[scenes/qpainter] Draw decoration shadows

Summary:
QPainter doesn't render decoration shadows. It renders only
shadows provided through ShadowInterface.

With this change, painting of shadows is done in similar way OpenGL backend is
currently doing.

Before

{F5734867, layout=center, size=full}

After

{F5734870, layout=center, size=full}

Depends on D10811 (dummy decoration with shadows in autotests)

Test Plan:
* start kwin with QPainter backend enabled:

```
KWIN_COMPOSE=Q kwin_wayland --xwayland --windowed
```

* open konsole and kate:

```
DISPLAY=:1 konsole
DISPLAY=:1 kate
```

Reviewers: #kwin, graesslin, davidedmundson

Reviewed By: davidedmundson

Subscribers: abetts, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D10943
This commit is contained in:
Vlad Zagorodniy 2018-06-07 12:08:15 +03:00
parent 7637cfc22b
commit 2d01ba6450
6 changed files with 1058 additions and 60 deletions

View file

@ -72,6 +72,7 @@ if (XCB_ICCCM_FOUND)
integrationTest(NAME testQuickTiling SRCS quick_tiling_test.cpp LIBS XCB::ICCCM)
integrationTest(NAME testGlobalShortcuts SRCS globalshortcuts_test.cpp LIBS XCB::ICCCM)
integrationTest(NAME testSceneQPainter SRCS scene_qpainter_test.cpp LIBS XCB::ICCCM)
integrationTest(NAME testSceneQPainterShadow SRCS scene_qpainter_shadow_test.cpp LIBS XCB::ICCCM)
if (KWIN_BUILD_ACTIVITIES)
integrationTest(NAME testActivities SRCS activities_test.cpp LIBS XCB::ICCCM)

View file

@ -38,6 +38,7 @@ class PlasmaWindowManagement;
class PointerConstraints;
class Seat;
class ServerSideDecorationManager;
class ShadowManager;
class Shell;
class ShellSurface;
class ShmPool;
@ -85,7 +86,8 @@ enum class AdditionalWaylandInterface {
WindowManagement = 1 << 3,
PointerConstraints = 1 << 4,
IdleInhibition = 1 << 5,
AppMenu = 1 << 6
AppMenu = 1 << 6,
ShadowManager = 1 << 7
};
Q_DECLARE_FLAGS(AdditionalWaylandInterfaces, AdditionalWaylandInterface)
/**
@ -106,6 +108,7 @@ void destroyWaylandConnection();
KWayland::Client::ConnectionThread *waylandConnection();
KWayland::Client::Compositor *waylandCompositor();
KWayland::Client::ShadowManager *waylandShadowManager();
KWayland::Client::Shell *waylandShell();
KWayland::Client::ShmPool *waylandShmPool();
KWayland::Client::Seat *waylandSeat();

View file

@ -0,0 +1,782 @@
/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2018 Vlad Zagorodniy <vladzzag@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include <algorithm>
#include <cmath>
#include <QByteArray>
#include <QDir>
#include <QImage>
#include <QMarginsF>
#include <QObject>
#include <QPainter>
#include <QPair>
#include <QVector>
#include <KDecoration2/Decoration>
#include <KDecoration2/DecorationShadow>
#include <KWayland/Client/server_decoration.h>
#include <KWayland/Client/shadow.h>
#include <KWayland/Client/shell.h>
#include <KWayland/Client/shm_pool.h>
#include <KWayland/Client/surface.h>
#include <KWayland/Server/shadow_interface.h>
#include <KWayland/Server/surface_interface.h>
#include "kwin_wayland_test.h"
#include "composite.h"
#include "effect_builtins.h"
#include "effectloader.h"
#include "effects.h"
#include "platform.h"
#include "plugins/scenes/qpainter/scene_qpainter.h"
#include "shadow.h"
#include "shell_client.h"
#include "wayland_server.h"
#include "workspace.h"
Q_DECLARE_METATYPE(KWin::WindowQuadList)
using namespace KWin;
using namespace KWayland::Client;
static const QString s_socketName = QStringLiteral("wayland_test_kwin_scene_qpainter_shadow-0");
class SceneQPainterShadowTest : public QObject
{
Q_OBJECT
public:
SceneQPainterShadowTest() {}
private Q_SLOTS:
void initTestCase();
void cleanup();
void testShadowTileOverlaps_data();
void testShadowTileOverlaps();
void testShadowTextureReconstruction();
};
inline bool isClose(double a, double b, double eps = 1e-5)
{
if (a == b) {
return true;
}
const double diff = std::fabs(a - b);
if (a == 0 || b == 0) {
return diff < eps;
}
return diff / std::max(a, b) < eps;
}
inline bool compareQuads(const WindowQuad &a, const WindowQuad &b)
{
for (int i = 0; i < 4; i++) {
if (!isClose(a[i].x(), b[i].x())
|| !isClose(a[i].y(), b[i].y())
|| !isClose(a[i].textureX(), b[i].textureX())
|| !isClose(a[i].textureY(), b[i].textureY())) {
return false;
}
}
return true;
}
inline WindowQuad makeShadowQuad(const QRectF &geo, qreal tx1, qreal ty1, qreal tx2, qreal ty2)
{
WindowQuad quad(WindowQuadShadow);
quad[0] = WindowVertex(geo.left(), geo.top(), tx1, ty1);
quad[1] = WindowVertex(geo.right(), geo.top(), tx2, ty1);
quad[2] = WindowVertex(geo.right(), geo.bottom(), tx2, ty2);
quad[3] = WindowVertex(geo.left(), geo.bottom(), tx1, ty2);
return quad;
}
void SceneQPainterShadowTest::initTestCase()
{
// Copied from scene_qpainter_test.cpp
qRegisterMetaType<KWin::ShellClient*>();
qRegisterMetaType<KWin::AbstractClient*>();
QSignalSpy workspaceCreatedSpy(kwinApp(), &Application::workspaceCreated);
QVERIFY(workspaceCreatedSpy.isValid());
kwinApp()->platform()->setInitialWindowSize(QSize(1280, 1024));
QVERIFY(waylandServer()->init(s_socketName.toLocal8Bit()));
// disable all effects - we don't want to have it interact with the rendering
auto config = KSharedConfig::openConfig(QString(), KConfig::SimpleConfig);
KConfigGroup plugins(config, QStringLiteral("Plugins"));
ScriptedEffectLoader loader;
const auto builtinNames = BuiltInEffects::availableEffectNames() << loader.listOfKnownEffects();
for (QString name : builtinNames) {
plugins.writeEntry(name + QStringLiteral("Enabled"), false);
}
config->sync();
kwinApp()->setConfig(config);
if (!QStandardPaths::locateAll(QStandardPaths::GenericDataLocation, QStringLiteral("icons/DMZ-White/index.theme")).isEmpty()) {
qputenv("XCURSOR_THEME", QByteArrayLiteral("DMZ-White"));
} else {
// might be vanilla-dmz (e.g. Arch, FreeBSD)
qputenv("XCURSOR_THEME", QByteArrayLiteral("Vanilla-DMZ"));
}
qputenv("XCURSOR_SIZE", QByteArrayLiteral("24"));
qputenv("KWIN_COMPOSE", QByteArrayLiteral("Q"));
kwinApp()->start();
QVERIFY(workspaceCreatedSpy.wait());
QVERIFY(KWin::Compositor::self());
// Add directory with fake decorations to the plugin search path.
QCoreApplication::addLibraryPath(
QDir(QCoreApplication::applicationDirPath()).absoluteFilePath("fakes")
);
// Change decoration theme.
KConfigGroup group = kwinApp()->config()->group("org.kde.kdecoration2");
group.writeEntry("library", "org.kde.test.fakedecowithshadows");
group.sync();
Workspace::self()->slotReconfigure();
}
void SceneQPainterShadowTest::cleanup()
{
Test::destroyWaylandConnection();
}
namespace {
const int SHADOW_SIZE = 128;
const int SHADOW_OFFSET_TOP = 64;
const int SHADOW_OFFSET_LEFT = 48;
// NOTE: We assume deco shadows are generated with blur so that's
// why there is 4, 1 is the size of the inner shadow rect.
const int SHADOW_TEXTURE_WIDTH = 4 * SHADOW_SIZE + 1;
const int SHADOW_TEXTURE_HEIGHT = 4 * SHADOW_SIZE + 1;
const int SHADOW_PADDING_TOP = SHADOW_SIZE - SHADOW_OFFSET_TOP;
const int SHADOW_PADDING_RIGHT = SHADOW_SIZE + SHADOW_OFFSET_LEFT;
const int SHADOW_PADDING_BOTTOM = SHADOW_SIZE + SHADOW_OFFSET_TOP;
const int SHADOW_PADDING_LEFT = SHADOW_SIZE - SHADOW_OFFSET_LEFT;
const QRectF SHADOW_INNER_RECT(2 * SHADOW_SIZE, 2 * SHADOW_SIZE, 1, 1);
}
void SceneQPainterShadowTest::testShadowTileOverlaps_data()
{
QTest::addColumn<QSize>("windowSize");
QTest::addColumn<WindowQuadList>("expectedQuads");
// Precompute shadow tile geometries(in texture's space).
const QRectF topLeftTile(
0,
0,
SHADOW_INNER_RECT.x(),
SHADOW_INNER_RECT.y());
const QRectF topRightTile(
SHADOW_INNER_RECT.right(),
0,
SHADOW_TEXTURE_WIDTH - SHADOW_INNER_RECT.right(),
SHADOW_INNER_RECT.y());
const QRectF topTile(topLeftTile.topRight(), topRightTile.bottomLeft());
const QRectF bottomLeftTile(
0,
SHADOW_INNER_RECT.bottom(),
SHADOW_INNER_RECT.x(),
SHADOW_TEXTURE_HEIGHT - SHADOW_INNER_RECT.bottom());
const QRectF bottomRightTile(
SHADOW_INNER_RECT.right(),
SHADOW_INNER_RECT.bottom(),
SHADOW_TEXTURE_WIDTH - SHADOW_INNER_RECT.right(),
SHADOW_TEXTURE_HEIGHT - SHADOW_INNER_RECT.bottom());
const QRectF bottomTile(bottomLeftTile.topRight(), bottomRightTile.bottomLeft());
const QRectF leftTile(topLeftTile.bottomLeft(), bottomLeftTile.topRight());
const QRectF rightTile(topRightTile.bottomLeft(), bottomRightTile.topRight());
qreal tx1 = 0;
qreal ty1 = 0;
qreal tx2 = 0;
qreal ty2 = 0;
// Explanation behind numbers: (256+1 x 256+1) is the minimum window size
// which doesn't cause overlapping of shadow tiles. For example, if a window
// has (256 x 256+1) size, top-left and top-right or bottom-left and
// bottom-right shadow tiles overlap.
// No overlaps: In this case corner tiles are rendered as they are,
// and top/right/bottom/left tiles are stretched.
{
const QSize windowSize(256 + 1, 256 + 1);
WindowQuadList shadowQuads;
const QRectF outerRect(
-SHADOW_PADDING_LEFT,
-SHADOW_PADDING_TOP,
windowSize.width() + SHADOW_PADDING_LEFT + SHADOW_PADDING_RIGHT,
windowSize.height() + SHADOW_PADDING_TOP + SHADOW_PADDING_BOTTOM);
const QRectF topLeft(
outerRect.left(),
outerRect.top(),
topLeftTile.width(),
topLeftTile.height());
tx1 = topLeftTile.left();
ty1 = topLeftTile.top();
tx2 = topLeftTile.right();
ty2 = topLeftTile.bottom();
shadowQuads << makeShadowQuad(topLeft, tx1, ty1, tx2, ty2);
const QRectF topRight(
outerRect.right() - topRightTile.width(),
outerRect.top(),
topRightTile.width(),
topRightTile.height());
tx1 = topRightTile.left();
ty1 = topRightTile.top();
tx2 = topRightTile.right();
ty2 = topRightTile.bottom();
shadowQuads << makeShadowQuad(topRight, tx1, ty1, tx2, ty2);
const QRectF top(topLeft.topRight(), topRight.bottomLeft());
tx1 = topTile.left();
ty1 = topTile.top();
tx2 = topTile.right();
ty2 = topTile.bottom();
shadowQuads << makeShadowQuad(top, tx1, ty1, tx2, ty2);
const QRectF bottomLeft(
outerRect.left(),
outerRect.bottom() - bottomLeftTile.height(),
bottomLeftTile.width(),
bottomLeftTile.height());
tx1 = bottomLeftTile.left();
ty1 = bottomLeftTile.top();
tx2 = bottomLeftTile.right();
ty2 = bottomLeftTile.bottom();
shadowQuads << makeShadowQuad(bottomLeft, tx1, ty1, tx2, ty2);
const QRectF bottomRight(
outerRect.right() - bottomRightTile.width(),
outerRect.bottom() - bottomRightTile.height(),
bottomRightTile.width(),
bottomRightTile.height());
tx1 = bottomRightTile.left();
ty1 = bottomRightTile.top();
tx2 = bottomRightTile.right();
ty2 = bottomRightTile.bottom();
shadowQuads << makeShadowQuad(bottomRight, tx1, ty1, tx2, ty2);
const QRectF bottom(bottomLeft.topRight(), bottomRight.bottomLeft());
tx1 = bottomTile.left();
ty1 = bottomTile.top();
tx2 = bottomTile.right();
ty2 = bottomTile.bottom();
shadowQuads << makeShadowQuad(bottom, tx1, ty1, tx2, ty2);
const QRectF left(topLeft.bottomLeft(), bottomLeft.topRight());
tx1 = leftTile.left();
ty1 = leftTile.top();
tx2 = leftTile.right();
ty2 = leftTile.bottom();
shadowQuads << makeShadowQuad(left, tx1, ty1, tx2, ty2);
const QRectF right(topRight.bottomLeft(), bottomRight.topRight());
tx1 = rightTile.left();
ty1 = rightTile.top();
tx2 = rightTile.right();
ty2 = rightTile.bottom();
shadowQuads << makeShadowQuad(right, tx1, ty1, tx2, ty2);
QTest::newRow("no overlaps") << windowSize << shadowQuads;
}
// Top-Left & Bottom-Left/Top-Right & Bottom-Right overlap:
// In this case overlapping parts are clipped and left/right
// tiles aren't rendered.
const QVector<QPair<QByteArray, QSize>> verticalOverlapTestTable {
QPair<QByteArray, QSize> {
QByteArray("top-left & bottom-left/top-right & bottom-right overlap"),
QSize(256 + 1, 256)
},
QPair<QByteArray, QSize> {
QByteArray("top-left & bottom-left/top-right & bottom-right overlap :: pre"),
QSize(256 + 1, 256 - 1)
}
// No need to test the case when window size is QSize(256 + 1, 256 + 1).
// It has been tested already (no overlaps test case).
};
for (auto const &tt : verticalOverlapTestTable) {
const char *testName = tt.first.constData();
const QSize windowSize = tt.second;
WindowQuadList shadowQuads;
qreal halfOverlap = 0.0;
const QRectF outerRect(
-SHADOW_PADDING_LEFT,
-SHADOW_PADDING_TOP,
windowSize.width() + SHADOW_PADDING_LEFT + SHADOW_PADDING_RIGHT,
windowSize.height() + SHADOW_PADDING_TOP + SHADOW_PADDING_BOTTOM);
QRectF topLeft(
outerRect.left(),
outerRect.top(),
topLeftTile.width(),
topLeftTile.height());
QRectF bottomLeft(
outerRect.left(),
outerRect.bottom() - bottomLeftTile.height(),
bottomLeftTile.width(),
bottomLeftTile.height());
halfOverlap = qAbs(topLeft.bottom() - bottomLeft.top()) / 2;
topLeft.setBottom(topLeft.bottom() - std::floor(halfOverlap));
bottomLeft.setTop(bottomLeft.top() + std::ceil(halfOverlap));
tx1 = topLeftTile.left();
ty1 = topLeftTile.top();
tx2 = topLeftTile.right();
ty2 = topLeft.height();
shadowQuads << makeShadowQuad(topLeft, tx1, ty1, tx2, ty2);
tx1 = bottomLeftTile.left();
ty1 = SHADOW_TEXTURE_HEIGHT - bottomLeft.height();
tx2 = bottomLeftTile.right();
ty2 = bottomLeftTile.bottom();
shadowQuads << makeShadowQuad(bottomLeft, tx1, ty1, tx2, ty2);
QRectF topRight(
outerRect.right() - topRightTile.width(),
outerRect.top(),
topRightTile.width(),
topRightTile.height());
QRectF bottomRight(
outerRect.right() - bottomRightTile.width(),
outerRect.bottom() - bottomRightTile.height(),
bottomRightTile.width(),
bottomRightTile.height());
halfOverlap = qAbs(topRight.bottom() - bottomRight.top()) / 2;
topRight.setBottom(topRight.bottom() - std::floor(halfOverlap));
bottomRight.setTop(bottomRight.top() + std::ceil(halfOverlap));
tx1 = topRightTile.left();
ty1 = topRightTile.top();
tx2 = topRightTile.right();
ty2 = topRight.height();
shadowQuads << makeShadowQuad(topRight, tx1, ty1, tx2, ty2);
tx1 = bottomRightTile.left();
ty1 = SHADOW_TEXTURE_HEIGHT - bottomRight.height();
tx2 = bottomRightTile.right();
ty2 = bottomRightTile.bottom();
shadowQuads << makeShadowQuad(bottomRight, tx1, ty1, tx2, ty2);
const QRectF top(topLeft.topRight(), topRight.bottomLeft());
tx1 = topTile.left();
ty1 = topTile.top();
tx2 = topTile.right();
ty2 = top.height();
shadowQuads << makeShadowQuad(top, tx1, ty1, tx2, ty2);
const QRectF bottom(bottomLeft.topRight(), bottomRight.bottomLeft());
tx1 = bottomTile.left();
ty1 = SHADOW_TEXTURE_HEIGHT - bottom.height();
tx2 = bottomTile.right();
ty2 = bottomTile.bottom();
shadowQuads << makeShadowQuad(bottom, tx1, ty1, tx2, ty2);
QTest::newRow(testName) << windowSize << shadowQuads;
}
// Top-Left & Top-Right/Bottom-Left & Bottom-Right overlap:
// In this case overlapping parts are clipped and top/bottom
// tiles aren't rendered.
const QVector<QPair<QByteArray, QSize>> horizontalOverlapTestTable {
QPair<QByteArray, QSize> {
QByteArray("top-left & top-right/bottom-left & bottom-right overlap"),
QSize(256, 256 + 1)
},
QPair<QByteArray, QSize> {
QByteArray("top-left & top-right/bottom-left & bottom-right overlap :: pre"),
QSize(256 - 1, 256 + 1)
}
// No need to test the case when window size is QSize(256 + 1, 256 + 1).
// It has been tested already (no overlaps test case).
};
for (auto const &tt : horizontalOverlapTestTable) {
const char *testName = tt.first.constData();
const QSize windowSize = tt.second;
WindowQuadList shadowQuads;
qreal halfOverlap = 0.0;
const QRectF outerRect(
-SHADOW_PADDING_LEFT,
-SHADOW_PADDING_TOP,
windowSize.width() + SHADOW_PADDING_LEFT + SHADOW_PADDING_RIGHT,
windowSize.height() + SHADOW_PADDING_TOP + SHADOW_PADDING_BOTTOM);
QRectF topLeft(
outerRect.left(),
outerRect.top(),
topLeftTile.width(),
topLeftTile.height());
QRectF topRight(
outerRect.right() - topRightTile.width(),
outerRect.top(),
topRightTile.width(),
topRightTile.height());
halfOverlap = qAbs(topLeft.right() - topRight.left()) / 2;
topLeft.setRight(topLeft.right() - std::floor(halfOverlap));
topRight.setLeft(topRight.left() + std::ceil(halfOverlap));
tx1 = topLeftTile.left();
ty1 = topLeftTile.top();
tx2 = topLeft.width();
ty2 = topLeftTile.bottom();
shadowQuads << makeShadowQuad(topLeft, tx1, ty1, tx2, ty2);
tx1 = SHADOW_TEXTURE_WIDTH - topRight.width();
ty1 = topRightTile.top();
tx2 = topRightTile.right();
ty2 = topRightTile.bottom();
shadowQuads << makeShadowQuad(topRight, tx1, ty1, tx2, ty2);
QRectF bottomLeft(
outerRect.left(),
outerRect.bottom() - bottomLeftTile.height(),
bottomLeftTile.width(),
bottomLeftTile.height());
QRectF bottomRight(
outerRect.right() - bottomRightTile.width(),
outerRect.bottom() - bottomRightTile.height(),
bottomRightTile.width(),
bottomRightTile.height());
halfOverlap = qAbs(bottomLeft.right() - bottomRight.left()) / 2;
bottomLeft.setRight(bottomLeft.right() - std::floor(halfOverlap));
bottomRight.setLeft(bottomRight.left() + std::ceil(halfOverlap));
tx1 = bottomLeftTile.left();
ty1 = bottomLeftTile.top();
tx2 = bottomLeft.width();
ty2 = bottomLeftTile.bottom();
shadowQuads << makeShadowQuad(bottomLeft, tx1, ty1, tx2, ty2);
tx1 = SHADOW_TEXTURE_WIDTH - bottomRight.width();
ty1 = bottomRightTile.top();
tx2 = bottomRightTile.right();
ty2 = bottomRightTile.bottom();
shadowQuads << makeShadowQuad(bottomRight, tx1, ty1, tx2, ty2);
const QRectF left(topLeft.bottomLeft(), bottomLeft.topRight());
tx1 = leftTile.left();
ty1 = leftTile.top();
tx2 = left.width();
ty2 = leftTile.bottom();
shadowQuads << makeShadowQuad(left, tx1, ty1, tx2, ty2);
const QRectF right(topRight.bottomLeft(), bottomRight.topRight());
tx1 = SHADOW_TEXTURE_WIDTH - right.width();
ty1 = rightTile.top();
tx2 = rightTile.right();
ty2 = rightTile.bottom();
shadowQuads << makeShadowQuad(right, tx1, ty1, tx2, ty2);
QTest::newRow(testName) << windowSize << shadowQuads;
}
// All shadow tiles overlap: In this case all overlapping parts
// are clippend and top/right/bottom/left tiles aren't rendered.
const QVector<QPair<QByteArray, QSize>> allOverlapTestTable {
QPair<QByteArray, QSize> {
QByteArray("all corner tiles overlap"),
QSize(256, 256)
},
QPair<QByteArray, QSize> {
QByteArray("all corner tiles overlap :: pre"),
QSize(256 - 1, 256 - 1)
}
// No need to test the case when window size is QSize(256 + 1, 256 + 1).
// It has been tested already (no overlaps test case).
};
for (auto const &tt : allOverlapTestTable) {
const char *testName = tt.first.constData();
const QSize windowSize = tt.second;
WindowQuadList shadowQuads;
qreal halfOverlap = 0.0;
const QRectF outerRect(
-SHADOW_PADDING_LEFT,
-SHADOW_PADDING_TOP,
windowSize.width() + SHADOW_PADDING_LEFT + SHADOW_PADDING_RIGHT,
windowSize.height() + SHADOW_PADDING_TOP + SHADOW_PADDING_BOTTOM);
QRectF topLeft(
outerRect.left(),
outerRect.top(),
topLeftTile.width(),
topLeftTile.height());
QRectF topRight(
outerRect.right() - topRightTile.width(),
outerRect.top(),
topRightTile.width(),
topRightTile.height());
QRectF bottomLeft(
outerRect.left(),
outerRect.bottom() - bottomLeftTile.height(),
bottomLeftTile.width(),
bottomLeftTile.height());
QRectF bottomRight(
outerRect.right() - bottomRightTile.width(),
outerRect.bottom() - bottomRightTile.height(),
bottomRightTile.width(),
bottomRightTile.height());
halfOverlap = qAbs(topLeft.right() - topRight.left()) / 2;
topLeft.setRight(topLeft.right() - std::floor(halfOverlap));
topRight.setLeft(topRight.left() + std::ceil(halfOverlap));
halfOverlap = qAbs(bottomLeft.right() - bottomRight.left()) / 2;
bottomLeft.setRight(bottomLeft.right() - std::floor(halfOverlap));
bottomRight.setLeft(bottomRight.left() + std::ceil(halfOverlap));
halfOverlap = qAbs(topLeft.bottom() - bottomLeft.top()) / 2;
topLeft.setBottom(topLeft.bottom() - std::floor(halfOverlap));
bottomLeft.setTop(bottomLeft.top() + std::ceil(halfOverlap));
halfOverlap = qAbs(topRight.bottom() - bottomRight.top()) / 2;
topRight.setBottom(topRight.bottom() - std::floor(halfOverlap));
bottomRight.setTop(bottomRight.top() + std::ceil(halfOverlap));
tx1 = topLeftTile.left();
ty1 = topLeftTile.top();
tx2 = topLeft.width();
ty2 = topLeft.height();
shadowQuads << makeShadowQuad(topLeft, tx1, ty1, tx2, ty2);
tx1 = SHADOW_TEXTURE_WIDTH - topRight.width();
ty1 = topRightTile.top();
tx2 = topRightTile.right();
ty2 = topRight.height();
shadowQuads << makeShadowQuad(topRight, tx1, ty1, tx2, ty2);
tx1 = bottomLeftTile.left();
ty1 = SHADOW_TEXTURE_HEIGHT - bottomLeft.height();
tx2 = bottomLeft.width();
ty2 = bottomLeftTile.bottom();
shadowQuads << makeShadowQuad(bottomLeft, tx1, ty1, tx2, ty2);
tx1 = SHADOW_TEXTURE_WIDTH - bottomRight.width();
ty1 = SHADOW_TEXTURE_HEIGHT - bottomRight.height();
tx2 = bottomRightTile.right();
ty2 = bottomRightTile.bottom();
shadowQuads << makeShadowQuad(bottomRight, tx1, ty1, tx2, ty2);
QTest::newRow(testName) << windowSize << shadowQuads;
}
// Window is too small: do not render any shadow tiles.
{
const QSize windowSize(1, 1);
const WindowQuadList shadowQuads;
QTest::newRow("window is too small") << windowSize << shadowQuads;
}
}
void SceneQPainterShadowTest::testShadowTileOverlaps()
{
QVERIFY(Test::setupWaylandConnection(Test::AdditionalWaylandInterface::Decoration));
QFETCH(QSize, windowSize);
QFETCH(WindowQuadList, expectedQuads);
// Create a decorated client.
QScopedPointer<Surface> surface(Test::createSurface());
QScopedPointer<ShellSurface> shellSurface(Test::createShellSurface(surface.data()));
QScopedPointer<ServerSideDecoration> ssd(Test::waylandServerSideDecoration()->create(surface.data()));
auto *client = Test::renderAndWaitForShown(surface.data(), windowSize, Qt::blue);
QSignalSpy sizeChangedSpy(shellSurface.data(), &ShellSurface::sizeChanged);
QVERIFY(sizeChangedSpy.isValid());
// Check the client is decorated.
QVERIFY(client);
QVERIFY(client->isDecorated());
auto *decoration = client->decoration();
QVERIFY(decoration);
// If speciefied decoration theme is not found, KWin loads a default one
// so we have to check whether a client has right decoration.
auto decoShadow = decoration->shadow();
QCOMPARE(decoShadow->shadow().size(), QSize(SHADOW_TEXTURE_WIDTH, SHADOW_TEXTURE_HEIGHT));
QCOMPARE(decoShadow->paddingTop(), SHADOW_PADDING_TOP);
QCOMPARE(decoShadow->paddingRight(), SHADOW_PADDING_RIGHT);
QCOMPARE(decoShadow->paddingBottom(), SHADOW_PADDING_BOTTOM);
QCOMPARE(decoShadow->paddingLeft(), SHADOW_PADDING_LEFT);
// Get shadow.
QVERIFY(client->effectWindow());
QVERIFY(client->effectWindow()->sceneWindow());
QVERIFY(client->effectWindow()->sceneWindow()->shadow());
auto *shadow = client->effectWindow()->sceneWindow()->shadow();
// Validate shadow quads.
const WindowQuadList &quads = shadow->shadowQuads();
QCOMPARE(quads.size(), expectedQuads.size());
QVector<bool> mask(expectedQuads.size(), false);
for (const auto &q : quads) {
for (int i = 0; i < expectedQuads.size(); i++) {
if (!compareQuads(q, expectedQuads[i])) {
continue;
}
if (!mask[i]) {
mask[i] = true;
break;
} else {
QFAIL("got a duplicate shadow quad");
}
}
}
for (const auto &v : qAsConst(mask)) {
if (!v) {
QFAIL("missed a shadow quad");
}
}
}
void SceneQPainterShadowTest::testShadowTextureReconstruction()
{
QVERIFY(Test::setupWaylandConnection(Test::AdditionalWaylandInterface::ShadowManager));
// Create a surface.
QScopedPointer<Surface> surface(Test::createSurface());
QScopedPointer<ShellSurface> shellSurface(Test::createShellSurface(surface.data()));
auto *client = Test::renderAndWaitForShown(surface.data(), QSize(512, 512), Qt::blue);
QVERIFY(client);
QVERIFY(!client->isDecorated());
// Render reference shadow texture with the following params:
// - shadow size: 128
// - inner rect size: 1
// - padding: 128
QImage referenceShadowTexture(QSize(256 + 1, 256 + 1), QImage::Format_ARGB32_Premultiplied);
referenceShadowTexture.fill(Qt::transparent);
QPainter painter(&referenceShadowTexture);
painter.fillRect(QRect(10, 10, 192, 200), QColor(255, 0, 0, 128));
painter.fillRect(QRect(128, 30, 10, 180), QColor(0, 0, 0, 30));
painter.fillRect(QRect(20, 140, 160, 10), QColor(0, 255, 0, 128));
painter.setCompositionMode(QPainter::CompositionMode_DestinationOut);
painter.fillRect(QRect(128, 128, 1, 1), Qt::black);
painter.end();
// Create shadow.
QScopedPointer<KWayland::Client::Shadow> clientShadow(Test::waylandShadowManager()->createShadow(surface.data()));
QVERIFY(clientShadow->isValid());
auto *shmPool = Test::waylandShmPool();
Buffer::Ptr bufferTopLeft = shmPool->createBuffer(
referenceShadowTexture.copy(QRect(0, 0, 128, 128)));
clientShadow->attachTopLeft(bufferTopLeft);
Buffer::Ptr bufferTop = shmPool->createBuffer(
referenceShadowTexture.copy(QRect(128, 0, 1, 128)));
clientShadow->attachTop(bufferTop);
Buffer::Ptr bufferTopRight = shmPool->createBuffer(
referenceShadowTexture.copy(QRect(128 + 1, 0, 128, 128)));
clientShadow->attachTopRight(bufferTopRight);
Buffer::Ptr bufferRight = shmPool->createBuffer(
referenceShadowTexture.copy(QRect(128 + 1, 128, 128, 1)));
clientShadow->attachRight(bufferRight);
Buffer::Ptr bufferBottomRight = shmPool->createBuffer(
referenceShadowTexture.copy(QRect(128 + 1, 128 + 1, 128, 128)));
clientShadow->attachBottomRight(bufferBottomRight);
Buffer::Ptr bufferBottom = shmPool->createBuffer(
referenceShadowTexture.copy(QRect(128, 128 + 1, 1, 128)));
clientShadow->attachBottom(bufferBottom);
Buffer::Ptr bufferBottomLeft = shmPool->createBuffer(
referenceShadowTexture.copy(QRect(0, 128 + 1, 128, 128)));
clientShadow->attachBottomLeft(bufferBottomLeft);
Buffer::Ptr bufferLeft = shmPool->createBuffer(
referenceShadowTexture.copy(QRect(0, 128, 128, 1)));
clientShadow->attachLeft(bufferLeft);
clientShadow->setOffsets(QMarginsF(128, 128, 128, 128));
// Commit shadow.
QSignalSpy shadowChangedSpy(client->surface(), &KWayland::Server::SurfaceInterface::shadowChanged);
QVERIFY(shadowChangedSpy.isValid());
clientShadow->commit();
surface->commit(Surface::CommitFlag::None);
QVERIFY(shadowChangedSpy.wait());
// Check whether we've got right shadow.
auto shadowIface = client->surface()->shadow();
QVERIFY(!shadowIface.isNull());
QCOMPARE(shadowIface->offset().left(), 128);
QCOMPARE(shadowIface->offset().top(), 128);
QCOMPARE(shadowIface->offset().right(), 128);
QCOMPARE(shadowIface->offset().bottom(), 128);
// Get SceneQPainterShadow's texture.
QVERIFY(client->effectWindow());
QVERIFY(client->effectWindow()->sceneWindow());
QVERIFY(client->effectWindow()->sceneWindow()->shadow());
auto &shadowTexture = static_cast<SceneQPainterShadow *>(client->effectWindow()->sceneWindow()->shadow())->shadowTexture();
QCOMPARE(shadowTexture, referenceShadowTexture);
}
WAYLANDTEST_MAIN(SceneQPainterShadowTest)
#include "scene_qpainter_shadow_test.moc"

View file

@ -32,6 +32,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <KWayland/Client/pointerconstraints.h>
#include <KWayland/Client/seat.h>
#include <KWayland/Client/server_decoration.h>
#include <KWayland/Client/shadow.h>
#include <KWayland/Client/shell.h>
#include <KWayland/Client/shm_pool.h>
#include <KWayland/Client/output.h>
@ -62,6 +63,7 @@ static struct {
EventQueue *queue = nullptr;
Compositor *compositor = nullptr;
ServerSideDecorationManager *decoration = nullptr;
ShadowManager *shadowManager = nullptr;
Shell *shell = nullptr;
XdgShell *xdgShellV5 = nullptr;
XdgShell *xdgShellV6 = nullptr;
@ -163,6 +165,13 @@ bool setupWaylandConnection(AdditionalWaylandInterfaces flags)
return false;
}
}
if (flags.testFlag(AdditionalWaylandInterface::ShadowManager)) {
s_waylandConnection.shadowManager = registry->createShadowManager(registry->interface(Registry::Interface::Shadow).name,
registry->interface(Registry::Interface::Shadow).version);
if (!s_waylandConnection.shadowManager->isValid()) {
return false;
}
}
if (flags.testFlag(AdditionalWaylandInterface::Decoration)) {
s_waylandConnection.decoration = registry->createServerSideDecorationManager(registry->interface(Registry::Interface::ServerSideDecorationManager).name,
registry->interface(Registry::Interface::ServerSideDecorationManager).version);
@ -230,6 +239,8 @@ void destroyWaylandConnection()
s_waylandConnection.xdgShellV6 = nullptr;
delete s_waylandConnection.shell;
s_waylandConnection.shell = nullptr;
delete s_waylandConnection.shadowManager;
s_waylandConnection.shadowManager = nullptr;
delete s_waylandConnection.idleInhibit;
s_waylandConnection.idleInhibit = nullptr;
delete s_waylandConnection.shm;
@ -264,6 +275,11 @@ Compositor *waylandCompositor()
return s_waylandConnection.compositor;
}
ShadowManager *waylandShadowManager()
{
return s_waylandConnection.shadowManager;
}
Shell *waylandShell()
{
return s_waylandConnection.shell;

View file

@ -38,6 +38,8 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <QPainter>
#include <KDecoration2/Decoration>
#include <cmath>
namespace KWin
{
@ -309,51 +311,21 @@ void SceneQPainter::Window::renderShadow(QPainter* painter)
return;
}
SceneQPainterShadow *shadow = static_cast<SceneQPainterShadow *>(toplevel->shadow());
const QPixmap &topLeft = shadow->shadowPixmap(SceneQPainterShadow::ShadowElementTopLeft);
const QPixmap &top = shadow->shadowPixmap(SceneQPainterShadow::ShadowElementTop);
const QPixmap &topRight = shadow->shadowPixmap(SceneQPainterShadow::ShadowElementTopRight);
const QPixmap &bottomLeft = shadow->shadowPixmap(SceneQPainterShadow::ShadowElementBottomLeft);
const QPixmap &bottom = shadow->shadowPixmap(SceneQPainterShadow::ShadowElementBottom);
const QPixmap &bottomRight = shadow->shadowPixmap(SceneQPainterShadow::ShadowElementBottomRight);
const QPixmap &left = shadow->shadowPixmap(SceneQPainterShadow::ShadowElementLeft);
const QPixmap &right = shadow->shadowPixmap(SceneQPainterShadow::ShadowElementRight);
const int leftOffset = shadow->leftOffset();
const int topOffset = shadow->topOffset();
const int rightOffset = shadow->rightOffset();
const int bottomOffset = shadow->bottomOffset();
const QImage &shadowTexture = shadow->shadowTexture();
const WindowQuadList &shadowQuads = shadow->shadowQuads();
// top left
painter->drawPixmap(-leftOffset, -topOffset, topLeft);
// top right
painter->drawPixmap(toplevel->width() - topRight.width() + rightOffset, -topOffset, topRight);
// bottom left
painter->drawPixmap(-leftOffset, toplevel->height() - bottomLeft.height() + bottomOffset, bottomLeft);
// bottom right
painter->drawPixmap(toplevel->width() - bottomRight.width() + rightOffset,
toplevel->height() - bottomRight.height() + bottomOffset,
bottomRight);
// top
painter->drawPixmap(topLeft.width() - leftOffset, -topOffset,
toplevel->width() - topLeft.width() - topRight.width() + leftOffset + rightOffset,
top.height(),
top);
// left
painter->drawPixmap(-leftOffset, topLeft.height() - topOffset, left.width(),
toplevel->height() - topLeft.height() - bottomLeft.height() + topOffset + bottomOffset,
left);
// right
painter->drawPixmap(toplevel->width() - right.width() + rightOffset,
topRight.height() - topOffset,
right.width(),
toplevel->height() - topRight.height() - bottomRight.height() + topOffset + bottomOffset,
right);
// bottom
painter->drawPixmap(bottomLeft.width() - leftOffset,
toplevel->height() - bottom.height() + bottomOffset,
toplevel->width() - bottomLeft.width() - bottomRight.width() + leftOffset + rightOffset,
bottom.height(),
bottom);
for (const auto &q : shadowQuads) {
auto topLeft = q[0];
auto bottomRight = q[2];
QRectF target(topLeft.x(), topLeft.y(),
bottomRight.x() - topLeft.x(),
bottomRight.y() - topLeft.y());
QRectF source(topLeft.textureX(), topLeft.textureY(),
bottomRight.textureX() - topLeft.textureX(),
bottomRight.textureY() - topLeft.textureY());
painter->drawImage(target, shadowTexture, source);
}
}
void SceneQPainter::Window::renderWindowDecorations(QPainter *painter)
@ -557,12 +529,242 @@ SceneQPainterShadow::~SceneQPainterShadow()
{
}
void SceneQPainterShadow::buildQuads()
{
// Do not draw shadows if window width or window height is less than
// 5 px. 5 is an arbitrary choice.
if (topLevel()->width() < 5 || topLevel()->height() < 5) {
m_shadowQuads.clear();
setShadowRegion(QRegion());
return;
}
const QSizeF top(elementSize(ShadowElementTop));
const QSizeF topRight(elementSize(ShadowElementTopRight));
const QSizeF right(elementSize(ShadowElementRight));
const QSizeF bottomRight(elementSize(ShadowElementBottomRight));
const QSizeF bottom(elementSize(ShadowElementBottom));
const QSizeF bottomLeft(elementSize(ShadowElementBottomLeft));
const QSizeF left(elementSize(ShadowElementLeft));
const QSizeF topLeft(elementSize(ShadowElementTopLeft));
const QRectF outerRect(QPointF(-leftOffset(), -topOffset()),
QPointF(topLevel()->width() + rightOffset(),
topLevel()->height() + bottomOffset()));
const int width = std::max({topLeft.width(), left.width(), bottomLeft.width()})
+ std::max(top.width(), bottom.width())
+ std::max({topRight.width(), right.width(), bottomRight.width()});
const int height = std::max({topLeft.height(), top.height(), topRight.height()})
+ std::max(left.height(), right.height())
+ std::max({bottomLeft.height(), bottom.height(), bottomRight.height()});
QRectF topLeftRect(outerRect.topLeft(), topLeft);
QRectF topRightRect(outerRect.topRight() - QPointF(topRight.width(), 0), topRight);
QRectF bottomRightRect(
outerRect.bottomRight() - QPointF(bottomRight.width(), bottomRight.height()),
bottomRight);
QRectF bottomLeftRect(outerRect.bottomLeft() - QPointF(0, bottomLeft.height()), bottomLeft);
// Re-distribute the corner tiles so no one of them is overlapping with others.
// By doing this, we assume that shadow's corner tiles are symmetric
// and it is OK to not draw top/right/bottom/left tile between corners.
// For example, let's say top-left and top-right tiles are overlapping.
// In that case, the right side of the top-left tile will be shifted to left,
// the left side of the top-right tile will shifted to right, and the top
// tile won't be rendered.
bool drawTop = true;
if (topLeftRect.right() >= topRightRect.left()) {
const float halfOverlap = qAbs(topLeftRect.right() - topRightRect.left()) / 2;
topLeftRect.setRight(topLeftRect.right() - std::floor(halfOverlap));
topRightRect.setLeft(topRightRect.left() + std::ceil(halfOverlap));
drawTop = false;
}
bool drawRight = true;
if (topRightRect.bottom() >= bottomRightRect.top()) {
const float halfOverlap = qAbs(topRightRect.bottom() - bottomRightRect.top()) / 2;
topRightRect.setBottom(topRightRect.bottom() - std::floor(halfOverlap));
bottomRightRect.setTop(bottomRightRect.top() + std::ceil(halfOverlap));
drawRight = false;
}
bool drawBottom = true;
if (bottomLeftRect.right() >= bottomRightRect.left()) {
const float halfOverlap = qAbs(bottomLeftRect.right() - bottomRightRect.left()) / 2;
bottomLeftRect.setRight(bottomLeftRect.right() - std::floor(halfOverlap));
bottomRightRect.setLeft(bottomRightRect.left() + std::ceil(halfOverlap));
drawBottom = false;
}
bool drawLeft = true;
if (topLeftRect.bottom() >= bottomLeftRect.top()) {
const float halfOverlap = qAbs(topLeftRect.bottom() - bottomLeftRect.top()) / 2;
topLeftRect.setBottom(topLeftRect.bottom() - std::floor(halfOverlap));
bottomLeftRect.setTop(bottomLeftRect.top() + std::ceil(halfOverlap));
drawLeft = false;
}
qreal tx1 = 0.0,
tx2 = 0.0,
ty1 = 0.0,
ty2 = 0.0;
m_shadowQuads.clear();
tx1 = 0.0;
ty1 = 0.0;
tx2 = topLeftRect.width();
ty2 = topLeftRect.height();
WindowQuad topLeftQuad(WindowQuadShadow);
topLeftQuad[0] = WindowVertex(topLeftRect.left(), topLeftRect.top(), tx1, ty1);
topLeftQuad[1] = WindowVertex(topLeftRect.right(), topLeftRect.top(), tx2, ty1);
topLeftQuad[2] = WindowVertex(topLeftRect.right(), topLeftRect.bottom(), tx2, ty2);
topLeftQuad[3] = WindowVertex(topLeftRect.left(), topLeftRect.bottom(), tx1, ty2);
m_shadowQuads.append(topLeftQuad);
tx1 = width - topRightRect.width();
ty1 = 0.0;
tx2 = width;
ty2 = topRightRect.height();
WindowQuad topRightQuad(WindowQuadShadow);
topRightQuad[0] = WindowVertex(topRightRect.left(), topRightRect.top(), tx1, ty1);
topRightQuad[1] = WindowVertex(topRightRect.right(), topRightRect.top(), tx2, ty1);
topRightQuad[2] = WindowVertex(topRightRect.right(), topRightRect.bottom(), tx2, ty2);
topRightQuad[3] = WindowVertex(topRightRect.left(), topRightRect.bottom(), tx1, ty2);
m_shadowQuads.append(topRightQuad);
tx1 = width - bottomRightRect.width();
tx2 = width;
ty1 = height - bottomRightRect.height();
ty2 = height;
WindowQuad bottomRightQuad(WindowQuadShadow);
bottomRightQuad[0] = WindowVertex(bottomRightRect.left(), bottomRightRect.top(), tx1, ty1);
bottomRightQuad[1] = WindowVertex(bottomRightRect.right(), bottomRightRect.top(), tx2, ty1);
bottomRightQuad[2] = WindowVertex(bottomRightRect.right(), bottomRightRect.bottom(), tx2, ty2);
bottomRightQuad[3] = WindowVertex(bottomRightRect.left(), bottomRightRect.bottom(), tx1, ty2);
m_shadowQuads.append(bottomRightQuad);
tx1 = 0.0;
tx2 = bottomLeftRect.width();
ty1 = height - bottomLeftRect.height();
ty2 = height;
WindowQuad bottomLeftQuad(WindowQuadShadow);
bottomLeftQuad[0] = WindowVertex(bottomLeftRect.left(), bottomLeftRect.top(), tx1, ty1);
bottomLeftQuad[1] = WindowVertex(bottomLeftRect.right(), bottomLeftRect.top(), tx2, ty1);
bottomLeftQuad[2] = WindowVertex(bottomLeftRect.right(), bottomLeftRect.bottom(), tx2, ty2);
bottomLeftQuad[3] = WindowVertex(bottomLeftRect.left(), bottomLeftRect.bottom(), tx1, ty2);
m_shadowQuads.append(bottomLeftQuad);
if (drawTop) {
QRectF topRect(
topLeftRect.topRight(),
topRightRect.bottomLeft());
tx1 = topLeft.width();
ty1 = 0.0;
tx2 = width - topRight.width();
ty2 = topRect.height();
WindowQuad topQuad(WindowQuadShadow);
topQuad[0] = WindowVertex(topRect.left(), topRect.top(), tx1, ty1);
topQuad[1] = WindowVertex(topRect.right(), topRect.top(), tx2, ty1);
topQuad[2] = WindowVertex(topRect.right(), topRect.bottom(), tx2, ty2);
topQuad[3] = WindowVertex(topRect.left(), topRect.bottom(), tx1, ty2);
m_shadowQuads.append(topQuad);
}
if (drawRight) {
QRectF rightRect(
topRightRect.bottomLeft(),
bottomRightRect.topRight());
tx1 = width - rightRect.width();
ty1 = topRight.height();
tx2 = width;
ty2 = height - bottomRight.height();
WindowQuad rightQuad(WindowQuadShadow);
rightQuad[0] = WindowVertex(rightRect.left(), rightRect.top(), tx1, ty1);
rightQuad[1] = WindowVertex(rightRect.right(), rightRect.top(), tx2, ty1);
rightQuad[2] = WindowVertex(rightRect.right(), rightRect.bottom(), tx2, ty2);
rightQuad[3] = WindowVertex(rightRect.left(), rightRect.bottom(), tx1, ty2);
m_shadowQuads.append(rightQuad);
}
if (drawBottom) {
QRectF bottomRect(
bottomLeftRect.topRight(),
bottomRightRect.bottomLeft());
tx1 = bottomLeft.width();
ty1 = height - bottomRect.height();
tx2 = width - bottomRight.width();
ty2 = height;
WindowQuad bottomQuad(WindowQuadShadow);
bottomQuad[0] = WindowVertex(bottomRect.left(), bottomRect.top(), tx1, ty1);
bottomQuad[1] = WindowVertex(bottomRect.right(), bottomRect.top(), tx2, ty1);
bottomQuad[2] = WindowVertex(bottomRect.right(), bottomRect.bottom(), tx2, ty2);
bottomQuad[3] = WindowVertex(bottomRect.left(), bottomRect.bottom(), tx1, ty2);
m_shadowQuads.append(bottomQuad);
}
if (drawLeft) {
QRectF leftRect(
topLeftRect.bottomLeft(),
bottomLeftRect.topRight());
tx1 = 0.0;
ty1 = topLeft.height();
tx2 = leftRect.width();
ty2 = height - bottomRight.height();
WindowQuad leftQuad(WindowQuadShadow);
leftQuad[0] = WindowVertex(leftRect.left(), leftRect.top(), tx1, ty1);
leftQuad[1] = WindowVertex(leftRect.right(), leftRect.top(), tx2, ty1);
leftQuad[2] = WindowVertex(leftRect.right(), leftRect.bottom(), tx2, ty2);
leftQuad[3] = WindowVertex(leftRect.left(), leftRect.bottom(), tx1, ty2);
m_shadowQuads.append(leftQuad);
}
}
bool SceneQPainterShadow::prepareBackend()
{
if (hasDecorationShadow()) {
// TODO: implement for QPainter
m_texture = decorationShadowImage();
return true;
}
const QPixmap &topLeft = shadowPixmap(ShadowElementTopLeft);
const QPixmap &top = shadowPixmap(ShadowElementTop);
const QPixmap &topRight = shadowPixmap(ShadowElementTopRight);
const QPixmap &bottomLeft = shadowPixmap(ShadowElementBottomLeft);
const QPixmap &bottom = shadowPixmap(ShadowElementBottom);
const QPixmap &bottomRight = shadowPixmap(ShadowElementBottomRight);
const QPixmap &left = shadowPixmap(ShadowElementLeft);
const QPixmap &right = shadowPixmap(ShadowElementRight);
const int width = std::max({topLeft.width(), left.width(), bottomLeft.width()})
+ std::max(top.width(), bottom.width())
+ std::max({topRight.width(), right.width(), bottomRight.width()});
const int height = std::max({topLeft.height(), top.height(), topRight.height()})
+ std::max(left.height(), right.height())
+ std::max({bottomLeft.height(), bottom.height(), bottomRight.height()});
if (width == 0 || height == 0) {
return false;
}
QImage image(width, height, QImage::Format_ARGB32_Premultiplied);
image.fill(Qt::transparent);
QPainter painter;
painter.begin(&image);
painter.drawPixmap(0, 0, topLeft);
painter.drawPixmap(topLeft.width(), 0, top);
painter.drawPixmap(width - topRight.width(), 0, topRight);
painter.drawPixmap(0, height - bottomLeft.height(), bottomLeft);
painter.drawPixmap(bottomLeft.width(), height - bottom.height(), bottom);
painter.drawPixmap(width - bottomRight.width(), height - bottomRight.height(), bottomRight);
painter.drawPixmap(0, topLeft.height(), left);
painter.drawPixmap(width - right.width(), topRight.height(), right);
painter.end();
m_texture = image;
return true;
}

View file

@ -123,23 +123,17 @@ class SceneQPainterShadow : public Shadow
public:
SceneQPainterShadow(Toplevel* toplevel);
virtual ~SceneQPainterShadow();
using Shadow::ShadowElements;
using Shadow::ShadowElementTop;
using Shadow::ShadowElementTopRight;
using Shadow::ShadowElementRight;
using Shadow::ShadowElementBottomRight;
using Shadow::ShadowElementBottom;
using Shadow::ShadowElementBottomLeft;
using Shadow::ShadowElementLeft;
using Shadow::ShadowElementTopLeft;
using Shadow::ShadowElementsCount;
using Shadow::shadowPixmap;
using Shadow::topOffset;
using Shadow::leftOffset;
using Shadow::rightOffset;
using Shadow::bottomOffset;
QImage &shadowTexture() {
return m_texture;
}
protected:
virtual void buildQuads() override;
virtual bool prepareBackend() override;
private:
QImage m_texture;
};
class SceneQPainterDecorationRenderer : public Decoration::Renderer