shell/elements: Fix corners order for clipping/shadows
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commit
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5 changed files with 34 additions and 28 deletions
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@ -97,10 +97,10 @@ where
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Uniform::new(
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"corner_radius",
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[
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radius[0] as f32,
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radius[1] as f32,
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radius[2] as f32,
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radius[3] as f32,
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radius[1] as f32,
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radius[0] as f32,
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radius[2] as f32,
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],
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),
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Uniform::new(
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@ -142,10 +142,10 @@ where
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geo: Rectangle<f64, Logical>,
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radius: [u8; 4],
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) -> [Rectangle<f64, Logical>; 4] {
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let top_left = radius[0] as f64;
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let top_left = radius[3] as f64;
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let top_right = radius[1] as f64;
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let bottom_right = radius[2] as f64;
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let bottom_left = radius[3] as f64;
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let bottom_right = radius[0] as f64;
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let bottom_left = radius[2] as f64;
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[
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Rectangle::new(geo.loc, Size::from((top_left, top_left))),
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@ -30,17 +30,17 @@ float rounding_alpha(vec2 coords, vec2 size) {
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vec2 center;
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float radius;
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if (coords.x < corner_radius.w && coords.y < corner_radius.w) {
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radius = corner_radius.w;
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if (coords.x < corner_radius.x && coords.y < corner_radius.x) {
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radius = corner_radius.x;
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center = vec2(radius, radius);
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} else if (size.x - corner_radius.y < coords.x && coords.y < corner_radius.y) {
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radius = corner_radius.y;
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center = vec2(size.x - radius, radius);
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} else if (size.x - corner_radius.x < coords.x && size.y - corner_radius.x < coords.y) {
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radius = corner_radius.x;
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center = vec2(size.x - radius, size.y - radius);
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} else if (coords.x < corner_radius.z && size.y - corner_radius.z < coords.y) {
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} else if (size.x - corner_radius.z < coords.x && size.y - corner_radius.z < coords.y) {
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radius = corner_radius.z;
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center = vec2(size.x - radius, size.y - radius);
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} else if (coords.x < corner_radius.w && size.y - corner_radius.w < coords.y) {
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radius = corner_radius.w;
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center = vec2(radius, size.y - radius);
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} else {
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return 1.0;
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@ -74,17 +74,17 @@ float rounding_alpha(vec2 coords, vec2 size, vec4 corner_radius) {
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vec2 center;
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float radius;
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if (coords.x < corner_radius.w && coords.y < corner_radius.w) {
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radius = corner_radius.w;
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if (coords.x < corner_radius.x && coords.y < corner_radius.x) {
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radius = corner_radius.x;
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center = vec2(radius, radius);
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} else if (size.x - corner_radius.y < coords.x && coords.y < corner_radius.y) {
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radius = corner_radius.y;
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center = vec2(size.x - radius, radius);
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} else if (size.x - corner_radius.x < coords.x && size.y - corner_radius.x < coords.y) {
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radius = corner_radius.x;
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center = vec2(size.x - radius, size.y - radius);
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} else if (coords.x < corner_radius.z && size.y - corner_radius.z < coords.y) {
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} else if (size.x - corner_radius.z < coords.x && size.y - corner_radius.z < coords.y) {
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radius = corner_radius.z;
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center = vec2(size.x - radius, size.y - radius);
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} else if (coords.x < corner_radius.w && size.y - corner_radius.w < coords.y) {
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radius = corner_radius.w;
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center = vec2(radius, size.y - radius);
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} else {
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return 1.0;
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@ -82,6 +82,12 @@ impl ShadowShader {
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let offset = [0., 5.];
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let color = [0., 0., 0., 0.45];
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let radius = radius.map(|r| ceil(r as f64));
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let radius = [
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radius[3], // top_left
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radius[1], // top_right
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radius[0], // bottom_right
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radius[2], // bottom_left
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];
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let width = softness;
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let sigma = width / 2.;
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@ -391,12 +391,12 @@ impl CosmicWindow {
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.map(|x| x.round() as u8);
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if has_ssd && !clip {
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// bottom corners
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radii[1] = 0;
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radii[3] = 0;
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radii[0] = 0;
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radii[2] = 0;
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if is_tiled {
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// top corners
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radii[0] = 0;
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radii[2] = 0;
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radii[1] = 0;
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radii[3] = 0;
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}
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}
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@ -456,12 +456,12 @@ impl CosmicWindow {
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&& !is_maximized;
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if has_ssd && !clip {
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// bottom corners
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radii[1] = 0;
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radii[3] = 0;
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radii[0] = 0;
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radii[2] = 0;
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if is_tiled {
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// top corners
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radii[0] = 0;
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radii[2] = 0;
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radii[1] = 0;
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radii[3] = 0;
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}
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}
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@ -513,8 +513,8 @@ impl CosmicWindow {
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.into_iter()
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.map(|elem| {
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if has_ssd {
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radii[0] = 0;
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radii[2] = 0;
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radii[1] = 0;
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radii[3] = 0;
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}
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if radii.iter().any(|x| *x != 0)
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&& clip
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