kwin/shadow.cpp
Martin Gräßlin 7508cd49e0 Trigger rebuilding of quads after creating a new DecorationShadow
If there were already a shadow, the quads are rebuild, but not if
we created a new shadow. This is not a problem if the shadow exists
before the quads are built for the first time (e.g. when managing
the window), but if the shadow is created later on the quads are
incorrect and the shadow doesn't get rendered at all. This happens
for example with Aurorae based decoration themes, where the creation
of the first shadow is delayed into the next event cycle.
2015-01-27 11:42:21 +01:00

369 lines
15 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2011 Martin Gräßlin <mgraesslin@kde.org>
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 "shadow.h"
// kwin
#include "atoms.h"
#include "client.h"
#include "composite.h"
#include "effects.h"
#include "toplevel.h"
#include <KDecoration2/Decoration>
#include <KDecoration2/DecorationShadow>
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);
}
if (shadow->hasDecorationShadow()) {
if (toplevel->effectWindow()) {
toplevel->effectWindow()->buildQuads(true);
}
}
}
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<Client*>(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<uint32_t> ret;
Xcb::Property property(false, id, atoms->kde_net_wm_shadow, XCB_ATOM_CARDINAL, 0, 12);
uint32_t *shadow = property.value<uint32_t*>();
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<Xcb::WindowGeometry> pixmapGeometries(ShadowElementsCount);
QVector<xcb_get_image_cookie_t> 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.data(), &KDecoration2::DecorationShadow::innerShadowRectChanged, m_topLevel, &Toplevel::getShadow);
disconnect(m_decorationShadow.data(), &KDecoration2::DecorationShadow::shadowChanged, m_topLevel, &Toplevel::getShadow);
disconnect(m_decorationShadow.data(), &KDecoration2::DecorationShadow::paddingChanged, m_topLevel, &Toplevel::getShadow);
}
m_decorationShadow = decoration->shadow();
if (!m_decorationShadow) {
return false;
}
// setup connections - all just mapped to recreate
connect(m_decorationShadow.data(), &KDecoration2::DecorationShadow::innerShadowRectChanged, m_topLevel, &Toplevel::getShadow);
connect(m_decorationShadow.data(), &KDecoration2::DecorationShadow::shadowChanged, m_topLevel, &Toplevel::getShadow);
connect(m_decorationShadow.data(), &KDecoration2::DecorationShadow::paddingChanged, m_topLevel, &Toplevel::getShadow);
const QMargins &p = m_decorationShadow->padding();
m_topOffset = p.top();
m_rightOffset = p.right();
m_bottomOffset = p.bottom();
m_leftOffset = p.left();
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<Client*>(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->topGeometry().size();
case ShadowElementTopRight:
return m_decorationShadow->topRightGeometry().size();
case ShadowElementRight:
return m_decorationShadow->rightGeometry().size();
case ShadowElementBottomRight:
return m_decorationShadow->bottomRightGeometry().size();
case ShadowElementBottom:
return m_decorationShadow->bottomGeometry().size();
case ShadowElementBottomLeft:
return m_decorationShadow->bottomLeftGeometry().size();
case ShadowElementLeft:
return m_decorationShadow->leftGeometry().size();
case ShadowElementTopLeft:
return m_decorationShadow->topLeftGeometry().size();
default:
return QSize();
}
} else {
return m_shadowElements[element].size();
}
}
void Shadow::setShadowElement(const QPixmap &shadow, Shadow::ShadowElements element)
{
m_shadowElements[element] = shadow;
}
} // namespace