 0., 0., config)); self.move_x_animation = Some(MoveAnimation { anim, from: from + current_offset, }); } pub fn animate_move_y_from(&mut self, from: f64) { self.animate_move_y_from_with_config(from, self.options.animations.window_movement.0); } pub fn animate_move_y_from_with_config(&mut self, from: f64, config: niri_config::Animation) { let current_offset = self.render_offset().y; // Preserve the previous config if ongoing. let anim = self.move_y_animation.take().map(|move_| move_.anim); let anim = anim .map(|anim| anim.restarted(1., 0., 0.)) .unwrap_or_else(|| Animation::new(self.clock.clone(), 1., 0., 0., config)); self.move_y_animation = Some(MoveAnimation { anim, from: from + current_offset, }); } pub fn stop_move_animations(&mut self) { self.move_x_animation = None; self.move_y_animation = None; } pub fn window(&self) -> &W { &self.window } pub fn window_mut(&mut self) -> &mut W { &mut self.window } pub fn into_window(self) -> W { self.window } pub fn is_fullscreen(&self) -> bool { self.is_fullscreen } /// Returns `None` if the border is hidden and `Some(width)` if it should be shown. pub fn effective_border_width(&self) -> Option { if self.is_fullscreen { return None; } if self.border.is_off() { return None; } Some(self.border.width()) } /// Returns the location of the window's visual geometry within this Tile. pub fn window_loc(&self) -> Point { let mut loc = Point::from((0., 0.)); // In fullscreen, center the window in the given size. if self.is_fullscreen { let window_size = self.window_size(); let target_size = self.fullscreen_size; // Windows aren't supposed to be larger than the fullscreen size, but in case we get // one, leave it at the top-left as usual. if window_size.w < target_size.w { loc.x += (target_size.w - window_size.w) / 2.; } if window_size.h < target_size.h { loc.y += (target_size.h - window_size.h) / 2.; } // Round to physical pixels. loc = loc .to_physical_precise_round(self.scale) .to_logical(self.scale); } if let Some(width) = self.effective_border_width() { loc += (width, width).into(); } loc } pub fn tile_size(&self) -> Size { let mut size = self.window_size(); if self.is_fullscreen { // Normally we'd just return the fullscreen size here, but this makes things a bit // nicer if a fullscreen window is bigger than the fullscreen size for some reason. size.w = f64::max(size.w, self.fullscreen_size.w); size.h = f64::max(size.h, self.fullscreen_size.h); return size; } if let Some(width) = self.effective_border_width() { size.w += width * 2.; size.h += width * 2.; } size } pub fn window_size(&self) -> Size { let mut size = self.window.size().to_f64(); size = size .to_physical_precise_round(self.scale) .to_logical(self.scale); size } fn animated_window_size(&self) -> Size { let mut size = self.window_size(); if let Some(resize) = &self.resize_animation { let val = resize.anim.value(); let size_from = resize.size_from.to_f64(); size.w = f64::max(1., size_from.w + (size.w - size_from.w) * val); size.h = f64::max(1., size_from.h + (size.h - size_from.h) * val); size = size .to_physical_precise_round(self.scale) .to_logical(self.scale); } size } fn animated_tile_size(&self) -> Size { let mut size = self.animated_window_size(); if self.is_fullscreen { // Normally we'd just return the fullscreen size here, but this makes things a bit // nicer if a fullscreen window is bigger than the fullscreen size for some reason. size.w = f64::max(size.w, self.fullscreen_size.w); size.h = f64::max(size.h, self.fullscreen_size.h); return size; } if let Some(width) = self.effective_border_width() { size.w += width * 2.; size.h += width * 2.; } size } pub fn buf_loc(&self) -> Point { let mut loc = Point::from((0., 0.)); loc += self.window_loc(); loc += self.window.buf_loc().to_f64(); loc } pub fn is_in_input_region(&self, mut point: Point) -> bool { point -= self.window_loc().to_f64(); self.window.is_in_input_region(point) } pub fn is_in_activation_region(&self, point: Point) -> bool { let activation_region = Rectangle::from_loc_and_size((0., 0.), self.tile_size()); activation_region.contains(point) } pub fn request_tile_size( &mut self, mut size: Size, animate: bool, transaction: Option, ) { // Can't go through effective_border_width() because we might be fullscreen. if !self.border.is_off() { let width = self.border.width(); size.w = f64::max(1., size.w - width * 2.); size.h = f64::max(1., size.h - width * 2.); } // The size request has to be i32 unfortunately, due to Wayland. We floor here instead of // round to avoid situations where proportionally-sized columns don't fit on the screen // exactly. self.window .request_size(size.to_i32_floor(), animate, transaction); } pub fn tile_width_for_window_width(&self, size: f64) -> f64 { if self.border.is_off() { size } else { size + self.border.width() * 2. } } pub fn tile_height_for_window_height(&self, size: f64) -> f64 { if self.border.is_off() { size } else { size + self.border.width() * 2. } } pub fn window_width_for_tile_width(&self, size: f64) -> f64 { if self.border.is_off() { size } else { size - self.border.width() * 2. } } pub fn window_height_for_tile_height(&self, size: f64) -> f64 { if self.border.is_off() { size } else { size - self.border.width() * 2. } } pub fn request_fullscreen(&mut self, size: Size) { self.fullscreen_backdrop.resize(size); self.fullscreen_size = size; self.window.request_fullscreen(size.to_i32_round()); } pub fn min_size(&self) -> Size { let mut size = self.window.min_size().to_f64(); if let Some(width) = self.effective_border_width() { size.w = f64::max(1., size.w); size.h = f64::max(1., size.h); size.w += width * 2.; size.h += width * 2.; } size } pub fn max_size(&self) -> Size { let mut size = self.window.max_size().to_f64(); if let Some(width) = self.effective_border_width() { if size.w > 0. { size.w += width * 2.; } if size.h > 0. { size.h += width * 2.; } } size } pub fn draw_border_with_background(&self) -> bool { if self.effective_border_width().is_some() { return false; } self.window .rules() .draw_border_with_background .unwrap_or_else(|| !self.window.has_ssd()) } fn render_inner( &self, renderer: &mut R, location: Point, scale: Scale, focus_ring: bool, target: RenderTarget, ) -> impl Iterator> { let _span = tracy_client::span!("Tile::render_inner"); let alpha = if self.is_fullscreen { 1. } else { self.window.rules().opacity.unwrap_or(1.).clamp(0., 1.) }; let window_loc = self.window_loc(); let window_size = self.window_size().to_f64(); let animated_window_size = self.animated_window_size(); let window_render_loc = location + window_loc; let area = Rectangle::from_loc_and_size(window_render_loc, animated_window_size); let rules = self.window.rules(); let clip_to_geometry = !self.is_fullscreen && rules.clip_to_geometry == Some(true); let radius = rules.geometry_corner_radius.unwrap_or_default(); // If we're resizing, try to render a shader, or a fallback. let mut resize_shader = None; let mut resize_popups = None; let mut resize_fallback = None; if let Some(resize) = &self.resize_animation { resize_popups = Some( self.window .render_popups(renderer, window_render_loc, scale, alpha, target) .into_iter() .map(Into::into), ); if ResizeRenderElement::has_shader(renderer) { let gles_renderer = renderer.as_gles_renderer(); if let Some(texture_from) = resize.snapshot.texture(gles_renderer, scale, target) { let window_elements = self.window.render_normal( gles_renderer, Point::from((0., 0.)), scale, 1., target, ); let current = render_to_encompassing_texture( gles_renderer, scale, Transform::Normal, Fourcc::Abgr8888, &window_elements, ) .map_err(|err| warn!("error rendering window to texture: {err:?}")) .ok(); // Clip blocked-out resizes unconditionally because they use solid color render // elements. let clip_to_geometry = if target .should_block_out(resize.snapshot.block_out_from) && target.should_block_out(rules.block_out_from) { true } else { clip_to_geometry }; if let Some((texture_current, _sync_point, texture_current_geo)) = current { let elem = ResizeRenderElement::new( area, scale, texture_from.clone(), resize.snapshot.size, (texture_current, texture_current_geo), window_size, resize.anim.value() as f32, resize.anim.clamped_value().clamp(0., 1.) as f32, radius, clip_to_geometry, alpha, ); // FIXME: with split popups, this will use the resize element ID for // popups, but we want the real IDs. self.window .set_offscreen_element_id(Some(elem.id().clone())); resize_shader = Some(elem.into()); } } } if resize_shader.is_none() { let fallback_buffer = SolidColorBuffer::new(area.size, [1., 0., 0., 1.]); resize_fallback = Some( SolidColorRenderElement::from_buffer( &fallback_buffer, area.loc, alpha, Kind::Unspecified, ) .into(), ); self.window.set_offscreen_element_id(None); } } // If we're not resizing, render the window itself. let mut window_surface = None; let mut window_popups = None; let mut rounded_corner_damage = None; if resize_shader.is_none() && resize_fallback.is_none() { let window = self .window .render(renderer, window_render_loc, scale, alpha, target); let geo = Rectangle::from_loc_and_size(window_render_loc, window_size); let radius = radius.fit_to(window_size.w as f32, window_size.h as f32); let clip_shader = ClippedSurfaceRenderElement::shader(renderer).cloned(); let has_border_shader = BorderRenderElement::has_shader(renderer); if clip_to_geometry && clip_shader.is_some() { let damage = self.rounded_corner_damage.element(); rounded_corner_damage = Some(damage.with_location(window_render_loc).into()); } window_surface = Some(window.normal.into_iter().map(move |elem| match elem { LayoutElementRenderElement::Wayland(elem) => { // If we should clip to geometry, render a clipped window. if clip_to_geometry { if let Some(shader) = clip_shader.clone() { if ClippedSurfaceRenderElement::will_clip(&elem, scale, geo, radius) { return ClippedSurfaceRenderElement::new( elem, scale, geo, shader.clone(), radius, ) .into(); } } } // Otherwise, render it normally. LayoutElementRenderElement::Wayland(elem).into() } LayoutElementRenderElement::SolidColor(elem) => { // In this branch we're rendering a blocked-out window with a solid // color. We need to render it with a rounded corner shader even if // clip_to_geometry is false, because in this case we're assuming that // the unclipped window CSD already has corners rounded to the // user-provided radius, so our blocked-out rendering should match that // radius. if radius != CornerRadius::default() && has_border_shader { return BorderRenderElement::new( geo.size, Rectangle::from_loc_and_size((0., 0.), geo.size), GradientInterpolation::default(), Color::from_color32f(elem.color()), Color::from_color32f(elem.color()), 0., Rectangle::from_loc_and_size((0., 0.), geo.size), 0., radius, scale.x as f32, ) .with_location(geo.loc) .into(); } // Otherwise, render the solid color as is. LayoutElementRenderElement::SolidColor(elem).into() } })); window_popups = Some(window.popups.into_iter().map(Into::into)); } let rv = resize_popups .into_iter() .flatten() .chain(resize_shader) .chain(resize_fallback) .chain(window_popups.into_iter().flatten()) .chain(rounded_corner_damage) .chain(window_surface.into_iter().flatten()); let elem = self.is_fullscreen.then(|| { SolidColorRenderElement::from_buffer( &self.fullscreen_backdrop, location, 1., Kind::Unspecified, ) .into() }); let rv = rv.chain(elem); let elem = self.effective_border_width().map(|width| { self.border .render(renderer, location + Point::from((width, width))) .map(Into::into) }); let rv = rv.chain(elem.into_iter().flatten()); let elem = focus_ring.then(|| self.focus_ring.render(renderer, location).map(Into::into)); rv.chain(elem.into_iter().flatten()) } pub fn render( &self, renderer: &mut R, location: Point, scale: Scale, focus_ring: bool, target: RenderTarget, ) -> impl Iterator> { let _span = tracy_client::span!("Tile::render"); let mut open_anim_elem = None; let mut window_elems = None; if let Some(open) = &self.open_animation { let renderer = renderer.as_gles_renderer(); let elements = self.render_inner(renderer, Point::from((0., 0.)), scale, focus_ring, target); let elements = elements.collect::>>(); match open.render(renderer, &elements, self.tile_size(), location, scale) { Ok(elem) => { self.window() .set_offscreen_element_id(Some(elem.id().clone())); open_anim_elem = Some(elem.into()); } Err(err) => { warn!("error rendering window opening animation: {err:?}"); } } } if open_anim_elem.is_none() { self.window().set_offscreen_element_id(None); window_elems = Some(self.render_inner(renderer, location, scale, focus_ring, target)); } open_anim_elem .into_iter() .chain(window_elems.into_iter().flatten()) } pub fn store_unmap_snapshot_if_empty( &mut self, renderer: &mut GlesRenderer, scale: Scale, ) { if self.unmap_snapshot.is_some() { return; } self.unmap_snapshot = Some(self.render_snapshot(renderer, scale)); } fn render_snapshot( &self, renderer: &mut GlesRenderer, scale: Scale, ) -> TileRenderSnapshot { let _span = tracy_client::span!("Tile::render_snapshot"); let contents = self.render( renderer, Point::from((0., 0.)), scale, false, RenderTarget::Output, ); // A bit of a hack to render blocked out as for screencast, but I think it's fine here. let blocked_out_contents = self.render( renderer, Point::from((0., 0.)), scale, false, RenderTarget::Screencast, ); RenderSnapshot { contents: contents.collect(), blocked_out_contents: blocked_out_contents.collect(), block_out_from: self.window.rules().block_out_from, size: self.animated_tile_size(), texture: Default::default(), blocked_out_texture: Default::default(), } } pub fn take_unmap_snapshot(&mut self) -> Option { self.unmap_snapshot.take() } }