#!/usr/bin/env python3 # vim:fileencoding=utf-8 # License: GPL v3 Copyright: 2016, Kovid Goyal from enum import IntFlag from itertools import chain from typing import Sequence, Tuple from .fast_data_types import ( BORDERS_PROGRAM, add_borders_rect, compile_program, init_borders_program, os_window_has_background_image ) from .options_stub import Options from .typing import LayoutType from .utils import load_shaders from .window_list import WindowGroup, WindowList class BorderColor(IntFlag): # See the border vertex shader for how these flags become actual colors default_bg, active, inactive, window_bg, bell = ((1 << i) for i in range(5)) def vertical_edge(os_window_id: int, tab_id: int, color: int, width: int, top: int, bottom: int, left: int) -> None: if width > 0: add_borders_rect(os_window_id, tab_id, left, top, left + width, bottom, color) def horizontal_edge(os_window_id: int, tab_id: int, color: int, height: int, left: int, right: int, top: int) -> None: if height > 0: add_borders_rect(os_window_id, tab_id, left, top, right, top + height, color) def draw_edges(os_window_id: int, tab_id: int, colors: Sequence[int], wg: WindowGroup, borders: bool = False) -> None: geometry = wg.geometry if geometry is None: return pl, pt = wg.effective_padding('left'), wg.effective_padding('top') pr, pb = wg.effective_padding('right'), wg.effective_padding('bottom') left = geometry.left - pl top = geometry.top - pt lr = geometry.right right = lr + pr bt = geometry.bottom bottom = bt + pb if borders: width = wg.effective_border() bt = bottom lr = right left -= width top -= width right += width bottom += width pl = pr = pb = pt = width horizontal_edge(os_window_id, tab_id, colors[1], pt, left, right, top) horizontal_edge(os_window_id, tab_id, colors[3], pb, left, right, bt) vertical_edge(os_window_id, tab_id, colors[0], pl, top, bottom, left) vertical_edge(os_window_id, tab_id, colors[2], pr, top, bottom, lr) def load_borders_program() -> None: compile_program(BORDERS_PROGRAM, *load_shaders('border')) init_borders_program() class Borders: def __init__(self, os_window_id: int, tab_id: int, opts: Options): self.os_window_id = os_window_id self.tab_id = tab_id self.draw_active_borders = opts.active_border_color is not None def __call__( self, all_windows: WindowList, current_layout: LayoutType, extra_blank_rects: Sequence[Tuple[int, int, int, int]], draw_window_borders: bool = True, ) -> None: add_borders_rect(self.os_window_id, self.tab_id, 0, 0, 0, 0, BorderColor.default_bg) has_background_image = os_window_has_background_image(self.os_window_id) if not has_background_image: for br in chain(current_layout.blank_rects, extra_blank_rects): left, top, right, bottom = br add_borders_rect(self.os_window_id, self.tab_id, left, top, right, bottom, BorderColor.default_bg) bw = 0 groups = tuple(all_windows.iter_all_layoutable_groups(only_visible=True)) if groups: bw = groups[0].effective_border() draw_borders = bw > 0 and draw_window_borders if draw_borders: border_data = current_layout.resolve_borders(all_windows) active_group = all_windows.active_group for i, wg in enumerate(groups): window_bg = wg.default_bg window_bg = (window_bg << 8) | BorderColor.window_bg if draw_borders: # Draw the border rectangles if wg is active_group and self.draw_active_borders: color = BorderColor.active else: color = BorderColor.bell if wg.needs_attention else BorderColor.inactive try: colors = tuple(color if needed else window_bg for needed in next(border_data)) draw_edges(self.os_window_id, self.tab_id, colors, wg, borders=True) except StopIteration: pass if not has_background_image: # Draw the background rectangles over the padding region colors = window_bg, window_bg, window_bg, window_bg draw_edges(self.os_window_id, self.tab_id, colors, wg) color = BorderColor.inactive for (left, top, right, bottom) in current_layout.window_independent_borders(all_windows): add_borders_rect(self.os_window_id, self.tab_id, left, top, right, bottom, color)