/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2011 Martin Gräßlin 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 . *********************************************************************/ #include "shadow.h" // kwin #include "atoms.h" #include "client.h" #include "composite.h" #include "effects.h" #include "toplevel.h" #include #include namespace KWin { Shadow::Shadow(Toplevel *toplevel) : m_topLevel(toplevel) , m_cachedSize(toplevel->geometry().size()) , m_decorationShadow(nullptr) { connect(m_topLevel, SIGNAL(geometryChanged()), SLOT(geometryChanged())); } Shadow::~Shadow() { } Shadow *Shadow::createShadow(Toplevel *toplevel) { if (!effects) { return NULL; } Shadow *shadow = crateShadowFromDecoration(toplevel); if (!shadow) { shadow = createShadowFromX11(toplevel); } if (shadow) { if (toplevel->effectWindow() && toplevel->effectWindow()->sceneWindow()) { toplevel->effectWindow()->sceneWindow()->updateShadow(shadow); } } return shadow; } Shadow *Shadow::createShadowFromX11(Toplevel *toplevel) { auto data = Shadow::readX11ShadowProperty(toplevel->window()); if (!data.isEmpty()) { Shadow *shadow = Compositor::self()->scene()->createShadow(toplevel); if (!shadow->init(data)) { delete shadow; return NULL; } return shadow; } else { return NULL; } } Shadow *Shadow::crateShadowFromDecoration(Toplevel *toplevel) { Client *c = qobject_cast(toplevel); if (!c) { return nullptr; } if (!c->decoration()) { return nullptr; } Shadow *shadow = Compositor::self()->scene()->createShadow(toplevel); if (!shadow->init(c->decoration())) { delete shadow; return nullptr; } return shadow; } QVector< uint32_t > Shadow::readX11ShadowProperty(xcb_window_t id) { QVector ret; Xcb::Property property(false, id, atoms->kde_net_wm_shadow, XCB_ATOM_CARDINAL, 0, 12); uint32_t *shadow = property.value(); if (shadow) { ret.reserve(12); for (int i=0; i<12; ++i) { ret << shadow[i]; } } return ret; } bool Shadow::init(const QVector< uint32_t > &data) { QVector pixmapGeometries(ShadowElementsCount); QVector getImageCookies(ShadowElementsCount); auto *c = connection(); for (int i = 0; i < ShadowElementsCount; ++i) { pixmapGeometries[i] = Xcb::WindowGeometry(data[i]); } auto discardReplies = [&getImageCookies](int start) { for (int i = start; i < getImageCookies.size(); ++i) { xcb_discard_reply(connection(), getImageCookies.at(i).sequence); } }; for (int i = 0; i < ShadowElementsCount; ++i) { auto &geo = pixmapGeometries[i]; if (geo.isNull()) { discardReplies(0); return false; } getImageCookies[i] = xcb_get_image_unchecked(c, XCB_IMAGE_FORMAT_Z_PIXMAP, data[i], 0, 0, geo->width, geo->height, ~0); } for (int i = 0; i < ShadowElementsCount; ++i) { auto *reply = xcb_get_image_reply(c, getImageCookies.at(i), nullptr); if (!reply) { discardReplies(i+1); return false; } auto &geo = pixmapGeometries[i]; QImage image(xcb_get_image_data(reply), geo->width, geo->height, QImage::Format_ARGB32); m_shadowElements[i] = QPixmap::fromImage(image); free(reply); } m_topOffset = data[ShadowElementsCount]; m_rightOffset = data[ShadowElementsCount+1]; m_bottomOffset = data[ShadowElementsCount+2]; m_leftOffset = data[ShadowElementsCount+3]; updateShadowRegion(); if (!prepareBackend()) { return false; } buildQuads(); return true; } bool Shadow::init(KDecoration2::Decoration *decoration) { if (m_decorationShadow) { // disconnect previous connections disconnect(m_decorationShadow, &KDecoration2::DecorationShadow::topLeftChanged, m_topLevel, &Toplevel::getShadow); disconnect(m_decorationShadow, &KDecoration2::DecorationShadow::topChanged, m_topLevel, &Toplevel::getShadow); disconnect(m_decorationShadow, &KDecoration2::DecorationShadow::topRightChanged, m_topLevel, &Toplevel::getShadow); disconnect(m_decorationShadow, &KDecoration2::DecorationShadow::rightChanged, m_topLevel, &Toplevel::getShadow); disconnect(m_decorationShadow, &KDecoration2::DecorationShadow::bottomRightChanged, m_topLevel, &Toplevel::getShadow); disconnect(m_decorationShadow, &KDecoration2::DecorationShadow::bottomChanged, m_topLevel, &Toplevel::getShadow); disconnect(m_decorationShadow, &KDecoration2::DecorationShadow::bottomLeftChanged, m_topLevel, &Toplevel::getShadow); disconnect(m_decorationShadow, &KDecoration2::DecorationShadow::leftChanged, m_topLevel, &Toplevel::getShadow); disconnect(m_decorationShadow, &KDecoration2::DecorationShadow::shadowChanged, m_topLevel, &Toplevel::getShadow); disconnect(m_decorationShadow, &KDecoration2::DecorationShadow::paddingLeftChanged, m_topLevel, &Toplevel::getShadow); disconnect(m_decorationShadow, &KDecoration2::DecorationShadow::paddingTopChanged, m_topLevel, &Toplevel::getShadow); disconnect(m_decorationShadow, &KDecoration2::DecorationShadow::paddingRightChanged, m_topLevel, &Toplevel::getShadow); disconnect(m_decorationShadow, &KDecoration2::DecorationShadow::paddingBottomChanged, m_topLevel, &Toplevel::getShadow); } m_decorationShadow = decoration->shadow(); if (!m_decorationShadow) { return false; } // setup connections - all just mapped to recreate connect(m_decorationShadow, &KDecoration2::DecorationShadow::topLeftChanged, m_topLevel, &Toplevel::getShadow); connect(m_decorationShadow, &KDecoration2::DecorationShadow::topChanged, m_topLevel, &Toplevel::getShadow); connect(m_decorationShadow, &KDecoration2::DecorationShadow::topRightChanged, m_topLevel, &Toplevel::getShadow); connect(m_decorationShadow, &KDecoration2::DecorationShadow::rightChanged, m_topLevel, &Toplevel::getShadow); connect(m_decorationShadow, &KDecoration2::DecorationShadow::bottomRightChanged, m_topLevel, &Toplevel::getShadow); connect(m_decorationShadow, &KDecoration2::DecorationShadow::bottomChanged, m_topLevel, &Toplevel::getShadow); connect(m_decorationShadow, &KDecoration2::DecorationShadow::bottomLeftChanged, m_topLevel, &Toplevel::getShadow); connect(m_decorationShadow, &KDecoration2::DecorationShadow::leftChanged, m_topLevel, &Toplevel::getShadow); connect(m_decorationShadow, &KDecoration2::DecorationShadow::shadowChanged, m_topLevel, &Toplevel::getShadow); connect(m_decorationShadow, &KDecoration2::DecorationShadow::paddingLeftChanged, m_topLevel, &Toplevel::getShadow); connect(m_decorationShadow, &KDecoration2::DecorationShadow::paddingTopChanged, m_topLevel, &Toplevel::getShadow); connect(m_decorationShadow, &KDecoration2::DecorationShadow::paddingRightChanged, m_topLevel, &Toplevel::getShadow); connect(m_decorationShadow, &KDecoration2::DecorationShadow::paddingBottomChanged, m_topLevel, &Toplevel::getShadow); m_topOffset = m_decorationShadow->paddingTop(); m_rightOffset = m_decorationShadow->paddingRight(); m_bottomOffset = m_decorationShadow->paddingBottom(); m_leftOffset = m_decorationShadow->paddingLeft(); updateShadowRegion(); if (!prepareBackend()) { return false; } buildQuads(); return true; } void Shadow::updateShadowRegion() { const QRect top(0, - m_topOffset, m_topLevel->width(), m_topOffset); const QRect right(m_topLevel->width(), - m_topOffset, m_rightOffset, m_topLevel->height() + m_topOffset + m_bottomOffset); const QRect bottom(0, m_topLevel->height(), m_topLevel->width(), m_bottomOffset); const QRect left(- m_leftOffset, - m_topOffset, m_leftOffset, m_topLevel->height() + m_topOffset + m_bottomOffset); m_shadowRegion = QRegion(top).united(right).united(bottom).united(left); } void Shadow::buildQuads() { // prepare window quads m_shadowQuads.clear(); const QSize top(m_shadowElements[ShadowElementTop].size()); const QSize topRight(m_shadowElements[ShadowElementTopRight].size()); const QSize right(m_shadowElements[ShadowElementRight].size()); const QSize bottomRight(m_shadowElements[ShadowElementBottomRight].size()); const QSize bottom(m_shadowElements[ShadowElementBottom].size()); const QSize bottomLeft(m_shadowElements[ShadowElementBottomLeft].size()); const QSize left(m_shadowElements[ShadowElementLeft].size()); const QSize topLeft(m_shadowElements[ShadowElementTopLeft].size()); if ((left.width() - m_leftOffset > m_topLevel->width()) || (right.width() - m_rightOffset > m_topLevel->width()) || (top.height() - m_topOffset > m_topLevel->height()) || (bottom.height() - m_bottomOffset > m_topLevel->height())) { // if our shadow is bigger than the window, we don't render the shadow m_shadowRegion = QRegion(); return; } const QRect outerRect(QPoint(-m_leftOffset, -m_topOffset), QPoint(m_topLevel->width() + m_rightOffset, m_topLevel->height() + m_bottomOffset)); WindowQuad topLeftQuad(WindowQuadShadowTopLeft); topLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y(), 0.0, 0.0); topLeftQuad[ 1 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), 1.0, 0.0); topLeftQuad[ 2 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + topLeft.height(), 1.0, 1.0); topLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), 0.0, 1.0); m_shadowQuads.append(topLeftQuad); WindowQuad topQuad(WindowQuadShadowTop); topQuad[ 0 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), 0.0, 0.0); topQuad[ 1 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), 1.0, 0.0); topQuad[ 2 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + top.height(), 1.0, 1.0); topQuad[ 3 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + top.height(), 0.0, 1.0); m_shadowQuads.append(topQuad); WindowQuad topRightQuad(WindowQuadShadowTopRight); topRightQuad[ 0 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), 0.0, 0.0); topRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y(), 1.0, 0.0); topRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), 1.0, 1.0); topRightQuad[ 3 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + topRight.height(), 0.0, 1.0); m_shadowQuads.append(topRightQuad); WindowQuad rightQuad(WindowQuadShadowRight); rightQuad[ 0 ] = WindowVertex(outerRect.right() - right.width(), outerRect.y() + topRight.height(), 0.0, 0.0); rightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), 1.0, 0.0); rightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), 1.0, 1.0); rightQuad[ 3 ] = WindowVertex(outerRect.right() - right.width(), outerRect.bottom() - bottomRight.height(), 0.0, 1.0); m_shadowQuads.append(rightQuad); WindowQuad bottomRightQuad(WindowQuadShadowBottomRight); bottomRightQuad[ 0 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottomRight.height(), 0.0, 0.0); bottomRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), 1.0, 0.0); bottomRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom(), 1.0, 1.0); bottomRightQuad[ 3 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), 0.0, 1.0); m_shadowQuads.append(bottomRightQuad); WindowQuad bottomQuad(WindowQuadShadowBottom); bottomQuad[ 0 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottom.height(), 0.0, 0.0); bottomQuad[ 1 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottom.height(), 1.0, 0.0); bottomQuad[ 2 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), 1.0, 1.0); bottomQuad[ 3 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), 0.0, 1.0); m_shadowQuads.append(bottomQuad); WindowQuad bottomLeftQuad(WindowQuadShadowBottomLeft); bottomLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), 0.0, 0.0); bottomLeftQuad[ 1 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottomLeft.height(), 1.0, 0.0); bottomLeftQuad[ 2 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), 1.0, 1.0); bottomLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom(), 0.0, 1.0); m_shadowQuads.append(bottomLeftQuad); WindowQuad leftQuad(WindowQuadShadowLeft); leftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), 0.0, 0.0); leftQuad[ 1 ] = WindowVertex(outerRect.x() + left.width(), outerRect.y() + topLeft.height(), 1.0, 0.0); leftQuad[ 2 ] = WindowVertex(outerRect.x() + left.width(), outerRect.bottom() - bottomLeft.height(), 1.0, 1.0); leftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), 0.0, 1.0); m_shadowQuads.append(leftQuad); } bool Shadow::updateShadow() { auto clear = [this]() { if (m_topLevel && m_topLevel->effectWindow() && m_topLevel->effectWindow()->sceneWindow() && m_topLevel->effectWindow()->sceneWindow()->shadow()) { m_topLevel->effectWindow()->sceneWindow()->updateShadow(0); m_topLevel->effectWindow()->buildQuads(true); } deleteLater(); }; if (m_decorationShadow) { if (Client *c = qobject_cast(m_topLevel)) { if (c->decoration()) { if (init(c->decoration())) { if (m_topLevel && m_topLevel->effectWindow()) m_topLevel->effectWindow()->buildQuads(true); return true; } } } clear(); return false; } auto data = Shadow::readX11ShadowProperty(m_topLevel->window()); if (data.isEmpty()) { clear(); return false; } init(data); if (m_topLevel && m_topLevel->effectWindow()) m_topLevel->effectWindow()->buildQuads(true); return true; } void Shadow::setToplevel(Toplevel *topLevel) { m_topLevel = topLevel; connect(m_topLevel, SIGNAL(geometryChanged()), SLOT(geometryChanged())); } void Shadow::geometryChanged() { if (m_cachedSize == m_topLevel->geometry().size()) { return; } m_cachedSize = m_topLevel->geometry().size(); updateShadowRegion(); buildQuads(); } QImage Shadow::decorationShadowImage() const { if (!m_decorationShadow) { return QImage(); } return m_decorationShadow->shadow(); } QSize Shadow::elementSize(Shadow::ShadowElements element) const { if (m_decorationShadow) { switch (element) { case ShadowElementTop: return m_decorationShadow->top(); case ShadowElementTopRight: return m_decorationShadow->topRight(); case ShadowElementRight: return m_decorationShadow->right(); case ShadowElementBottomRight: return m_decorationShadow->bottomRight(); case ShadowElementBottom: return m_decorationShadow->bottom(); case ShadowElementBottomLeft: return m_decorationShadow->bottomLeft(); case ShadowElementLeft: return m_decorationShadow->left(); case ShadowElementTopLeft: return m_decorationShadow->topLeft(); default: return QSize(); } } else { return m_shadowElements[element].size(); } } } // namespace