Add a SplitRenderElements type, with useful methods
`(w_elements, p_elements)` tuples are used in a bunch of places. A struct with named fields is generally an improvement just due to the fact the order is non-obvious. But we can also add methods. In particular, `extend_from_workspace_elements` abstracts out some of the more redundant code in `workspace_elements`. It would be nice to avoid allocation everywhere, but iterators would complicate lifetimes, run into issues with needing multiple mutable borrows to things like the `Renderer`, and be awkward in certain functions without generator syntax. In any case, cosmic-comp already relies on allocating vectors here. If this abstraction is commonly useful in compositors, perhaps it could be moved to Smithay.
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9 changed files with 374 additions and 379 deletions
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@ -1,7 +1,7 @@
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use crate::{
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backend::render::{
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element::{AsGlowFrame, AsGlowRenderer},
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GlMultiError, GlMultiFrame, GlMultiRenderer,
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GlMultiError, GlMultiFrame, GlMultiRenderer, SplitRenderElements,
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},
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state::State,
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utils::{iced::IcedElementInternal, prelude::*},
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@ -663,7 +663,7 @@ impl CosmicMapped {
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location: smithay::utils::Point<i32, smithay::utils::Physical>,
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scale: smithay::utils::Scale<f64>,
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alpha: f32,
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) -> (Vec<C>, Vec<C>)
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) -> SplitRenderElements<C>
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where
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R: Renderer + ImportAll + ImportMem + AsGlowRenderer,
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<R as Renderer>::TextureId: Send + Clone + 'static,
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@ -842,27 +842,28 @@ impl CosmicMapped {
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#[cfg(not(feature = "debug"))]
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let debug_elements = Vec::new();
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#[cfg_attr(not(feature = "debug"), allow(unused_mut))]
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let (window_elements, popup_elements) = match &self.element {
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CosmicMappedInternal::Stack(s) => s
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.split_render_elements::<R, CosmicMappedRenderElement<R>>(
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renderer, location, scale, alpha,
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),
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CosmicMappedInternal::Window(w) => w
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.split_render_elements::<R, CosmicMappedRenderElement<R>>(
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renderer, location, scale, alpha,
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),
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_ => unreachable!(),
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let mut elements = SplitRenderElements {
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w_elements: debug_elements,
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p_elements: Vec::new(),
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};
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(
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debug_elements
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.into_iter()
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.map(C::from)
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.chain(window_elements.into_iter().map(C::from))
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.collect(),
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popup_elements.into_iter().map(C::from).collect(),
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)
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#[cfg_attr(not(feature = "debug"), allow(unused_mut))]
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elements.extend_map(
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match &self.element {
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CosmicMappedInternal::Stack(s) => s
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.split_render_elements::<R, CosmicMappedRenderElement<R>>(
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renderer, location, scale, alpha,
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),
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CosmicMappedInternal::Window(w) => w
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.split_render_elements::<R, CosmicMappedRenderElement<R>>(
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renderer, location, scale, alpha,
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),
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_ => unreachable!(),
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},
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C::from,
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);
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elements
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}
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pub(crate) fn update_theme(&self, theme: cosmic::Theme) {
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@ -1,6 +1,9 @@
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use super::{surface::RESIZE_BORDER, window::Focus, CosmicSurface};
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use crate::{
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backend::render::cursor::{CursorShape, CursorState},
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backend::render::{
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cursor::{CursorShape, CursorState},
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SplitRenderElements,
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},
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shell::{
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focus::target::PointerFocusTarget,
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grabs::{ReleaseMode, ResizeEdge},
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@ -547,7 +550,7 @@ impl CosmicStack {
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location: Point<i32, Physical>,
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scale: Scale<f64>,
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alpha: f32,
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) -> (Vec<C>, Vec<C>)
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) -> SplitRenderElements<C>
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where
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R: Renderer + ImportAll + ImportMem,
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<R as Renderer>::TextureId: Send + Clone + 'static,
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@ -564,30 +567,28 @@ impl CosmicStack {
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let stack_loc = location + offset;
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let window_loc = location + Point::from((0, (TAB_HEIGHT as f64 * scale.y) as i32));
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let elements = AsRenderElements::<R>::render_elements::<CosmicStackRenderElement<R>>(
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let w_elements = AsRenderElements::<R>::render_elements::<CosmicStackRenderElement<R>>(
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&self.0, renderer, stack_loc, scale, alpha,
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);
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let (window_elements, popup_elements) = self.0.with_program(|p| {
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let windows = p.windows.lock().unwrap();
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let active = p.active.load(Ordering::SeqCst);
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let mut elements = SplitRenderElements {
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w_elements: w_elements.into_iter().map(C::from).collect(),
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p_elements: Vec::new(),
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};
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let (window_elements, popup_elements) = windows[active]
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.split_render_elements::<R, CosmicStackRenderElement<R>>(
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elements.extend_map(
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self.0.with_program(|p| {
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let windows = p.windows.lock().unwrap();
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let active = p.active.load(Ordering::SeqCst);
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windows[active].split_render_elements::<R, CosmicStackRenderElement<R>>(
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renderer, window_loc, scale, alpha,
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);
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)
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}),
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C::from,
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);
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(window_elements, popup_elements)
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});
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(
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elements
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.into_iter()
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.map(C::from)
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.chain(window_elements.into_iter().map(C::from))
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.collect(),
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popup_elements.into_iter().map(C::from).collect(),
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)
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elements
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}
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pub(crate) fn set_theme(&self, theme: cosmic::Theme) {
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@ -42,6 +42,7 @@ use smithay::{
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};
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use crate::{
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backend::render::SplitRenderElements,
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state::{State, SurfaceDmabufFeedback},
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utils::prelude::*,
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wayland::handlers::decoration::PreferredDecorationMode,
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@ -563,7 +564,7 @@ impl CosmicSurface {
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location: smithay::utils::Point<i32, smithay::utils::Physical>,
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scale: smithay::utils::Scale<f64>,
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alpha: f32,
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) -> (Vec<C>, Vec<C>)
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) -> SplitRenderElements<C>
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where
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R: Renderer + ImportAll,
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<R as Renderer>::TextureId: Clone + 'static,
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@ -573,7 +574,7 @@ impl CosmicSurface {
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WindowSurface::Wayland(toplevel) => {
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let surface = toplevel.wl_surface();
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let popup_render_elements = PopupManager::popups_for_surface(surface)
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let p_elements = PopupManager::popups_for_surface(surface)
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.flat_map(|(popup, popup_offset)| {
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let offset = (self.0.geometry().loc + popup_offset - popup.geometry().loc)
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.to_physical_precise_round(scale);
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@ -589,7 +590,7 @@ impl CosmicSurface {
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})
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.collect();
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let window_render_elements = render_elements_from_surface_tree(
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let w_elements = render_elements_from_surface_tree(
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renderer,
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surface,
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location,
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@ -598,12 +599,15 @@ impl CosmicSurface {
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element::Kind::Unspecified,
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);
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(window_render_elements, popup_render_elements)
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SplitRenderElements {
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w_elements,
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p_elements,
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}
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}
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WindowSurface::X11(surface) => (
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surface.render_elements(renderer, location, scale, alpha),
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Vec::new(),
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),
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WindowSurface::X11(surface) => SplitRenderElements {
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w_elements: surface.render_elements(renderer, location, scale, alpha),
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p_elements: Vec::new(),
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},
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}
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}
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@ -1,5 +1,8 @@
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use crate::{
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backend::render::cursor::{CursorShape, CursorState},
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backend::render::{
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cursor::{CursorShape, CursorState},
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SplitRenderElements,
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},
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shell::{
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focus::target::PointerFocusTarget,
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grabs::{ReleaseMode, ResizeEdge},
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@ -317,7 +320,7 @@ impl CosmicWindow {
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location: smithay::utils::Point<i32, smithay::utils::Physical>,
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scale: smithay::utils::Scale<f64>,
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alpha: f32,
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) -> (Vec<C>, Vec<C>)
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) -> SplitRenderElements<C>
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where
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R: Renderer + ImportAll + ImportMem,
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<R as Renderer>::TextureId: Send + Clone + 'static,
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@ -331,12 +334,17 @@ impl CosmicWindow {
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location
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};
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let (mut window_elements, popup_elements) = self.0.with_program(|p| {
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p.window
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.split_render_elements::<R, CosmicWindowRenderElement<R>>(
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renderer, window_loc, scale, alpha,
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)
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});
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let mut elements = SplitRenderElements::default();
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elements.extend_map(
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self.0.with_program(|p| {
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p.window
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.split_render_elements::<R, CosmicWindowRenderElement<R>>(
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renderer, window_loc, scale, alpha,
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)
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}),
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C::from,
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);
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if has_ssd {
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let ssd_loc = location
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@ -344,15 +352,16 @@ impl CosmicWindow {
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.0
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.with_program(|p| p.window.geometry().loc)
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.to_physical_precise_round(scale);
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window_elements.extend(AsRenderElements::<R>::render_elements::<
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CosmicWindowRenderElement<R>,
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>(&self.0, renderer, ssd_loc, scale, alpha))
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elements.w_elements.extend(
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AsRenderElements::<R>::render_elements::<CosmicWindowRenderElement<R>>(
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&self.0, renderer, ssd_loc, scale, alpha,
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)
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.into_iter()
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.map(C::from),
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)
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}
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(
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window_elements.into_iter().map(C::from).collect(),
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popup_elements.into_iter().map(C::from).collect(),
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)
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elements
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}
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pub(crate) fn set_theme(&self, theme: cosmic::Theme) {
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