Fix coding style issues in Scene::paintSimpleScreen

Reviewers: #kwin, romangg

Reviewed By: #kwin, romangg

Subscribers: romangg, fredrik, kwin

Tags: #kwin

Maniphest Tasks: T10867

Differential Revision: https://phabricator.kde.org/D24461
This commit is contained in:
Vlad Zahorodnii 2019-09-27 16:59:44 +03:00
parent 0394f58101
commit 14dc76f624

View file

@ -254,63 +254,63 @@ void Scene::paintSimpleScreen(int orig_mask, QRegion region)
phase2data.reserve(stacking_order.size());
QRegion dirtyArea = region;
bool opaqueFullscreen(false);
for (int i = 0; // do prePaintWindow bottom to top
i < stacking_order.count();
++i) {
Window* w = stacking_order[ i ];
Toplevel* topw = w->window();
bool opaqueFullscreen = false;
// Traverse the scene windows from bottom to top.
for (int i = 0; i < stacking_order.count(); ++i) {
Window *window = stacking_order[i];
Toplevel *toplevel = window->window();
WindowPrePaintData data;
data.mask = orig_mask | (w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT);
w->resetPaintingEnabled();
data.mask = orig_mask | (window->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT);
window->resetPaintingEnabled();
data.paint = region;
data.paint |= topw->repaints();
data.paint |= toplevel->repaints();
// Reset the repaint_region.
// This has to be done here because many effects schedule a repaint for
// the next frame within Effects::prePaintWindow.
topw->resetRepaints();
toplevel->resetRepaints();
// Clip out the decoration for opaque windows; the decoration is drawn in the second pass
opaqueFullscreen = false; // TODO: do we care about unmanged windows here (maybe input windows?)
if (w->isOpaque()) {
AbstractClient *c = dynamic_cast<AbstractClient*>(topw);
if (c) {
opaqueFullscreen = c->isFullScreen();
if (window->isOpaque()) {
AbstractClient *client = dynamic_cast<AbstractClient *>(toplevel);
if (client) {
opaqueFullscreen = client->isFullScreen();
}
X11Client *cc = dynamic_cast<X11Client *>(c);
X11Client *cc = dynamic_cast<X11Client *>(client);
// the window is fully opaque
if (cc && cc->decorationHasAlpha()) {
// decoration uses alpha channel, so we may not exclude it in clipping
data.clip = w->clientShape().translated(w->x(), w->y());
data.clip = window->clientShape().translated(window->x(), window->y());
} else {
// decoration is fully opaque
if (c && c->isShade()) {
if (client && client->isShade()) {
data.clip = QRegion();
} else {
data.clip = w->shape().translated(w->x(), w->y());
data.clip = window->shape().translated(window->x(), window->y());
}
}
} else if (topw->hasAlpha() && topw->opacity() == 1.0) {
} else if (toplevel->hasAlpha() && toplevel->opacity() == 1.0) {
// the window is partially opaque
data.clip = (w->clientShape() & topw->opaqueRegion().translated(topw->clientPos())).translated(w->x(), w->y());
data.clip = (window->clientShape() & toplevel->opaqueRegion().translated(toplevel->clientPos())).translated(window->x(), window->y());
} else {
data.clip = QRegion();
}
data.quads = w->buildQuads();
data.quads = window->buildQuads();
// preparation step
effects->prePaintWindow(effectWindow(w), data, time_diff);
effects->prePaintWindow(effectWindow(window), data, time_diff);
#if !defined(QT_NO_DEBUG)
if (data.quads.isTransformed()) {
qFatal("Pre-paint calls are not allowed to transform quads!");
}
#endif
if (!w->isPaintingEnabled()) {
if (!window->isPaintingEnabled()) {
continue;
}
dirtyArea |= data.paint;
// Schedule the window for painting
phase2data.append({w, data.paint, data.clip, data.mask, data.quads});
phase2data.append({ window, data.paint, data.clip, data.mask, data.quads });
}
// Save the part of the repaint region that's exclusively rendered to
@ -334,10 +334,11 @@ void Scene::paintSimpleScreen(int orig_mask, QRegion region)
for (int i = phase2data.count() - 1; i >= 0; --i) {
Phase2Data *data = &phase2data[i];
if (fullRepaint)
if (fullRepaint) {
data->region = displayRegion;
else
} else {
data->region |= upperTranslucentDamage;
}
// subtract the parts which will possibly been drawn as part of
// a higher opaque window
@ -349,8 +350,9 @@ void Scene::paintSimpleScreen(int orig_mask, QRegion region)
// clip away the opaque regions for all windows below this one
allclips |= data->clip;
// extend the translucent damage for windows below this by remaining (translucent) regions
if (!fullRepaint)
if (!fullRepaint) {
upperTranslucentDamage |= data->region - data->clip;
}
} else if (!fullRepaint) {
upperTranslucentDamage |= data->region;
}