kitty/kitty/borders.py
2016-11-28 13:38:13 +05:30

117 lines
3.7 KiB
Python

#!/usr/bin/env python
# vim:fileencoding=utf-8
# License: GPL v3 Copyright: 2016, Kovid Goyal <kovid at kovidgoyal.net>
import ctypes
from .constants import viewport_size
from .fast_data_types import glUniform3fv, GL_TRIANGLE_STRIP, glDrawArrays
from .layout import available_height
from .utils import get_dpi
from .shaders import ShaderProgram
def as_color(c):
return c[0] / 255, c[1] / 255, c[2] / 255
def to_opengl(x, y):
return -1 + 2 * x / viewport_size.width, 1 - 2 * y / viewport_size.height
def as_rect(left, top, right, bottom, color=0):
for (x, y) in ((left, bottom), (right, bottom), (right, top), (left, top)):
x, y = to_opengl(x, y)
yield x
yield y
yield color
class BordersProgram(ShaderProgram):
def __init__(self):
ShaderProgram.__init__(self, '''\
uniform vec3 colors[3];
in vec3 vertex;
out vec3 color;
void main() {
gl_Position = vec4(vertex[0], vertex[1], 0, 1);
color = colors[uint(vertex[2])];
}
''', '''\
in vec3 color;
out vec4 final_color;
void main() {
final_color = vec4(color, 1);
}
''')
self.add_vertex_array('rects')
def send_data(self, data):
self.send_vertex_data('rects', data)
def set_colors(self, color_buf):
glUniform3fv(self.uniform_location('colors'), 3, ctypes.addressof(color_buf))
class Borders:
def __init__(self, opts):
self.is_dirty = False
self.can_render = False
dpix, dpiy = get_dpi()['logical']
dpi = (dpix + dpiy) / 2
self.border_width = round(opts.window_border_width * dpi / 72)
self.color_buf = (ctypes.c_float * 9)(
*as_color(opts.background),
*as_color(opts.active_border_color),
*as_color(opts.inactive_border_color)
)
def __call__(self, windows, active_window, draw_window_borders=True):
self.can_render = True
self.is_dirty = True
vw, vh = viewport_size.width, available_height()
if windows:
left_edge = min(w.geometry.left for w in windows)
right_edge = max(w.geometry.right for w in windows)
top_edge = min(w.geometry.top for w in windows)
bottom_edge = max(w.geometry.bottom for w in windows)
else:
left_edge = top_edge = 0
right_edge = vw
bottom_edge = vh
rects = []
if left_edge > 0:
rects.extend(as_rect(0, 0, left_edge, vh))
if top_edge > 0:
rects.extend(as_rect(0, 0, vw, top_edge))
if right_edge < vw:
rects.extend(as_rect(right_edge, 0, vw, vh))
if bottom_edge < vh:
rects.extend(as_rect(0, bottom_edge, vw, vh))
if draw_window_borders and self.border_width > 0:
bw = self.border_width
for w in windows:
g = w.geometry
color = 1 if w is active_window else 2
rects.extend(as_rect(g.left - bw, g.top - bw, g.left, g.bottom + bw, color))
rects.extend(as_rect(g.left - bw, g.top - bw, g.right + bw, g.top, color))
rects.extend(as_rect(g.right, g.top - bw, g.right + bw, g.bottom + bw, color))
rects.extend(as_rect(g.left - bw, g.bottom, g.right + bw, g.bottom + bw, color))
self.data = (ctypes.c_float * len(rects))()
for i, x in enumerate(rects):
self.data[i] = x
def render(self, program):
if not self.can_render:
return
with program:
if self.is_dirty:
program.send_data(self.data)
program.set_colors(self.color_buf)
self.is_dirty = False
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)