Format Rust sources at 100 columns

This commit is contained in:
Samuel Onoja committed 2026-10-22 01:28:03 +01:00
1 parent 4661f595f8
commit 610478f8c7
336 files changed
+23497 -7892

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+86 -32
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@@ -13,10 +13,14 @@ pub(super) fn corner_program(
shape: CornerShape,
) -> Option<RoundedClipPrograms> {
let context = renderer.context_id().erased();
if let Some(program) = resources.contexts.get(&context).and_then(|programs| match shape {
CornerShape::Circular => programs.rounded.as_ref(),
CornerShape::Continuous => programs.continuous.as_ref(),
}) {
if let Some(program) = resources
.contexts
.get(&context)
.and_then(|programs| match shape {
CornerShape::Circular => programs.rounded.as_ref(),
CornerShape::Continuous => programs.continuous.as_ref(),
})
{
return Some(program.clone());
}
@@ -43,11 +47,18 @@ pub(super) fn corner_program(
UniformName::new("opacity", UniformType::_1f),
UniformName::new("shadow_color", UniformType::_4f),
];
let texture =
renderer.compile_custom_texture_shader(corner_shader_for(ROUNDED_TEXTURE_SHADER, shape), &texture_uniforms);
let border =
renderer.compile_custom_pixel_shader(corner_shader_for(ROUNDED_BORDER_SHADER, shape), &border_uniforms);
let shadow = renderer.compile_custom_pixel_shader(corner_shader_for(WINDOW_SHADOW_SHADER, shape), &shadow_uniforms);
let texture = renderer.compile_custom_texture_shader(
corner_shader_for(ROUNDED_TEXTURE_SHADER, shape),
&texture_uniforms,
);
let border = renderer.compile_custom_pixel_shader(
corner_shader_for(ROUNDED_BORDER_SHADER, shape),
&border_uniforms,
);
let shadow = renderer.compile_custom_pixel_shader(
corner_shader_for(WINDOW_SHADOW_SHADER, shape),
&shadow_uniforms,
);
let solid = renderer.compile_custom_pixel_shader(
corner_shader_for(ROUNDED_SOLID_SHADER, shape),
&[
@@ -57,7 +68,9 @@ pub(super) fn corner_program(
],
);
let compiled = texture.and_then(|texture| {
border.and_then(|border| shadow.and_then(|shadow| solid.map(|solid| (texture, border, shadow, solid))))
border.and_then(|border| {
shadow.and_then(|shadow| solid.map(|solid| (texture, border, shadow, solid)))
})
});
match compiled {
Ok((texture, border, shadow, solid)) => {
@@ -130,13 +143,22 @@ pub(super) fn window_border_element(
Some(g) => (
g.from.0,
g.to.0,
border_gradient_line(corners.rect, mode.size, output.current_transform().invert(), g.angle),
border_gradient_line(
corners.rect,
mode.size,
output.current_transform().invert(),
g.angle,
),
),
None => (theme.accent_color.0, theme.accent_color.0, [0.0; 4]),
};
let parameters = BorderParameters {
geometry,
clip_rect: framebuffer_clip_rect(corners.rect, mode.size, output.current_transform().invert()),
clip_rect: framebuffer_clip_rect(
corners.rect,
mode.size,
output.current_transform().invert(),
),
radius: corners.radius,
width,
color: color_with_alpha(from, opacity),
@@ -235,7 +257,11 @@ pub(super) fn window_tint_element(
let program = material_program_for_corners(resources, renderer, corners.shape)?;
let parameters = BorderParameters {
geometry,
clip_rect: framebuffer_clip_rect(corners.rect, mode.size, output.current_transform().invert()),
clip_rect: framebuffer_clip_rect(
corners.rect,
mode.size,
output.current_transform().invert(),
),
radius: corners.radius,
width: 0.0,
color,
@@ -253,17 +279,20 @@ pub(super) fn window_tint_element(
} else {
&mut resources.windows.entry(id).or_default().dim
};
let cached = buffers.contexts.entry(context).or_insert_with(|| CachedBorder {
element: SharedPixelShaderElement::new(
program.0,
geometry,
None,
1.0,
uniforms(&parameters),
RenderElementKind::Unspecified,
),
parameters: parameters.clone(),
});
let cached = buffers
.contexts
.entry(context)
.or_insert_with(|| CachedBorder {
element: SharedPixelShaderElement::new(
program.0,
geometry,
None,
1.0,
uniforms(&parameters),
RenderElementKind::Unspecified,
),
parameters: parameters.clone(),
});
if cached.parameters != parameters {
if cached.parameters.geometry != geometry {
cached.element.resize(geometry, None);
@@ -311,7 +340,11 @@ pub(super) fn window_shadow_element(
let parameters = ShadowParameters {
blur: (blur * scale) as f32,
bounds,
shadow_rect: framebuffer_clip_rect(shadow_geometry, mode.size, output.current_transform().invert()),
shadow_rect: framebuffer_clip_rect(
shadow_geometry,
mode.size,
output.current_transform().invert(),
),
radius: corners.radius,
opacity: opacity as f32,
color,
@@ -349,8 +382,16 @@ pub(super) fn window_shadow_element(
Some(PhysicalShaderElement {
inner: cached.element.clone(),
geometry: Rectangle::new(
(shadow_geometry.loc.x - extent, shadow_geometry.loc.y - extent).into(),
(shadow_geometry.size.w + 2 * extent, shadow_geometry.size.h + 2 * extent).into(),
(
shadow_geometry.loc.x - extent,
shadow_geometry.loc.y - extent,
)
.into(),
(
shadow_geometry.size.w + 2 * extent,
shadow_geometry.size.h + 2 * extent,
)
.into(),
),
})
}
@@ -365,7 +406,11 @@ pub(super) fn shadow_uniforms(parameters: &ShadowParameters) -> Vec<Uniform<'sta
]
}
pub(super) fn shadow_bounds(geometry: Rectangle<i32, Logical>, offset_y: f64, blur: f64) -> Rectangle<i32, Logical> {
pub(super) fn shadow_bounds(
geometry: Rectangle<i32, Logical>,
offset_y: f64,
blur: f64,
) -> Rectangle<i32, Logical> {
let extent = (blur * 2.0).ceil() as i32;
let offset_y = offset_y.round() as i32;
@@ -399,21 +444,30 @@ pub(super) fn rounded_window_elements(
let geometry = window.geometry();
let mut reference = geometry.to_physical_precise_round(scale);
let behavior = if let Some(size) = native_size {
reference.size = Size::<i32, Logical>::from((size.width, size.height)).to_physical_precise_round(scale);
reference.size =
Size::<i32, Logical>::from((size.width, size.height)).to_physical_precise_round(scale);
ConstrainScaleBehavior::Stretch
} else {
behavior
};
let location = physical_constrain.loc - geometry.loc.to_physical_precise_round(scale);
let clip = framebuffer_clip_rect(physical_constrain, mode.size, output.current_transform().invert());
let clip = framebuffer_clip_rect(
physical_constrain,
mode.size,
output.current_transform().invert(),
);
let radius = corners.radius;
let surface = toplevel.wl_surface();
let mut content = PopupManager::popups_for_surface(surface)
.flat_map(|(popup, popup_offset)| {
let offset = (geometry.loc + popup_offset - popup.geometry().loc).to_physical_precise_round(scale);
let offset = (geometry.loc + popup_offset - popup.geometry().loc)
.to_physical_precise_round(scale);
render_elements_from_surface_tree::<GlesRenderer, WaylandSurfaceRenderElement<GlesRenderer>>(
render_elements_from_surface_tree::<
GlesRenderer,
WaylandSurfaceRenderElement<GlesRenderer>,
>(
renderer,
popup.wl_surface(),
location + offset,