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use std::iter::zip;
use std::mem;
use niri_config::{CornerRadius, Gradient, GradientRelativeTo, TabIndicatorPosition};
use smithay::utils::{Logical, Point, Rectangle, Size};
use super::tile::Tile;
use super::LayoutElement;
use crate::animation::{Animation, Clock};
use crate::niri_render_elements;
use crate::render_helpers::border::BorderRenderElement;
use crate::render_helpers::renderer::NiriRenderer;
use crate::utils::{
floor_logical_in_physical_max1, round_logical_in_physical, round_logical_in_physical_max1,
};
#[derive(Debug)]
pub struct TabIndicator {
shader_locs: Vec<Point<f64, Logical>>,
shaders: Vec<BorderRenderElement>,
open_anim: Option<Animation>,
config: niri_config::TabIndicator,
}
#[derive(Debug)]
pub struct TabInfo {
/// Gradient for the tab indicator.
pub gradient: Gradient,
/// Tab geometry in the same coordinate system as the area.
pub geometry: Rectangle<f64, Logical>,
}
niri_render_elements! {
TabIndicatorRenderElement => {
Gradient = BorderRenderElement,
}
}
impl TabIndicator {
pub fn new(config: niri_config::TabIndicator) -> Self {
Self {
shader_locs: Vec::new(),
shaders: Vec::new(),
open_anim: None,
config,
}
}
pub fn update_config(&mut self, config: niri_config::TabIndicator) {
self.config = config;
}
pub fn update_shaders(&mut self) {
for elem in &mut self.shaders {
elem.damage_all();
}
}
pub fn advance_animations(&mut self) {
if let Some(anim) = &mut self.open_anim {
if anim.is_done() {
self.open_anim = None;
}
}
}
pub fn are_animations_ongoing(&self) -> bool {
self.open_anim.is_some()
}
pub fn start_open_animation(&mut self, clock: Clock, config: niri_config::Animation) {
self.open_anim = Some(Animation::new(clock, 0., 1., 0., config));
}
fn tab_rects(
&self,
area: Rectangle<f64, Logical>,
count: usize,
scale: f64,
) -> impl Iterator<Item = Rectangle<f64, Logical>> {
let round = |logical: f64| round_logical_in_physical(scale, logical);
let round_max1 = |logical: f64| round_logical_in_physical_max1(scale, logical);
let progress = self.open_anim.as_ref().map_or(1., |a| a.value().max(0.));
let width = round_max1(self.config.width.0);
let gap = round_max1(self.config.gap.0);
let gaps_between = round_max1(self.config.gaps_between_tabs.0);
let position = self.config.position;
let side = match position {
TabIndicatorPosition::Left | TabIndicatorPosition::Right => area.size.h,
TabIndicatorPosition::Top | TabIndicatorPosition::Bottom => area.size.w,
};
let total_prop = self.config.length.total_proportion.unwrap_or(0.5);
let min_length = round(side * total_prop.clamp(0., 2.));
// Compute px_per_tab before applying the animation to gaps_between in order to avoid it
// growing and shrinking over the duration of the animation.
let pixel = 1. / scale;
let shortest_length = count as f64 * (pixel + gaps_between) - gaps_between;
let length = f64::max(min_length, shortest_length);
let px_per_tab = (length + gaps_between) / count as f64 - gaps_between;
let px_per_tab = px_per_tab * progress;
let gaps_between = round(self.config.gaps_between_tabs.0 * progress);
let length = count as f64 * (px_per_tab + gaps_between) - gaps_between;
let px_per_tab = floor_logical_in_physical_max1(scale, px_per_tab);
let floored_length = count as f64 * (px_per_tab + gaps_between) - gaps_between;
let mut ones_left = ((length - floored_length) / pixel).round() as usize;
let mut shader_loc = Point::from((-gap - width, round((side - length) / 2.)));
match position {
TabIndicatorPosition::Left => (),
TabIndicatorPosition::Right => shader_loc.x = area.size.w + gap,
TabIndicatorPosition::Top => mem::swap(&mut shader_loc.x, &mut shader_loc.y),
TabIndicatorPosition::Bottom => {
shader_loc.x = shader_loc.y;
shader_loc.y = area.size.h + gap;
}
}
shader_loc += area.loc;
(0..count).map(move |_| {
let mut px_per_tab = px_per_tab;
if ones_left > 0 {
ones_left -= 1;
px_per_tab += pixel;
}
let loc = shader_loc;
match position {
TabIndicatorPosition::Left | TabIndicatorPosition::Right => {
shader_loc.y += px_per_tab + gaps_between
}
TabIndicatorPosition::Top | TabIndicatorPosition::Bottom => {
shader_loc.x += px_per_tab + gaps_between
}
}
let size = match position {
TabIndicatorPosition::Left | TabIndicatorPosition::Right => {
Size::from((width, px_per_tab))
}
TabIndicatorPosition::Top | TabIndicatorPosition::Bottom => {
Size::from((px_per_tab, width))
}
};
Rectangle::new(loc, size)
})
}
#[allow(clippy::too_many_arguments)]
pub fn update_render_elements(
&mut self,
enabled: bool,
// Geometry of the tabs area.
area: Rectangle<f64, Logical>,
// View rect relative to the tabs area.
area_view_rect: Rectangle<f64, Logical>,
// Tab count, should match the tabs iterator length.
tab_count: usize,
tabs: impl Iterator<Item = TabInfo>,
is_active: bool,
scale: f64,
) {
if !enabled || self.config.off {
self.shader_locs.clear();
self.shaders.clear();
return;
}
let count = tab_count;
if self.config.hide_when_single_tab && count == 1 {
self.shader_locs.clear();
self.shaders.clear();
return;
}
self.shaders.resize_with(count, Default::default);
self.shader_locs.resize_with(count, Default::default);
let position = self.config.position;
let radius = self.config.corner_radius.0 as f32;
let shared_rounded_corners = self.config.gaps_between_tabs.0 == 0.;
let mut tabs_left = tab_count;
|