// SPDX-License-Identifier: AGPL-3.0-only #pragma once #include #include #include "wlr/wlr.hpp" namespace wlr { std::string version(); class Scene { public: Scene() : m_scene(wlr_scene_create()) {} ~Scene() { if (m_scene) wlr_scene_node_destroy(&m_scene->tree.node); } Scene(const Scene&) = delete; Scene& operator=(const Scene&) = delete; Scene(Scene&&) = delete; Scene& operator=(Scene&&) = delete; struct wlr_scene* raw() const { return m_scene; } explicit operator bool() const { return m_scene != nullptr; } void set_blur_data(int num_passes, int radius, float noise, float brightness, float contrast, float saturation) { wlr_scene_set_blur_data(m_scene, num_passes, radius, noise, brightness, contrast, saturation); } void set_blur_num_passes(int num_passes) { wlr_scene_set_blur_num_passes(m_scene, num_passes); } void set_blur_radius(int radius) { wlr_scene_set_blur_radius(m_scene, radius); } void set_blur_noise(float noise) { wlr_scene_set_blur_noise(m_scene, noise); } void set_blur_brightness(float brightness) { wlr_scene_set_blur_brightness(m_scene, brightness); } void set_blur_contrast(float contrast) { wlr_scene_set_blur_contrast(m_scene, contrast); } void set_blur_saturation(float saturation) { wlr_scene_set_blur_saturation(m_scene, saturation); } struct wlr_scene_tree* root() { return &m_scene->tree; } private: struct wlr_scene* m_scene; }; struct Box { int x = 0, y = 0, width = 0, height = 0; pixman_box32 to_box() const { return {x, y, x + width, y + height}; } static Box from_box(pixman_box32 b) { return {b.x1, b.y1, b.x2 - b.x1, b.y2 - b.y1}; } }; struct Color { float r = 1.0f, g = 1.0f, b = 1.0f, a = 1.0f; void apply(float out[4]) const { out[0] = r; out[1] = g; out[2] = b; out[3] = a; } }; struct CornerRadii { uint16_t top_left = 0, top_right = 0, bottom_right = 0, bottom_left = 0; CornerRadii() = default; CornerRadii(uint16_t all) : top_left(all), top_right(all), bottom_right(all), bottom_left(all) {} CornerRadii(uint16_t tl, uint16_t tr, uint16_t br, uint16_t bl) : top_left(tl), top_right(tr), bottom_right(br), bottom_left(bl) {} fx_corner_radii raw() const { return fx_corner_radii{top_left, top_right, bottom_right, bottom_left}; } static CornerRadii from_radii(fx_corner_radii r) { return {r.top_left, r.top_right, r.bottom_right, r.bottom_left}; } }; }