simplify general shadow building code

REVIEW: 103236
(cherry picked from commit 4089e5a1842906bb388d18ccb6a7b0437b8699e2)
This commit is contained in:
Thomas Lübking 2011-11-25 15:21:12 +01:00
parent eedba353d6
commit 065666e35b

View file

@ -115,80 +115,90 @@ bool Shadow::init(const QVector< long > &data)
void Shadow::updateShadowRegion()
{
const QRect topRect(0, - m_topOffset, m_topLevel->width(), m_topOffset);
const QRect rightRect(m_topLevel->width(), - m_topOffset, m_rightOffset, m_topLevel->height() + m_topOffset + m_bottomOffset);
const QRect bottomRect(0, m_topLevel->height(), m_topLevel->width(), m_bottomOffset);
const QRect leftRect(- m_leftOffset, - m_topOffset, m_leftOffset, m_topLevel->height() + m_topOffset + m_bottomOffset);
m_shadowRegion = QRegion(topRect).united(rightRect).united(bottomRect).united(leftRect);
const QRect top(0, - m_topOffset, m_topLevel->width(), m_topOffset);
const QRect right(m_topLevel->width(), - m_topOffset, m_rightOffset, m_topLevel->height() + m_topOffset + m_bottomOffset);
const QRect bottom(0, m_topLevel->height(), m_topLevel->width(), m_bottomOffset);
const QRect left(- m_leftOffset, - m_topOffset, m_leftOffset, m_topLevel->height() + m_topOffset + m_bottomOffset);
m_shadowRegion = QRegion(top).united(right).united(bottom).united(left);
}
void Shadow::buildQuads()
{
// prepare window quads
m_shadowQuads.clear();
const QRect topRect(QPoint(0, 0), m_shadowElements[ShadowElementTop].size());
const QRect topRightRect(QPoint(0, 0), m_shadowElements[ShadowElementTopRight].size());
const QRect rightRect(QPoint(0, 0), m_shadowElements[ShadowElementRight].size());
const QRect bottomRightRect(QPoint(0, 0), m_shadowElements[ShadowElementBottomRight].size());
const QRect bottomRect(QPoint(0, 0), m_shadowElements[ShadowElementBottom].size());
const QRect bottomLeftRect(QPoint(0, 0), m_shadowElements[ShadowElementBottomLeft].size());
const QRect leftRect(QPoint(0, 0), m_shadowElements[ShadowElementLeft].size());
const QRect topLeftRect(QPoint(0, 0), m_shadowElements[ShadowElementTopLeft].size());
if ((leftRect.width() - m_leftOffset > m_topLevel->width()) ||
(rightRect.width() - m_rightOffset > m_topLevel->width()) ||
(topRect.height() - m_topOffset > m_topLevel->height()) ||
(bottomRect.height() - m_bottomOffset > m_topLevel->height())) {
const QSize top(m_shadowElements[ShadowElementTop].size());
const QSize topRight(m_shadowElements[ShadowElementTopRight].size());
const QSize right(m_shadowElements[ShadowElementRight].size());
const QSize bottomRight(m_shadowElements[ShadowElementBottomRight].size());
const QSize bottom(m_shadowElements[ShadowElementBottom].size());
const QSize bottomLeft(m_shadowElements[ShadowElementBottomLeft].size());
const QSize left(m_shadowElements[ShadowElementLeft].size());
const QSize topLeft(m_shadowElements[ShadowElementTopLeft].size());
if ((left.width() - m_leftOffset > m_topLevel->width()) ||
(right.width() - m_rightOffset > m_topLevel->width()) ||
(top.height() - m_topOffset > m_topLevel->height()) ||
(bottom.height() - m_bottomOffset > m_topLevel->height())) {
// if our shadow is bigger than the window, we don't render the shadow
m_shadowRegion = QRegion();
return;
}
const QRect outerRect(QPoint(-m_leftOffset, -m_topOffset), QPoint(m_topLevel->width() + m_rightOffset, m_topLevel->height() + m_bottomOffset));
WindowQuad topLeftQuad(WindowQuadShadowTopLeft);
topLeftQuad[ 0 ] = WindowVertex(-m_leftOffset, -m_topOffset, 0.0, 0.0);
topLeftQuad[ 1 ] = WindowVertex(-m_leftOffset + topLeftRect.width(), -m_topOffset, 1.0, 0.0);
topLeftQuad[ 2 ] = WindowVertex(-m_leftOffset + topLeftRect.width(), -m_topOffset + topLeftRect.height(), 1.0, 1.0);
topLeftQuad[ 3 ] = WindowVertex(-m_leftOffset, -m_topOffset + topLeftRect.height(), 0.0, 1.0);
topLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y(), 0.0, 0.0);
topLeftQuad[ 1 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), 1.0, 0.0);
topLeftQuad[ 2 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + topLeft.height(), 1.0, 1.0);
topLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), 0.0, 1.0);
m_shadowQuads.append(topLeftQuad);
WindowQuad topQuad(WindowQuadShadowTop);
topQuad[ 0 ] = WindowVertex(-m_leftOffset + topLeftRect.width(), -m_topOffset, 0.0, 0.0);
topQuad[ 1 ] = WindowVertex(m_topLevel->width() + m_rightOffset - topRightRect.width(), -m_topOffset, 1.0, 0.0);
topQuad[ 2 ] = WindowVertex(m_topLevel->width() + m_rightOffset - topRightRect.width(), -m_topOffset + topRect.height(), 1.0, 1.0);
topQuad[ 3 ] = WindowVertex(-m_leftOffset + topLeftRect.width(), -m_topOffset + topRect.height(), 0.0, 1.0);
topQuad[ 0 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), 0.0, 0.0);
topQuad[ 1 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), 1.0, 0.0);
topQuad[ 2 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + top.height(), 1.0, 1.0);
topQuad[ 3 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + top.height(), 0.0, 1.0);
m_shadowQuads.append(topQuad);
WindowQuad topRightQuad(WindowQuadShadowTopRight);
topRightQuad[ 0 ] = WindowVertex(m_topLevel->width() + m_rightOffset - topRightRect.width(), -m_topOffset, 0.0, 0.0);
topRightQuad[ 1 ] = WindowVertex(m_topLevel->width() + m_rightOffset, -m_topOffset, 1.0, 0.0);
topRightQuad[ 2 ] = WindowVertex(m_topLevel->width() + m_rightOffset, -m_topOffset + topRightRect.height(), 1.0, 1.0);
topRightQuad[ 3 ] = WindowVertex(m_topLevel->width() + m_rightOffset - topRightRect.width(), -m_topOffset + topRightRect.height(), 0.0, 1.0);
topRightQuad[ 0 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), 0.0, 0.0);
topRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y(), 1.0, 0.0);
topRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), 1.0, 1.0);
topRightQuad[ 3 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + topRight.height(), 0.0, 1.0);
m_shadowQuads.append(topRightQuad);
WindowQuad rightQuad(WindowQuadShadowRight);
rightQuad[ 0 ] = WindowVertex(m_topLevel->width() + m_rightOffset - rightRect.width(), -m_topOffset + topRightRect.height(), 0.0, 0.0);
rightQuad[ 1 ] = WindowVertex(m_topLevel->width() + m_rightOffset, -m_topOffset + topRightRect.height(), 1.0, 0.0);
rightQuad[ 2 ] = WindowVertex(m_topLevel->width() + m_rightOffset, m_topLevel->height() + m_bottomOffset - bottomRightRect.height(), 1.0, 1.0);
rightQuad[ 3 ] = WindowVertex(m_topLevel->width() + m_rightOffset - rightRect.width(), m_topLevel->height() + m_bottomOffset - bottomRightRect.height(), 0.0, 1.0);
rightQuad[ 0 ] = WindowVertex(outerRect.right() - right.width(), outerRect.y() + topRight.height(), 0.0, 0.0);
rightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), 1.0, 0.0);
rightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), 1.0, 1.0);
rightQuad[ 3 ] = WindowVertex(outerRect.right() - right.width(), outerRect.bottom() - bottomRight.height(), 0.0, 1.0);
m_shadowQuads.append(rightQuad);
WindowQuad bottomRightQuad(WindowQuadShadowBottomRight);
bottomRightQuad[ 0 ] = WindowVertex(m_topLevel->width() + m_rightOffset - bottomRightRect.width(), m_topLevel->height() + m_bottomOffset - bottomRightRect.height(), 0.0, 0.0);
bottomRightQuad[ 1 ] = WindowVertex(m_topLevel->width() + m_rightOffset, m_topLevel->height() + m_bottomOffset - bottomRightRect.height(), 1.0, 0.0);
bottomRightQuad[ 2 ] = WindowVertex(m_topLevel->width() + m_rightOffset, m_topLevel->height() + m_bottomOffset, 1.0, 1.0);
bottomRightQuad[ 3 ] = WindowVertex(m_topLevel->width() + m_rightOffset - bottomRightRect.width(), m_topLevel->height() + m_bottomOffset, 0.0, 1.0);
bottomRightQuad[ 0 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottomRight.height(), 0.0, 0.0);
bottomRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), 1.0, 0.0);
bottomRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom(), 1.0, 1.0);
bottomRightQuad[ 3 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), 0.0, 1.0);
m_shadowQuads.append(bottomRightQuad);
WindowQuad bottomQuad(WindowQuadShadowBottom);
bottomQuad[ 0 ] = WindowVertex(-m_leftOffset + bottomLeftRect.width(), m_topLevel->height() + m_bottomOffset - bottomRect.height(), 0.0, 0.0);
bottomQuad[ 1 ] = WindowVertex(m_topLevel->width() + m_rightOffset - bottomRightRect.width(), m_topLevel->height() + m_bottomOffset - bottomRect.height(), 1.0, 0.0);
bottomQuad[ 2 ] = WindowVertex(m_topLevel->width() + m_rightOffset - bottomRightRect.width(), m_topLevel->height() + m_bottomOffset, 1.0, 1.0);
bottomQuad[ 3 ] = WindowVertex(-m_leftOffset + bottomLeftRect.width(), m_topLevel->height() + m_bottomOffset, 0.0, 1.0);
bottomQuad[ 0 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottom.height(), 0.0, 0.0);
bottomQuad[ 1 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottom.height(), 1.0, 0.0);
bottomQuad[ 2 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), 1.0, 1.0);
bottomQuad[ 3 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), 0.0, 1.0);
m_shadowQuads.append(bottomQuad);
WindowQuad bottomLeftQuad(WindowQuadShadowBottomLeft);
bottomLeftQuad[ 0 ] = WindowVertex(-m_leftOffset, m_topLevel->height() + m_bottomOffset - bottomLeftRect.height(), 0.0, 0.0);
bottomLeftQuad[ 1 ] = WindowVertex(-m_leftOffset + bottomLeftRect.width(), m_topLevel->height() + m_bottomOffset - bottomLeftRect.height(), 1.0, 0.0);
bottomLeftQuad[ 2 ] = WindowVertex(-m_leftOffset + bottomLeftRect.width(), m_topLevel->height() + m_bottomOffset, 1.0, 1.0);
bottomLeftQuad[ 3 ] = WindowVertex(-m_leftOffset, m_topLevel->height() + m_bottomOffset, 0.0, 1.0);
bottomLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), 0.0, 0.0);
bottomLeftQuad[ 1 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottomLeft.height(), 1.0, 0.0);
bottomLeftQuad[ 2 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), 1.0, 1.0);
bottomLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom(), 0.0, 1.0);
m_shadowQuads.append(bottomLeftQuad);
WindowQuad leftQuad(WindowQuadShadowLeft);
leftQuad[ 0 ] = WindowVertex(-m_leftOffset, -m_topOffset + topLeftRect.height(), 0.0, 0.0);
leftQuad[ 1 ] = WindowVertex(-m_leftOffset + leftRect.width(), -m_topOffset + topLeftRect.height(), 1.0, 0.0);
leftQuad[ 2 ] = WindowVertex(-m_leftOffset + leftRect.width(), m_topLevel->height() + m_bottomOffset - bottomLeftRect.height(), 1.0, 1.0);
leftQuad[ 3 ] = WindowVertex(-m_leftOffset, m_topLevel->height() + m_bottomOffset - bottomLeftRect.height(), 0.0, 1.0);
leftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), 0.0, 0.0);
leftQuad[ 1 ] = WindowVertex(outerRect.x() + left.width(), outerRect.y() + topLeft.height(), 1.0, 0.0);
leftQuad[ 2 ] = WindowVertex(outerRect.x() + left.width(), outerRect.bottom() - bottomLeft.height(), 1.0, 1.0);
leftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), 0.0, 1.0);
m_shadowQuads.append(leftQuad);
}