refactor: align the corner radii order with the theme
It's [TL, TR, BR, BL] everywhere now
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6 changed files with 27 additions and 33 deletions
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@ -286,10 +286,10 @@ impl IndicatorShader {
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Uniform::new(
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"radius",
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[
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outer_radius[3] as f32,
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outer_radius[1] as f32,
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outer_radius[0] as f32,
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outer_radius[1] as f32,
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outer_radius[2] as f32,
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outer_radius[3] as f32,
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],
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),
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Uniform::new("scale", scale as f32),
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@ -86,12 +86,6 @@ impl ShadowShader {
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let offset = [0., 5.];
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let color = [0., 0., 0., if dark_mode { 0.45 } else { 0.35 }];
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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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@ -247,10 +247,10 @@ impl BlurElement {
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Uniform::new(
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"corner_radius",
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[
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radii[3] as f32,
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radii[1] as f32,
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radii[0] as f32,
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radii[1] as f32,
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radii[2] as f32,
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radii[3] as f32,
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],
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),
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Uniform::new(
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@ -99,10 +99,10 @@ where
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Uniform::new(
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"corner_radius",
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[
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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[1] as f32,
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radius[2] as f32,
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radius[3] as f32,
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],
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),
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Uniform::new(
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@ -145,10 +145,10 @@ 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[3] as f64;
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let top_left = radius[0] as f64;
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let top_right = radius[1] 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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let bottom_right = radius[2] as f64;
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let bottom_left = radius[3] as f64;
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[
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Rectangle::new(geo.loc, Size::from((top_left, top_left))),
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@ -842,7 +842,7 @@ impl CosmicStack {
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)));
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};
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let radii = radii.map(|[a, _, c, _]| [a, 0, c, 0]);
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let radii = radii.map(|[_, _, c, d]| [0, 0, c, d]);
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windows[active].push_render_elements(
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renderer,
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window_loc,
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@ -1015,17 +1015,17 @@ impl CosmicStack {
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.corner_radius(geometry_size)
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.unwrap_or([default_radius; 4]);
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corners[0] = 0;
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corners[1] = 0;
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corners[3] = 0;
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corners
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} else {
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let mut corners = active_window.corner_radius(geometry_size).unwrap_or(radii);
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corners[0] = radii[0].max(corners[0]);
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corners[0] = radii[0];
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corners[1] = radii[1];
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corners[2] = radii[2].max(corners[2]);
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corners[3] = radii[3];
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corners[3] = radii[3].max(corners[3]);
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corners
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}
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@ -438,12 +438,12 @@ impl CosmicWindow {
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.map(|x| (x * scale as f32).round() as u8);
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if has_ssd && !clip {
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// bottom corners
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radii[0] = 0;
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radii[2] = 0;
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radii[3] = 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[1] = 0;
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radii[3] = 0;
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}
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}
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@ -510,12 +510,12 @@ 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[0] = 0;
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radii[2] = 0;
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radii[3] = 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[1] = 0;
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radii[3] = 0;
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}
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}
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@ -560,8 +560,8 @@ impl CosmicWindow {
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self.0.with_program(|p| {
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let mut radii = radii;
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if has_ssd {
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radii[0] = 0;
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radii[1] = 0;
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radii[3] = 0;
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}
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let theme = p.theme.lock().unwrap();
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let frosted = if theme.cosmic().frosted_windows {
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@ -585,8 +585,8 @@ impl CosmicWindow {
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});
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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[3] = 0;
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let ssd_loc = location
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+ self
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.0
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@ -691,26 +691,26 @@ impl CosmicWindow {
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(has_ssd, true) => {
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let mut corners = p.window.corner_radius(geometry_size).unwrap_or(radii);
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corners[0] = radii[0].max(corners[0]);
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corners[0] = if has_ssd {
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radii[0]
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} else {
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radii[0].max(corners[0])
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};
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corners[1] = if has_ssd {
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radii[1]
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} else {
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radii[1].max(corners[1])
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};
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corners[2] = radii[2].max(corners[2]);
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corners[3] = if has_ssd {
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radii[3]
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} else {
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radii[3].max(corners[3])
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};
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corners[3] = radii[3].max(corners[3]);
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corners
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}
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(true, false) => p
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.window
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.corner_radius(geometry_size)
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.map(|[a, _, c, _]| [a, radii[1], c, radii[3]])
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.unwrap_or([default_radius, radii[1], default_radius, radii[3]]),
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.map(|[_, _, c, d]| [radii[0], radii[1], c, d])
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.unwrap_or([radii[0], radii[1], default_radius, default_radius]),
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(false, false) => p
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.window
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.corner_radius(geometry_size)
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