fix(corner-radius): fix radius from array to match iced and better respect sharp corners

This commit is contained in:
Ashley Wulber 2025-09-25 12:52:16 -04:00 committed by Ashley Wulber
parent ab41b83cd8
commit 27f591e5aa

View file

@ -755,27 +755,31 @@ impl<T: Application> Cosmic<T> {
let cur_rad = CornerRadius {
top_left: radii[0].round() as u32,
top_right: radii[1].round() as u32,
bottom_left: radii[2].round() as u32,
bottom_right: radii[3].round() as u32,
bottom_right: radii[2].round() as u32,
bottom_left: radii[3].round() as u32,
};
let rounded = !self.app.core().window.sharp_corners;
// Update radius for the main window
let main_window_id = self
.app
.core()
.main_window_id()
.unwrap_or(window::Id::RESERVED);
let mut cmds =
vec![corner_radius(main_window_id, Some(cur_rad)).discard()];
let mut cmds = vec![
corner_radius(main_window_id, rounded.then_some(cur_rad)).discard(),
];
// Update radius for each tracked view with the window surface type
for (id, (_, surface_type, _)) in self.surface_views.iter() {
if let SurfaceIdWrapper::Window(_) = surface_type {
cmds.push(corner_radius(*id, Some(cur_rad)).discard());
cmds.push(
corner_radius(*id, rounded.then_some(cur_rad)).discard(),
);
}
}
// Update radius for all tracked windows
for id in self.tracked_windows.iter() {
cmds.push(corner_radius(*id, Some(cur_rad)).discard());
cmds.push(corner_radius(*id, rounded.then_some(cur_rad)).discard());
}
return Task::batch(cmds);
@ -853,9 +857,10 @@ impl<T: Application> Cosmic<T> {
let cur_rad = CornerRadius {
top_left: radii[0].round() as u32,
top_right: radii[1].round() as u32,
bottom_left: radii[2].round() as u32,
bottom_right: radii[3].round() as u32,
bottom_right: radii[2].round() as u32,
bottom_left: radii[3].round() as u32,
};
let rounded = !self.app.core().window.sharp_corners;
// Update radius for the main window
let main_window_id = self
@ -863,17 +868,24 @@ impl<T: Application> Cosmic<T> {
.core()
.main_window_id()
.unwrap_or(window::Id::RESERVED);
let mut cmds =
vec![corner_radius(main_window_id, Some(cur_rad)).discard()];
let mut cmds = vec![
corner_radius(main_window_id, rounded.then_some(cur_rad))
.discard(),
];
// Update radius for each tracked view with the window surface type
for (id, (_, surface_type, _)) in self.surface_views.iter() {
if let SurfaceIdWrapper::Window(_) = surface_type {
cmds.push(corner_radius(*id, Some(cur_rad)).discard());
cmds.push(
corner_radius(*id, rounded.then_some(cur_rad))
.discard(),
);
}
}
// Update radius for all tracked windows
for id in self.tracked_windows.iter() {
cmds.push(corner_radius(*id, Some(cur_rad)).discard());
cmds.push(
corner_radius(*id, rounded.then_some(cur_rad)).discard(),
);
}
return Task::batch(cmds);
@ -1076,11 +1088,14 @@ impl<T: Application> Cosmic<T> {
let cur_rad = CornerRadius {
top_left: radii[0].round() as u32,
top_right: radii[1].round() as u32,
bottom_left: radii[2].round() as u32,
bottom_right: radii[3].round() as u32,
bottom_right: radii[2].round() as u32,
bottom_left: radii[3].round() as u32,
};
// TODO do we need per window sharp corners?
let rounded = !self.app.core().window.sharp_corners;
return Task::batch(vec![
corner_radius(id, Some(cur_rad)).discard(),
corner_radius(id, rounded.then_some(cur_rad)).discard(),
iced_runtime::window::run_with_handle(id, init_windowing_system),
]);
}