Drop the silly overlay hack.

Kristian Høgsberg 16 years ago
parent 82f6e8a2ef
commit 2c0e56b2d5
  1. 166
      wayland-system-compositor.c

@ -77,8 +77,6 @@ struct egl_compositor {
int tty_fd;
int width, height, stride;
struct egl_surface *background;
struct egl_surface *overlay;
double overlay_y, overlay_target, overlay_previous;
struct wl_list input_device_list;
struct wl_list surface_list;
@ -317,102 +315,6 @@ background_create(struct egl_compositor *ec,
return background;
}
static void
rounded_rect(cairo_t *cr, int x0, int y0, int x1, int y1, int radius)
{
cairo_move_to(cr, x0, y0 + radius);
cairo_arc(cr, x0 + radius, y0 + radius, radius, M_PI, 3 * M_PI / 2);
cairo_line_to(cr, x1 - radius, y0);
cairo_arc(cr, x1 - radius, y0 + radius, radius, 3 * M_PI / 2, 2 * M_PI);
cairo_line_to(cr, x1, y1 - radius);
cairo_arc(cr, x1 - radius, y1 - radius, radius, 0, M_PI / 2);
cairo_line_to(cr, x0 + radius, y1);
cairo_arc(cr, x0 + radius, y1 - radius, radius, M_PI / 2, M_PI);
cairo_close_path(cr);
}
static void
draw_button(cairo_t *cr, int x, int y, int width, int height, const char *text)
{
cairo_pattern_t *gradient;
cairo_text_extents_t extents;
double bright = 0.15, dim = 0.02;
int radius = 10;
cairo_set_operator(cr, CAIRO_OPERATOR_OVER);
cairo_set_line_width (cr, 2);
rounded_rect(cr, x, y, x + width, y + height, radius);
cairo_set_source_rgb(cr, dim, dim, dim);
cairo_stroke(cr);
rounded_rect(cr, x + 2, y + 2, x + width, y + height, radius);
cairo_set_source_rgb(cr, 0.1, 0.1, 0.1);
cairo_stroke(cr);
rounded_rect(cr, x + 1, y + 1, x + width - 1, y + height - 1, radius - 1);
cairo_set_source_rgb(cr, bright, bright, bright);
cairo_stroke(cr);
rounded_rect(cr, x + 3, y + 3, x + width - 1, y + height - 1, radius - 1);
cairo_set_source_rgb(cr, dim, dim, dim);
cairo_stroke(cr);
rounded_rect(cr, x + 1, y + 1, x + width - 1, y + height - 1, radius - 1);
gradient = cairo_pattern_create_linear (0, y, 0, y + height);
cairo_pattern_add_color_stop_rgb(gradient, 0, 0.15, 0.15, 0.15);
cairo_pattern_add_color_stop_rgb(gradient, 0.5, 0.08, 0.08, 0.08);
cairo_pattern_add_color_stop_rgb(gradient, 0.5, 0.07, 0.07, 0.07);
cairo_pattern_add_color_stop_rgb(gradient, 1, 0.1, 0.1, 0.1);
cairo_set_source(cr, gradient);
cairo_fill(cr);
cairo_set_font_size(cr, 16);
cairo_text_extents(cr, text, &extents);
cairo_move_to(cr, x + (width - extents.width) / 2, y + (height - extents.height) / 2 - extents.y_bearing);
cairo_set_line_cap (cr, CAIRO_LINE_CAP_ROUND);
cairo_set_line_join (cr, CAIRO_LINE_JOIN_ROUND);
cairo_set_line_width (cr, 4);
cairo_text_path(cr, text);
cairo_set_source_rgb(cr, 0.0, 0.0, 0.0);
cairo_stroke_preserve(cr);
cairo_set_source_rgb(cr, 1, 1, 1);
cairo_fill(cr);
}
static struct egl_surface *
overlay_create(struct egl_compositor *ec, int x, int y, int width, int height)
{
struct egl_surface *es;
cairo_surface_t *surface;
cairo_t *cr;
int total_width, button_x, button_y;
const int button_width = 150;
const int button_height = 40;
const int spacing = 50;
surface = cairo_image_surface_create(CAIRO_FORMAT_ARGB32,
width, height);
cr = cairo_create(surface);
cairo_set_source_rgba(cr, 0.1, 0.1, 0.1, 0.8);
cairo_set_operator(cr, CAIRO_OPERATOR_SOURCE);
cairo_paint(cr);
total_width = button_width * 2 + spacing;
button_x = (width - total_width) / 2;
button_y = height - button_height - 20;
draw_button(cr, button_x, button_y, button_width, button_height, "Previous");
button_x += button_width + spacing;
draw_button(cr, button_x, button_y, button_width, button_height, "Next");
cairo_destroy(cr);
es = egl_surface_create_from_cairo_surface(ec, surface,
x, y, width, height);
cairo_surface_destroy(surface);
return es;
}
static void
draw_surface(struct egl_surface *es)
{
@ -459,48 +361,6 @@ draw_surface(struct egl_surface *es)
static void
schedule_repaint(struct egl_compositor *ec);
static void
animate_overlay(struct egl_compositor *ec)
{
double force, y;
int32_t top, bottom;
#if 1
double bounce = 0.0;
double friction = 1.0;
double spring = 0.2;
#else
double bounce = 0.2;
double friction = 0.04;
double spring = 0.09;
#endif
y = ec->overlay_y;
force = (ec->overlay_target - ec->overlay_y) * spring +
(ec->overlay_previous - y) * friction;
ec->overlay_y = y + (y - ec->overlay_previous) + force;
ec->overlay_previous = y;
top = ec->height - ec->overlay->map.height;
bottom = ec->height;
if (ec->overlay_y >= bottom) {
ec->overlay_y = bottom;
ec->overlay_previous = bottom;
}
if (ec->overlay_y <= top) {
ec->overlay_y = top + bounce * (top - ec->overlay_y);
ec->overlay_previous =
top + bounce * (top - ec->overlay_previous);
}
ec->overlay->map.y = ec->overlay_y + 0.5;
if (fabs(y - ec->overlay_target) > 0.2 ||
fabs(ec->overlay_y - ec->overlay_target) > 0.2)
schedule_repaint(ec);
}
static void
repaint(void *data)
{
@ -529,8 +389,6 @@ repaint(void *data)
struct egl_surface, link);
}
draw_surface(ec->overlay);
eid = container_of(ec->input_device_list.next,
struct wlsc_input_device, link);
while (&eid->link != &ec->input_device_list) {
@ -551,8 +409,6 @@ repaint(void *data)
wl_event_source_timer_update(ec->timer_source, 10);
ec->repaint_on_timeout = 1;
animate_overlay(ec);
}
static void
@ -798,20 +654,10 @@ void
notify_key(struct wlsc_input_device *device,
uint32_t key, uint32_t state)
{
struct egl_compositor *ec = device->ec;
if (key == KEY_ESC && state == 1) {
if (ec->overlay_target == ec->height)
ec->overlay_target -= 200;
else
ec->overlay_target += 200;
schedule_repaint(ec);
} else if (!wl_list_empty(&ec->surface_list)) {
if (device->focus_surface != NULL)
wl_surface_post_event(&device->focus_surface->base,
&device->base,
WL_INPUT_KEY, key, state);
}
if (device->focus_surface != NULL)
wl_surface_post_event(&device->focus_surface->base,
&device->base,
WL_INPUT_KEY, key, state);
}
struct evdev_input_device *
@ -1116,10 +962,6 @@ egl_compositor_create(struct wl_display *display)
wl_list_init(&ec->surface_list);
ec->background = background_create(ec, option_background,
ec->width, ec->height);
ec->overlay = overlay_create(ec, 0, ec->height, ec->width, 200);
ec->overlay_y = ec->height;
ec->overlay_target = ec->height;
ec->overlay_previous = ec->height;
shooter = screenshooter_create(ec);
wl_display_add_object(display, &shooter->base);

Loading…
Cancel
Save