/* SPDX-FileCopyrightText: 2021 Vlad Zahorodnii SPDX-License-Identifier: GPL-2.0-or-later */ #include "shadowitem.h" #include "shadow.h" namespace KWin { ShadowItem::ShadowItem(Shadow *shadow, Scene::Window *window, Item *parent) : Item(window, parent) , m_shadow(shadow) { connect(shadow, &Shadow::regionChanged, this, &ShadowItem::handleRegionChanged); connect(shadow, &Shadow::textureChanged, this, &ShadowItem::handleTextureChanged); handleRegionChanged(); handleTextureChanged(); } ShadowItem::~ShadowItem() { } Shadow *ShadowItem::shadow() const { return m_shadow.data(); } void ShadowItem::handleRegionChanged() { const QRect rect = shadow()->shadowRegion().boundingRect(); setPosition(rect.topLeft()); setSize(rect.size()); discardQuads(); } void ShadowItem::handleTextureChanged() { scheduleRepaint(rect()); discardQuads(); } static inline void distributeHorizontally(QRectF &leftRect, QRectF &rightRect) { if (leftRect.right() > rightRect.left()) { const qreal boundedRight = std::min(leftRect.right(), rightRect.right()); const qreal boundedLeft = std::max(leftRect.left(), rightRect.left()); const qreal halfOverlap = (boundedRight - boundedLeft) / 2.0; leftRect.setRight(boundedRight - halfOverlap); rightRect.setLeft(boundedLeft + halfOverlap); } } static inline void distributeVertically(QRectF &topRect, QRectF &bottomRect) { if (topRect.bottom() > bottomRect.top()) { const qreal boundedBottom = std::min(topRect.bottom(), bottomRect.bottom()); const qreal boundedTop = std::max(topRect.top(), bottomRect.top()); const qreal halfOverlap = (boundedBottom - boundedTop) / 2.0; topRect.setBottom(boundedBottom - halfOverlap); bottomRect.setTop(boundedTop + halfOverlap); } } WindowQuadList ShadowItem::buildQuads() const { const Toplevel *toplevel = window()->window(); // Do not draw shadows if window width or window height is less than 5 px. 5 is an arbitrary choice. if (!toplevel->wantsShadowToBeRendered() || toplevel->width() < 5 || toplevel->height() < 5) { return WindowQuadList(); } const QSizeF top(m_shadow->elementSize(Shadow::ShadowElementTop)); const QSizeF topRight(m_shadow->elementSize(Shadow::ShadowElementTopRight)); const QSizeF right(m_shadow->elementSize(Shadow::ShadowElementRight)); const QSizeF bottomRight(m_shadow->elementSize(Shadow::ShadowElementBottomRight)); const QSizeF bottom(m_shadow->elementSize(Shadow::ShadowElementBottom)); const QSizeF bottomLeft(m_shadow->elementSize(Shadow::ShadowElementBottomLeft)); const QSizeF left(m_shadow->elementSize(Shadow::ShadowElementLeft)); const QSizeF topLeft(m_shadow->elementSize(Shadow::ShadowElementTopLeft)); const QMarginsF shadowMargins( std::max({topLeft.width(), left.width(), bottomLeft.width()}), std::max({topLeft.height(), top.height(), topRight.height()}), std::max({topRight.width(), right.width(), bottomRight.width()}), std::max({bottomRight.height(), bottom.height(), bottomLeft.height()})); const QRectF outerRect(QPointF(-m_shadow->leftOffset(), -m_shadow->topOffset()), QPointF(toplevel->width() + m_shadow->rightOffset(), toplevel->height() + m_shadow->bottomOffset())); const int width = shadowMargins.left() + std::max(top.width(), bottom.width()) + shadowMargins.right(); const int height = shadowMargins.top() + std::max(left.height(), right.height()) + shadowMargins.bottom(); QRectF topLeftRect; if (!topLeft.isEmpty()) { topLeftRect = QRectF(outerRect.topLeft(), topLeft); } else { topLeftRect = QRectF(outerRect.left() + shadowMargins.left(), outerRect.top() + shadowMargins.top(), 0, 0); } QRectF topRightRect; if (!topRight.isEmpty()) { topRightRect = QRectF(outerRect.right() - topRight.width(), outerRect.top(), topRight.width(), topRight.height()); } else { topRightRect = QRectF(outerRect.right() - shadowMargins.right(), outerRect.top() + shadowMargins.top(), 0, 0); } QRectF bottomRightRect; if (!bottomRight.isEmpty()) { bottomRightRect = QRectF(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottomRight.height(), bottomRight.width(), bottomRight.height()); } else { bottomRightRect = QRectF(outerRect.right() - shadowMargins.right(), outerRect.bottom() - shadowMargins.bottom(), 0, 0); } QRectF bottomLeftRect; if (!bottomLeft.isEmpty()) { bottomLeftRect = QRectF(outerRect.left(), outerRect.bottom() - bottomLeft.height(), bottomLeft.width(), bottomLeft.height()); } else { bottomLeftRect = QRectF(outerRect.left() + shadowMargins.left(), outerRect.bottom() - shadowMargins.bottom(), 0, 0); } // 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. distributeHorizontally(topLeftRect, topRightRect); distributeHorizontally(bottomLeftRect, bottomRightRect); distributeVertically(topLeftRect, bottomLeftRect); distributeVertically(topRightRect, bottomRightRect); qreal tx1 = 0.0, tx2 = 0.0, ty1 = 0.0, ty2 = 0.0; WindowQuadList quads; quads.reserve(8); void *tag = const_cast(this); if (topLeftRect.isValid()) { tx1 = 0.0; ty1 = 0.0; tx2 = topLeftRect.width() / width; ty2 = topLeftRect.height() / height; WindowQuad topLeftQuad(tag); 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); quads.append(topLeftQuad); } if (topRightRect.isValid()) { tx1 = 1.0 - topRightRect.width() / width; ty1 = 0.0; tx2 = 1.0; ty2 = topRightRect.height() / height; WindowQuad topRightQuad(tag); 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); quads.append(topRightQuad); } if (bottomRightRect.isValid()) { tx1 = 1.0 - bottomRightRect.width() / width; tx2 = 1.0; ty1 = 1.0 - bottomRightRect.height() / height; ty2 = 1.0; WindowQuad bottomRightQuad(tag); 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); quads.append(bottomRightQuad); } if (bottomLeftRect.isValid()) { tx1 = 0.0; tx2 = bottomLeftRect.width() / width; ty1 = 1.0 - bottomLeftRect.height() / height; ty2 = 1.0; WindowQuad bottomLeftQuad(tag); 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); quads.append(bottomLeftQuad); } QRectF topRect(QPointF(topLeftRect.right(), outerRect.top()), QPointF(topRightRect.left(), outerRect.top() + top.height())); QRectF rightRect(QPointF(outerRect.right() - right.width(), topRightRect.bottom()), QPointF(outerRect.right(), bottomRightRect.top())); QRectF bottomRect(QPointF(bottomLeftRect.right(), outerRect.bottom() - bottom.height()), QPointF(bottomRightRect.left(), outerRect.bottom())); QRectF leftRect(QPointF(outerRect.left(), topLeftRect.bottom()), QPointF(outerRect.left() + left.width(), bottomLeftRect.top())); // Re-distribute left/right and top/bottom shadow tiles so they don't // overlap when the window is too small. Please notice that we don't // fix overlaps between left/top(left/bottom, right/top, and so on) // corner tiles because corresponding counter parts won't be valid when // the window is too small, which means they won't be rendered. distributeHorizontally(leftRect, rightRect); distributeVertically(topRect, bottomRect); if (topRect.isValid()) { tx1 = shadowMargins.left() / width; ty1 = 0.0; tx2 = tx1 + top.width() / width; ty2 = topRect.height() / height; WindowQuad topQuad(tag); 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); quads.append(topQuad); } if (rightRect.isValid()) { tx1 = 1.0 - rightRect.width() / width; ty1 = shadowMargins.top() / height; tx2 = 1.0; ty2 = ty1 + right.height() / height; WindowQuad rightQuad(tag); 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); quads.append(rightQuad); } if (bottomRect.isValid()) { tx1 = shadowMargins.left() / width; ty1 = 1.0 - bottomRect.height() / height; tx2 = tx1 + bottom.width() / width; ty2 = 1.0; WindowQuad bottomQuad(tag); 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); quads.append(bottomQuad); } if (leftRect.isValid()) { tx1 = 0.0; ty1 = shadowMargins.top() / height; tx2 = leftRect.width() / width; ty2 = ty1 + left.height() / height; WindowQuad leftQuad(tag); 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); quads.append(leftQuad); } return quads; } } // namespace KWin