Correctly damage the shadow area during repaint requests.
svn path=/trunk/KDE/kdebase/workspace/; revision=896705
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9942e6ff0d
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06aa24a750
2 changed files with 53 additions and 17 deletions
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@ -192,11 +192,50 @@ void ShadowEffect::updateShadowColor()
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shadowColor = conf.readEntry( "Color", schemeShadowColor() );
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}
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QRect ShadowEffect::shadowRectangle(const QRect& windowRectangle) const
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QRect ShadowEffect::shadowRectangle( EffectWindow* w ) const
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{
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int shadowGrow = shadowFuzzyness + shadowSize;
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return windowRectangle.adjusted( shadowXOffset - shadowGrow, shadowYOffset - shadowGrow,
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shadowXOffset + shadowGrow, shadowYOffset + shadowGrow);
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QRectF shadowRect;
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bool shadowDefined = false;
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if( effects->hasDecorationShadows() )
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{
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if( w->hasDecoration() && !forceDecorated )
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{ // Decorated windows must be normal windows
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foreach( const QRect &r, w->shadowQuads( ShadowBorderedActive ))
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{
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shadowDefined = true;
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shadowRect |= r;
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}
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}
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else if( w->isNormalWindow() && !forceUndecorated )
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{ // No decoration on a normal window
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foreach( const QRect &r, w->shadowQuads( ShadowBorderlessActive ))
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{
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shadowDefined = true;
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shadowRect |= r;
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}
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}
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else if( !forceOther )
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{ // All other undecorated windows
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foreach( const QRect &r, w->shadowQuads( ShadowOther ))
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{
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shadowDefined = true;
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shadowRect |= r;
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}
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}
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}
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if( !shadowDefined )
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{
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int width = qMax( shadowFuzzyness * 2, w->width() + 2 * shadowSize );
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int height = qMax( shadowFuzzyness * 2, w->height() + 2 * shadowSize );
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int x1, y1, x2, y2;
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// top-left
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x1 = shadowXOffset - shadowSize + 0 - shadowFuzzyness;
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y1 = shadowYOffset - shadowSize + 0 - shadowFuzzyness;
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x2 = shadowXOffset - shadowSize + width + shadowFuzzyness;
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y2 = shadowYOffset - shadowSize + height + shadowFuzzyness;
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return QRect( x1 + w->x(), y1 + w->y(), x2 - x1, y2 - y1 );
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}
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return shadowRect.toRect().translated( w->x(), w->y() );
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}
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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@ -225,10 +264,12 @@ void ShadowEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data
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void ShadowEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
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{
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if( useShadow( w ))
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{
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data.paint |= shadowRectangle( data.paint.boundingRect() );
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}
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// Add the shadow area to the repaint if we are repainting the entire window
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// This occurs when the active window is changed for example
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// TODO: This only works if there are no animations in the shadows
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QRect overlap = ( data.paint & w->geometry() ).boundingRect();
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if( useShadow( w ) && !overlap.isEmpty() && overlap != data.paint.boundingRect() )
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data.paint |= shadowRectangle( w );
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effects->prePaintWindow( w, data, time );
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}
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@ -259,8 +300,7 @@ void ShadowEffect::drawWindow( EffectWindow* w, int mask, QRegion region, Window
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if( !shadowDatas.isEmpty())
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d.clip |= shadowDatas.last().clip;
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d.mask = mask;
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foreach(const QRect &r, region.rects())
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d.region |= shadowRectangle(r);
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d.region |= shadowRectangle( w );
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d.region &= region;
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shadowDatas.append(d);
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}
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@ -436,17 +476,13 @@ QRect ShadowEffect::transformWindowDamage( EffectWindow* w, const QRect& r )
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{
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if( !useShadow( w ))
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return effects->transformWindowDamage( w, r );
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if( effects->hasDecorationShadows() )
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// TODO, HACK: We need to get the quads
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// TODO: It looks like this isn't called on resize
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return effects->transformWindowDamage( w, r.adjusted( -100, -100, 100, 100 ));
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QRect r2 = r | shadowRectangle( r );
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QRect r2 = r | shadowRectangle( w );
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return effects->transformWindowDamage( w, r2 );
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}
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void ShadowEffect::windowClosed( EffectWindow* c )
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{
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effects->addRepaint( shadowRectangle( c->geometry() ));
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effects->addRepaint( shadowRectangle( c ));
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}
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bool ShadowEffect::useShadow( EffectWindow* w ) const
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@ -61,7 +61,7 @@ class ShadowEffect
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void drawShadow( EffectWindow* w, int mask, QRegion region, const WindowPaintData& data );
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void addQuadVertices(QVector<float>& verts, float x1, float y1, float x2, float y2) const;
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// transforms window rect -> shadow rect
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QRect shadowRectangle(const QRect& windowRectangle) const;
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QRect shadowRectangle( EffectWindow* w ) const;
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bool useShadow( EffectWindow* w ) const;
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void drawQueuedShadows( EffectWindow* behindWindow );
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