Correctly damage the shadow area during repaint requests.

svn path=/trunk/KDE/kdebase/workspace/; revision=896705
This commit is contained in:
Lucas Murray 2008-12-14 09:50:44 +00:00
parent 9942e6ff0d
commit 06aa24a750
2 changed files with 53 additions and 17 deletions

View file

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

View file

@ -61,7 +61,7 @@ class ShadowEffect
void drawShadow( EffectWindow* w, int mask, QRegion region, const WindowPaintData& data );
void addQuadVertices(QVector<float>& verts, float x1, float y1, float x2, float y2) const;
// transforms window rect -> shadow rect
QRect shadowRectangle(const QRect& windowRectangle) const;
QRect shadowRectangle( EffectWindow* w ) const;
bool useShadow( EffectWindow* w ) const;
void drawQueuedShadows( EffectWindow* behindWindow );