Split shell, settings, and compositor into focused modules

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Samuel Onoja committed 2026-10-01 12:47:26 +01:00
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commit cbf048566a
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use super::*;
pub(crate) fn animated_window_elements(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
) -> Vec<AnimatedWindowRenderElement> {
output_elements(state, renderer, output, true)
}
pub(crate) fn cursorless_window_elements(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
) -> Vec<AnimatedWindowRenderElement> {
output_elements(state, renderer, output, false)
}
pub(crate) fn frame_effect_metrics(_elements: &[AnimatedWindowRenderElement], _scale: f64) -> FrameEffectMetrics {
FrameEffectMetrics
}
pub(crate) fn output_elements(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
include_cursor: bool,
) -> Vec<AnimatedWindowRenderElement> {
if state.session_lock.active {
state.configure_lock_surfaces();
let Some(geometry) = state.space.output_geometry(output) else {
return Vec::new();
};
let scale = output.current_scale().fractional_scale();
let background = state.session_lock.backgrounds.entry(output.clone()).or_insert_with(|| {
smithay::backend::renderer::element::solid::SolidColorBuffer::new(geometry.size, [0.0, 0.0, 0.0, 1.0])
});
background.resize(geometry.size);
let mut elements = Vec::new();
let opacity = state.session_lock.idle_opacity;
if opacity > 0.0 {
let overlay = state
.session_lock
.idle_overlays
.entry(output.clone())
.or_insert_with(|| {
smithay::backend::renderer::element::solid::SolidColorBuffer::new(
geometry.size,
[0.0, 0.0, 0.0, 1.0],
)
});
overlay.resize(geometry.size);
elements.push(
SolidColorRenderElement::from_buffer(overlay, (0, 0), scale, opacity, RenderElementKind::Unspecified)
.into(),
);
}
if let Some(surface) = state
.session_lock
.surfaces
.get(output)
.filter(|surface| surface.alive())
{
elements.extend(
render_elements_from_surface_tree::<GlesRenderer, WaylandSurfaceRenderElement<GlesRenderer>>(
renderer,
surface.wl_surface(),
(0, 0),
scale,
1.0,
RenderElementKind::Unspecified,
)
.into_iter()
.map(AnimatedWindowRenderElement::from),
);
}
elements.push(
SolidColorRenderElement::from_buffer(background, (0, 0), scale, 1.0, RenderElementKind::Unspecified).into(),
);
return elements;
}
let Some(output_geometry) = state.space.output_geometry(output) else {
return Vec::new();
};
let scale = output.current_scale().fractional_scale();
let rounded_clip_program = rounded_clip_program(state, renderer);
let mut elements = if include_cursor {
cursor_elements(state, renderer, output_geometry, scale)
} else {
Vec::new()
};
let upper_layers: &[Layer] = if state.output_has_fullscreen(output) {
&[Layer::Overlay]
} else {
&[Layer::Overlay, Layer::Top]
};
elements.extend(layer_elements(state, renderer, output, upper_layers));
if state.overview.is_presenting() {
elements.extend(overview_strip_elements(state, renderer, output, output_geometry, scale));
}
let mut candidates = if state.overview.is_active() {
state.window_ids.keys().cloned().collect::<Vec<_>>()
} else {
state.space.elements().rev().cloned().collect::<Vec<_>>()
};
if state.overview.is_active() {
candidates.sort_by_key(|window| std::cmp::Reverse(state.window_ids.get(window).map_or(0, |id| id.0)));
}
let windows = candidates
.iter()
.filter_map(|window| {
// Configure immediately, but present the frame/shadow only after
// the first buffer commit has settled the actual client geometry.
if !state.window_content_ready(window) {
return None;
}
let id = *state.window_ids.get(window)?;
// Scrolling columns may sit outside their monitor's rectangle.
// They must not reappear on a neighboring output just because
// their global animated coordinates overlap it.
if !state.window_belongs_to_output(id, output) {
return None;
}
let visual = state.presented_window_rect(id)?;
let (close_scale, close_alpha) = state.closing_visual(id);
let visual = scaled_visual_rect(visual, close_scale);
let decoration_progress = state
.window_geometry
.get(&id)
.map_or(1.0, |geometry| geometry.decorations.clamp(0.0, 1.0));
Some((window.clone(), id, visual, decoration_progress, close_alpha))
})
.collect::<Vec<_>>();
for (window, id, visual, decoration_progress, close_alpha) in windows {
let constrain = rounded_visual_rect(visual, output_geometry.loc);
let pixels = physical_rect(visual, output_geometry.loc, scale);
let material_surface = window
.toplevel()
.map(|toplevel| toplevel.wl_surface())
.filter(|surface| {
crate::effects::surface_role(surface)
.is_some_and(|(role, _)| role == crate::effects::SemanticRole::Modal)
});
let window_radius = if material_surface.is_some() {
state.theme_settings.material_radius
} else {
state.theme_settings.window_radius
} * decoration_progress;
// Only overview/close intentionally scale the complete application.
let scale_content = state.overview.is_presenting() || state.closing_visual(id).0 != 1.0;
let behavior = resize_content_behavior(scale_content);
let dim = state.window_dimming.get(&id).map_or(0.0, |dim| dim.current);
if let Some(overlay) = window_tint_element(
state,
renderer,
id,
constrain,
pixels,
scale,
window_radius,
[0.0, 0.0, 0.0, dim as f32 * close_alpha],
false,
output,
) {
// Front-to-back: dim the application and its border, not its shadow
// or other windows/layer surfaces. The overlay is input-transparent.
elements.push(overlay.into());
}
if let Some(programs) = rounded_clip_program.clone() {
let shadow_offset_y = state.theme_settings.shadow_offset_y;
let shadow_blur = state.theme_settings.shadow_blur;
let shadow_opacity = state.theme_settings.shadow_opacity;
let shadow_color = state.theme_settings.shadow_color.0;
let focused = if state.overview.is_active() {
state.overview_selected(id)
} else {
state.focused_window == Some(id)
};
let focus = state
.window_focus
.get(&id)
.map_or(if focused { 1.0 } else { 0.0 }, |v| v.current);
let border_width = state.theme_settings.border_width
+ (state.theme_settings.focus_ring_width - state.theme_settings.border_width) * focus;
let border_color = state.theme_settings.border_color.0;
let gradient = state.theme_settings.border_gradient;
if let Some(border) = window_border_element(
state,
renderer,
id,
constrain,
pixels,
scale,
window_radius,
border_width,
border_color,
gradient,
focus as f32,
close_alpha * decoration_progress as f32,
output,
&programs,
) {
elements.push(border.into());
}
let shadow = window_shadow_element(
state,
renderer,
id,
constrain,
pixels,
scale,
window_radius,
shadow_offset_y,
shadow_blur,
shadow_opacity * f64::from(close_alpha) * decoration_progress,
shadow_color,
output,
&programs,
);
if !scale_content
&& let Some(snapshot) = state.resize_snapshots.get(&id)
&& snapshot.context == renderer.context_id().erased()
&& (snapshot.scale - scale).abs() < 0.001
{
let size = snapshot.texture.size();
let visible = Rectangle::new(pixels.loc, (size.w, size.h).into()).intersection(pixels);
if let Some(visible) = visible {
let clip = framebuffer_clip_rect(
pixels,
output.current_mode().unwrap().size,
output.current_transform().invert(),
);
elements.push(
NativeTextureElement {
id: snapshot.id.clone(),
commit: snapshot.commit,
texture: snapshot.texture.clone(),
geometry: visible,
source: Rectangle::from_size(Size::from((
f64::from(visible.size.w),
f64::from(visible.size.h),
))),
alpha: crate::presentation::handoff_alpha(snapshot.elapsed) * close_alpha,
program: Some(programs.texture.clone()),
uniforms: vec![
Uniform::new("clip_rect", clip).into_owned(),
Uniform::new("radius", scaled_effect_value(window_radius, constrain, scale))
.into_owned(),
],
}
.into(),
);
}
}
elements.extend(rounded_window_elements(
renderer,
&window,
constrain,
pixels,
scale,
window_radius,
close_alpha,
state
.window_geometry
.get(&id)
.is_some_and(|geometry| geometry.presentation_changed),
output,
programs.texture.clone(),
behavior,
));
let source = window.geometry().size;
if material_surface.is_none()
&& !scale_content
&& (source.w < constrain.size.w || source.h < constrain.size.h)
{
let mut color = state.theme_settings.surface_base_color.0;
color[3] = close_alpha;
if let Some(fill) = window_tint_element(
state,
renderer,
id,
constrain,
pixels,
scale,
window_radius,
color,
true,
output,
) {
// Front-to-back: fill uncovered strips behind the native
// content instead of stretching it or exposing wallpaper.
elements.push(fill.into());
}
} else {
state.window_resize_fills.remove(&id);
}
if let Some(surface) = material_surface
&& let Some((background, _)) = material_element(
state,
renderer,
output,
surface,
constrain,
window_radius as f32,
0,
constrain,
close_alpha,
)
{
elements.push(background);
}
if let Some(shadow) = shadow {
elements.push(shadow.into());
}
} else {
elements.extend(constrain_space_element::<GlesRenderer, _, AnimatedWindowRenderElement>(
renderer,
&window,
constrain.loc,
close_alpha,
scale,
constrain,
ConstrainBehavior {
reference: ConstrainReference::Geometry,
behavior,
align: ConstrainAlign::TOP | ConstrainAlign::LEFT,
},
));
}
}
elements.extend(layer_elements(
state,
renderer,
output,
&[Layer::Bottom, Layer::Background],
));
state.prepare_theme_wallpaper(renderer, output);
let progress = state.theme_progress();
let wallpaper = state.wallpaper.element(renderer, output);
let has_wallpaper = wallpaper.is_some();
if let Some(mut wallpaper) = wallpaper {
wallpaper.alpha = progress;
elements.push(wallpaper.into());
}
if let Some(mut previous) = state.previous_theme_wallpaper(renderer, output) {
if !has_wallpaper {
previous.alpha = 1. - progress;
}
elements.push(previous.into());
}
elements
}
pub(crate) fn layer_surfaces(output: &Output) -> Vec<LayerSurface> {
layer_map_for_output(output).layers().cloned().collect()
}
pub(super) fn layer_elements(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
requested_layers: &[Layer],
) -> Vec<AnimatedWindowRenderElement> {
let scale = output.current_scale().fractional_scale();
let Some(mode) = output.current_mode() else {
return Vec::new();
};
let output_crop = Rectangle::<i32, Physical>::from_size(mode.size);
let layers = {
let map = layer_map_for_output(output);
requested_layers
.iter()
.flat_map(|requested| {
map.layers_on(*requested)
.rev()
.filter_map(|layer| map.layer_geometry(layer).map(|geometry| (geometry, layer.clone())))
})
.collect::<Vec<_>>()
};
state.material_buffers.retain(|surface, _| surface.is_alive());
let mut elements = Vec::new();
for (geometry, layer) in layers {
for (popup, offset) in PopupManager::popups_for_surface(layer.wl_surface()) {
let mut bounds = popup.geometry();
let content_origin = geometry.loc + offset - bounds.loc;
bounds.loc = geometry.loc + offset;
append_material_surface(
state,
renderer,
output,
popup.wl_surface(),
bounds,
content_origin,
scale,
output_crop,
&mut elements,
);
}
append_material_surface(
state,
renderer,
output,
layer.wl_surface(),
geometry,
geometry.loc,
scale,
output_crop,
&mut elements,
);
}
elements
}
pub(super) fn cursor_elements(
state: &Ferese,
renderer: &mut GlesRenderer,
output_geometry: Rectangle<i32, Logical>,
scale: f64,
) -> Vec<AnimatedWindowRenderElement> {
if state.input_capture.active() {
return Vec::new();
}
let Some(pointer) = state.seat.get_pointer() else {
return Vec::new();
};
let output_crop = Rectangle::<i32, Logical>::from_size(output_geometry.size).to_physical_precise_round(scale);
let origin = Point::<i32, Physical>::default();
let pointer_location = pointer.current_location() - output_geometry.loc.to_f64();
match &state.cursor_status {
CursorImageStatus::Surface(surface) => {
let hotspot = with_states(surface, |states| {
states
.data_map
.get::<CursorImageSurfaceData>()
.map(|attributes| attributes.lock().unwrap().hotspot)
.unwrap_or_default()
});
let physical_location = (pointer_location - hotspot.to_f64()).to_physical_precise_round(scale);
render_elements_from_surface_tree::<GlesRenderer, WaylandSurfaceRenderElement<GlesRenderer>>(
renderer,
surface,
physical_location,
scale,
1.0,
RenderElementKind::Cursor,
)
.into_iter()
.filter_map(|element| {
let element = RescaleRenderElement::from_element(element, origin, 1.0);
let element = RelocateRenderElement::from_element(element, origin, Relocate::Relative);
CropRenderElement::from_element(element, scale, output_crop).map(Into::into)
})
.collect()
}
CursorImageStatus::Named(icon) => {
let Some(cursor) = state.named_cursors.get(icon) else {
return Vec::new();
};
let hotspot = Point::<i32, Physical>::from((cursor.hotspot.x, cursor.hotspot.y));
let physical_location = pointer_location.to_physical_precise_round(scale) - hotspot;
let Ok(element) = MemoryRenderBufferRenderElement::from_buffer(
renderer,
physical_location.to_f64(),
&cursor.buffer,
None,
None,
None,
RenderElementKind::Cursor,
) else {
return Vec::new();
};
let element = RescaleRenderElement::from_element(element, origin, 1.0);
let element = RelocateRenderElement::from_element(element, origin, Relocate::Relative);
CropRenderElement::from_element(element, scale, output_crop)
.map(|element| vec![element.into()])
.unwrap_or_default()
}
CursorImageStatus::Hidden => Vec::new(),
}
}