Our codebase for ssd scenes has grown with a lot of technical debts:
- We needed to call `ssd_get_part()` everywhere to get the scene node of a
ssd part. We then needed to cast it to `wlr_scene_rect` and
`wlr_scene_buffer`. This bloated our codebase and even blocked
duplicated button types in `<titlebar><layout>`.
- `ssd_get_part_type()` was a dirty hack. It compared parent, grandparent
and grandgrandparent of a node with each subtree in the ssd to get the
part type of the node.
To resolve this issues, this commit changes how ssd scenes are managed:
- Access scene rects and scene buffers just as a member of `struct ssd`.
- `ssd_part` is now a attachment to a scene node that can be accessed via
node_descriptor->data, with a new node-descriptor type
`LAB_NODE_DESC_SSD_PART`. `LAB_NODE_DESC_SSD_BUTTON` is unified into it.
Now the scene graph under ssd->tree looks like below. The parentheses
indicate the type of ssd_part attached to the node:
When hovering on SSD, `get_cursor_context()` traverses this scene node
from the leaf. If it finds a `ssd_part` attached to the node, it returns
`ssd_part_type` that represents the resizing direction, button types or
`Title`/`Titlebar`.