refactor: align the corner radii order with the theme
It's [TL, TR, BR, BL] everywhere now
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f8344126a1
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6 changed files with 27 additions and 33 deletions
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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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