1fb9f6f13a
The main advantage of SPDX license identifiers over the traditional license headers is that it's more difficult to overlook inappropriate licenses for kwin, for example GPL 3. We also don't have to copy a lot of boilerplate text. In order to create this change, I ran licensedigger -r -c from the toplevel source directory.
876 lines
31 KiB
C++
876 lines
31 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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SPDX-FileCopyrightText: 2013 Martin Gräßlin <mgraesslin@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*********************************************************************/
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#include "scene_qpainter.h"
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// KWin
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#include "abstract_client.h"
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#include "composite.h"
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#include "cursor.h"
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#include "deleted.h"
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#include "effects.h"
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#include "main.h"
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#include "screens.h"
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#include "toplevel.h"
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#include "platform.h"
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#include "wayland_server.h"
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#include <kwineffectquickview.h>
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#include <KWaylandServer/buffer_interface.h>
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#include <KWaylandServer/subcompositor_interface.h>
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#include <KWaylandServer/surface_interface.h>
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#include "decorations/decoratedclient.h"
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// Qt
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#include <QDebug>
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#include <QPainter>
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#include <KDecoration2/Decoration>
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#include <cmath>
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namespace KWin
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{
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//****************************************
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// SceneQPainter
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//****************************************
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SceneQPainter *SceneQPainter::createScene(QObject *parent)
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{
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QScopedPointer<QPainterBackend> backend(kwinApp()->platform()->createQPainterBackend());
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if (backend.isNull()) {
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return nullptr;
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}
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if (backend->isFailed()) {
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return nullptr;
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}
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return new SceneQPainter(backend.take(), parent);
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}
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SceneQPainter::SceneQPainter(QPainterBackend *backend, QObject *parent)
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: Scene(parent)
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, m_backend(backend)
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, m_painter(new QPainter())
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{
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}
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SceneQPainter::~SceneQPainter()
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{
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}
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CompositingType SceneQPainter::compositingType() const
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{
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return QPainterCompositing;
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}
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bool SceneQPainter::initFailed() const
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{
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return false;
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}
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void SceneQPainter::paintGenericScreen(int mask, const ScreenPaintData &data)
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{
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m_painter->save();
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m_painter->translate(data.xTranslation(), data.yTranslation());
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m_painter->scale(data.xScale(), data.yScale());
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Scene::paintGenericScreen(mask, data);
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m_painter->restore();
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}
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qint64 SceneQPainter::paint(const QRegion &_damage, const QList<Toplevel *> &toplevels)
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{
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QElapsedTimer renderTimer;
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renderTimer.start();
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createStackingOrder(toplevels);
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QRegion damage = _damage;
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int mask = 0;
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m_backend->prepareRenderingFrame();
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if (m_backend->perScreenRendering()) {
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const bool needsFullRepaint = m_backend->needsFullRepaint();
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if (needsFullRepaint) {
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mask |= Scene::PAINT_SCREEN_BACKGROUND_FIRST;
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damage = screens()->geometry();
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}
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QRegion overallUpdate;
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for (int i = 0; i < screens()->count(); ++i) {
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const QRect geometry = screens()->geometry(i);
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QImage *buffer = m_backend->bufferForScreen(i);
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if (!buffer || buffer->isNull()) {
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continue;
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}
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m_painter->begin(buffer);
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m_painter->save();
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m_painter->setWindow(geometry);
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QRegion updateRegion, validRegion;
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paintScreen(&mask, damage.intersected(geometry), QRegion(), &updateRegion, &validRegion);
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overallUpdate = overallUpdate.united(updateRegion);
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paintCursor();
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m_painter->restore();
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m_painter->end();
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}
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m_backend->showOverlay();
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m_backend->present(mask, overallUpdate);
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} else {
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m_painter->begin(m_backend->buffer());
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m_painter->setClipping(true);
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m_painter->setClipRegion(damage);
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if (m_backend->needsFullRepaint()) {
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mask |= Scene::PAINT_SCREEN_BACKGROUND_FIRST;
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damage = screens()->geometry();
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}
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QRegion updateRegion, validRegion;
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paintScreen(&mask, damage, QRegion(), &updateRegion, &validRegion);
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paintCursor();
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m_backend->showOverlay();
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m_painter->end();
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m_backend->present(mask, updateRegion);
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}
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// do cleanup
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clearStackingOrder();
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return renderTimer.nsecsElapsed();
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}
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void SceneQPainter::paintBackground(const QRegion ®ion)
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{
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m_painter->setBrush(Qt::black);
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for (const QRect &rect : region) {
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m_painter->drawRect(rect);
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}
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}
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void SceneQPainter::paintCursor()
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{
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if (!kwinApp()->platform()->usesSoftwareCursor()) {
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return;
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}
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Cursor* cursor = Cursors::self()->currentCursor();
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const QImage img = cursor->image();
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if (img.isNull()) {
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return;
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}
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const QPoint cursorPos = cursor->pos();
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const QPoint hotspot = cursor->hotspot();
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m_painter->drawImage(cursorPos - hotspot, img);
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cursor->markAsRendered();
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}
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void SceneQPainter::paintEffectQuickView(EffectQuickView *w)
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{
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QPainter *painter = effects->scenePainter();
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const QImage buffer = w->bufferAsImage();
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if (buffer.isNull()) {
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return;
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}
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painter->drawImage(w->geometry(), buffer);
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}
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Scene::Window *SceneQPainter::createWindow(Toplevel *toplevel)
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{
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return new SceneQPainter::Window(this, toplevel);
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}
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Scene::EffectFrame *SceneQPainter::createEffectFrame(EffectFrameImpl *frame)
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{
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return new QPainterEffectFrame(frame, this);
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}
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Shadow *SceneQPainter::createShadow(Toplevel *toplevel)
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{
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return new SceneQPainterShadow(toplevel);
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}
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void SceneQPainter::screenGeometryChanged(const QSize &size)
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{
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Scene::screenGeometryChanged(size);
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m_backend->screenGeometryChanged(size);
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}
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QImage *SceneQPainter::qpainterRenderBuffer() const
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{
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return m_backend->buffer();
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}
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//****************************************
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// SceneQPainter::Window
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//****************************************
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SceneQPainter::Window::Window(SceneQPainter *scene, Toplevel *c)
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: Scene::Window(c)
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, m_scene(scene)
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{
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}
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SceneQPainter::Window::~Window()
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{
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}
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void SceneQPainter::Window::performPaint(int mask, const QRegion &_region, const WindowPaintData &data)
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{
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QRegion region = _region;
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if (!(mask & (PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED)))
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region &= toplevel->visibleRect();
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if (region.isEmpty())
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return;
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QPainterWindowPixmap *pixmap = windowPixmap<QPainterWindowPixmap>();
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if (!pixmap || !pixmap->isValid()) {
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return;
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}
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toplevel->resetDamage();
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QPainter *scenePainter = m_scene->scenePainter();
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QPainter *painter = scenePainter;
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painter->save();
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painter->setClipRegion(region);
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painter->setClipping(true);
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painter->translate(x(), y());
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if (mask & PAINT_WINDOW_TRANSFORMED) {
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painter->translate(data.xTranslation(), data.yTranslation());
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painter->scale(data.xScale(), data.yScale());
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}
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const bool opaque = qFuzzyCompare(1.0, data.opacity());
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QImage tempImage;
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QPainter tempPainter;
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if (!opaque) {
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// need a temp render target which we later on blit to the screen
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tempImage = QImage(toplevel->visibleRect().size(), QImage::Format_ARGB32_Premultiplied);
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tempImage.fill(Qt::transparent);
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tempPainter.begin(&tempImage);
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tempPainter.save();
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tempPainter.translate(toplevel->frameGeometry().topLeft() - toplevel->visibleRect().topLeft());
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painter = &tempPainter;
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}
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renderShadow(painter);
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renderWindowDecorations(painter);
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renderWindowPixmap(painter, pixmap);
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if (!opaque) {
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tempPainter.restore();
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tempPainter.setCompositionMode(QPainter::CompositionMode_DestinationIn);
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QColor translucent(Qt::transparent);
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translucent.setAlphaF(data.opacity());
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tempPainter.fillRect(QRect(QPoint(0, 0), toplevel->visibleRect().size()), translucent);
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tempPainter.end();
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painter = scenePainter;
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painter->drawImage(toplevel->visibleRect().topLeft() - toplevel->frameGeometry().topLeft(), tempImage);
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}
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painter->restore();
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}
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void SceneQPainter::Window::renderWindowPixmap(QPainter *painter, QPainterWindowPixmap *windowPixmap)
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{
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const QRegion shape = windowPixmap->shape();
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for (const QRectF &rect : shape) {
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const QPointF windowTopLeft = windowPixmap->mapToWindow(rect.topLeft());
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const QPointF windowBottomRight = windowPixmap->mapToWindow(rect.bottomRight());
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const QPointF bufferTopLeft = windowPixmap->mapToBuffer(rect.topLeft());
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const QPointF bufferBottomRight = windowPixmap->mapToBuffer(rect.bottomRight());
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painter->drawImage(QRectF(windowTopLeft, windowBottomRight),
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windowPixmap->image(),
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QRectF(bufferTopLeft, bufferBottomRight));
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}
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const QVector<WindowPixmap *> children = windowPixmap->children();
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for (WindowPixmap *child : children) {
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QPainterWindowPixmap *scenePixmap = static_cast<QPainterWindowPixmap *>(child);
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if (scenePixmap->isValid()) {
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renderWindowPixmap(painter, scenePixmap);
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}
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}
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}
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void SceneQPainter::Window::renderShadow(QPainter* painter)
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{
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if (!toplevel->shadow()) {
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return;
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}
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SceneQPainterShadow *shadow = static_cast<SceneQPainterShadow *>(toplevel->shadow());
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const QImage &shadowTexture = shadow->shadowTexture();
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const WindowQuadList &shadowQuads = shadow->shadowQuads();
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for (const auto &q : shadowQuads) {
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auto topLeft = q[0];
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auto bottomRight = q[2];
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QRectF target(topLeft.x(), topLeft.y(),
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bottomRight.x() - topLeft.x(),
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bottomRight.y() - topLeft.y());
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QRectF source(topLeft.textureX(), topLeft.textureY(),
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bottomRight.textureX() - topLeft.textureX(),
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bottomRight.textureY() - topLeft.textureY());
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painter->drawImage(target, shadowTexture, source);
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}
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}
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void SceneQPainter::Window::renderWindowDecorations(QPainter *painter)
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{
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// TODO: custom decoration opacity
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AbstractClient *client = dynamic_cast<AbstractClient*>(toplevel);
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Deleted *deleted = dynamic_cast<Deleted*>(toplevel);
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if (!client && !deleted) {
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return;
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}
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bool noBorder = true;
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const SceneQPainterDecorationRenderer *renderer = nullptr;
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QRect dtr, dlr, drr, dbr;
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if (client && !client->noBorder()) {
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if (client->isDecorated()) {
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if (SceneQPainterDecorationRenderer *r = static_cast<SceneQPainterDecorationRenderer *>(client->decoratedClient()->renderer())) {
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r->render();
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renderer = r;
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}
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}
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client->layoutDecorationRects(dlr, dtr, drr, dbr);
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noBorder = false;
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} else if (deleted && !deleted->noBorder()) {
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noBorder = false;
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deleted->layoutDecorationRects(dlr, dtr, drr, dbr);
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renderer = static_cast<const SceneQPainterDecorationRenderer *>(deleted->decorationRenderer());
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}
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if (noBorder || !renderer) {
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return;
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}
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painter->drawImage(dtr, renderer->image(SceneQPainterDecorationRenderer::DecorationPart::Top));
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painter->drawImage(dlr, renderer->image(SceneQPainterDecorationRenderer::DecorationPart::Left));
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painter->drawImage(drr, renderer->image(SceneQPainterDecorationRenderer::DecorationPart::Right));
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painter->drawImage(dbr, renderer->image(SceneQPainterDecorationRenderer::DecorationPart::Bottom));
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}
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WindowPixmap *SceneQPainter::Window::createWindowPixmap()
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{
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return new QPainterWindowPixmap(this);
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}
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Decoration::Renderer *SceneQPainter::createDecorationRenderer(Decoration::DecoratedClientImpl *impl)
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{
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return new SceneQPainterDecorationRenderer(impl);
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}
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//****************************************
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// QPainterWindowPixmap
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//****************************************
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QPainterWindowPixmap::QPainterWindowPixmap(Scene::Window *window)
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: WindowPixmap(window)
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{
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}
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QPainterWindowPixmap::QPainterWindowPixmap(const QPointer<KWaylandServer::SubSurfaceInterface> &subSurface, WindowPixmap *parent)
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: WindowPixmap(subSurface, parent)
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{
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}
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QPainterWindowPixmap::~QPainterWindowPixmap()
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{
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}
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void QPainterWindowPixmap::create()
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{
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if (isValid()) {
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return;
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}
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KWin::WindowPixmap::create();
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if (!isValid()) {
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return;
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}
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if (!surface()) {
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// That's an internal client.
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m_image = internalImage();
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return;
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}
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// performing deep copy, this could probably be improved
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m_image = buffer()->data().copy();
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if (auto s = surface()) {
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s->resetTrackedDamage();
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}
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}
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WindowPixmap *QPainterWindowPixmap::createChild(const QPointer<KWaylandServer::SubSurfaceInterface> &subSurface)
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{
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return new QPainterWindowPixmap(subSurface, this);
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}
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void QPainterWindowPixmap::update()
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{
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const auto oldBuffer = buffer();
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WindowPixmap::update();
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const auto &b = buffer();
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if (!surface()) {
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// That's an internal client.
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m_image = internalImage();
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return;
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}
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if (b.isNull()) {
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m_image = QImage();
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return;
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}
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if (b == oldBuffer) {
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return;
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}
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// perform deep copy
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m_image = b->data().copy();
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if (auto s = surface()) {
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s->resetTrackedDamage();
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}
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}
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bool QPainterWindowPixmap::isValid() const
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{
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if (!m_image.isNull()) {
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return true;
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}
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return WindowPixmap::isValid();
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}
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QPainterEffectFrame::QPainterEffectFrame(EffectFrameImpl *frame, SceneQPainter *scene)
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: Scene::EffectFrame(frame)
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, m_scene(scene)
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{
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}
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QPainterEffectFrame::~QPainterEffectFrame()
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{
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}
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void QPainterEffectFrame::render(const QRegion ®ion, double opacity, double frameOpacity)
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{
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Q_UNUSED(region)
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Q_UNUSED(opacity)
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// TODO: adjust opacity
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if (m_effectFrame->geometry().isEmpty()) {
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return; // Nothing to display
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}
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QPainter *painter = m_scene->scenePainter();
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// Render the actual frame
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if (m_effectFrame->style() == EffectFrameUnstyled) {
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painter->save();
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painter->setPen(Qt::NoPen);
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QColor color(Qt::black);
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color.setAlphaF(frameOpacity);
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painter->setBrush(color);
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painter->setRenderHint(QPainter::Antialiasing);
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painter->drawRoundedRect(m_effectFrame->geometry().adjusted(-5, -5, 5, 5), 5.0, 5.0);
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painter->restore();
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} else if (m_effectFrame->style() == EffectFrameStyled) {
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qreal left, top, right, bottom;
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m_effectFrame->frame().getMargins(left, top, right, bottom); // m_geometry is the inner geometry
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QRect geom = m_effectFrame->geometry().adjusted(-left, -top, right, bottom);
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painter->drawPixmap(geom, m_effectFrame->frame().framePixmap());
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}
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if (!m_effectFrame->selection().isNull()) {
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painter->drawPixmap(m_effectFrame->selection(), m_effectFrame->selectionFrame().framePixmap());
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}
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// Render icon
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if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty()) {
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const QPoint topLeft(m_effectFrame->geometry().x(),
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m_effectFrame->geometry().center().y() - m_effectFrame->iconSize().height() / 2);
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const QRect geom = QRect(topLeft, m_effectFrame->iconSize());
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painter->drawPixmap(geom, m_effectFrame->icon().pixmap(m_effectFrame->iconSize()));
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}
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// Render text
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if (!m_effectFrame->text().isEmpty()) {
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// Determine position on texture to paint text
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QRect rect(QPoint(0, 0), m_effectFrame->geometry().size());
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if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty()) {
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rect.setLeft(m_effectFrame->iconSize().width());
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}
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// If static size elide text as required
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QString text = m_effectFrame->text();
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if (m_effectFrame->isStatic()) {
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QFontMetrics metrics(m_effectFrame->text());
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text = metrics.elidedText(text, Qt::ElideRight, rect.width());
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}
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painter->save();
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painter->setFont(m_effectFrame->font());
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if (m_effectFrame->style() == EffectFrameStyled) {
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painter->setPen(m_effectFrame->styledTextColor());
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} else {
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// TODO: What about no frame? Custom color setting required
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painter->setPen(Qt::white);
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}
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painter->drawText(rect.translated(m_effectFrame->geometry().topLeft()), m_effectFrame->alignment(), text);
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painter->restore();
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}
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}
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|
|
|
//****************************************
|
|
// QPainterShadow
|
|
//****************************************
|
|
SceneQPainterShadow::SceneQPainterShadow(Toplevel* toplevel)
|
|
: Shadow(toplevel)
|
|
{
|
|
}
|
|
|
|
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()) {
|
|
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.width(), topLeft.height(), topLeft);
|
|
painter.drawPixmap(topLeft.width(), 0, top.width(), top.height(), top);
|
|
painter.drawPixmap(width - topRight.width(), 0, topRight.width(), topRight.height(), topRight);
|
|
painter.drawPixmap(0, height - bottomLeft.height(), bottomLeft.width(), bottomLeft.height(), bottomLeft);
|
|
painter.drawPixmap(bottomLeft.width(), height - bottom.height(), bottom.width(), bottom.height(), bottom);
|
|
painter.drawPixmap(width - bottomRight.width(), height - bottomRight.height(), bottomRight.width(), bottomRight.height(), bottomRight);
|
|
painter.drawPixmap(0, topLeft.height(), left.width(), left.height(), left);
|
|
painter.drawPixmap(width - right.width(), topRight.height(), right.width(), right.height(), right);
|
|
painter.end();
|
|
|
|
m_texture = image;
|
|
|
|
return true;
|
|
}
|
|
|
|
//****************************************
|
|
// QPainterDecorationRenderer
|
|
//****************************************
|
|
SceneQPainterDecorationRenderer::SceneQPainterDecorationRenderer(Decoration::DecoratedClientImpl *client)
|
|
: Renderer(client)
|
|
{
|
|
connect(this, &Renderer::renderScheduled, client->client(), static_cast<void (AbstractClient::*)(const QRect&)>(&AbstractClient::addRepaint));
|
|
}
|
|
|
|
SceneQPainterDecorationRenderer::~SceneQPainterDecorationRenderer() = default;
|
|
|
|
QImage SceneQPainterDecorationRenderer::image(SceneQPainterDecorationRenderer::DecorationPart part) const
|
|
{
|
|
Q_ASSERT(part != DecorationPart::Count);
|
|
return m_images[int(part)];
|
|
}
|
|
|
|
void SceneQPainterDecorationRenderer::render()
|
|
{
|
|
const QRegion scheduled = getScheduled();
|
|
if (scheduled.isEmpty()) {
|
|
return;
|
|
}
|
|
if (areImageSizesDirty()) {
|
|
resizeImages();
|
|
resetImageSizesDirty();
|
|
}
|
|
|
|
auto imageSize = [this](DecorationPart part) {
|
|
return m_images[int(part)].size() / m_images[int(part)].devicePixelRatio();
|
|
};
|
|
|
|
const QRect top(QPoint(0, 0), imageSize(DecorationPart::Top));
|
|
const QRect left(QPoint(0, top.height()), imageSize(DecorationPart::Left));
|
|
const QRect right(QPoint(top.width() - imageSize(DecorationPart::Right).width(), top.height()), imageSize(DecorationPart::Right));
|
|
const QRect bottom(QPoint(0, left.y() + left.height()), imageSize(DecorationPart::Bottom));
|
|
|
|
const QRect geometry = scheduled.boundingRect();
|
|
auto renderPart = [this](const QRect &rect, const QRect &partRect, int index) {
|
|
if (rect.isEmpty()) {
|
|
return;
|
|
}
|
|
QPainter painter(&m_images[index]);
|
|
painter.setRenderHint(QPainter::Antialiasing);
|
|
painter.setWindow(QRect(partRect.topLeft(), partRect.size() * m_images[index].devicePixelRatio()));
|
|
painter.setClipRect(rect);
|
|
painter.save();
|
|
// clear existing part
|
|
painter.setCompositionMode(QPainter::CompositionMode_Source);
|
|
painter.fillRect(rect, Qt::transparent);
|
|
painter.restore();
|
|
client()->decoration()->paint(&painter, rect);
|
|
};
|
|
|
|
renderPart(left.intersected(geometry), left, int(DecorationPart::Left));
|
|
renderPart(top.intersected(geometry), top, int(DecorationPart::Top));
|
|
renderPart(right.intersected(geometry), right, int(DecorationPart::Right));
|
|
renderPart(bottom.intersected(geometry), bottom, int(DecorationPart::Bottom));
|
|
}
|
|
|
|
void SceneQPainterDecorationRenderer::resizeImages()
|
|
{
|
|
QRect left, top, right, bottom;
|
|
client()->client()->layoutDecorationRects(left, top, right, bottom);
|
|
|
|
auto checkAndCreate = [this](int index, const QSize &size) {
|
|
auto dpr = client()->client()->screenScale();
|
|
if (m_images[index].size() != size * dpr ||
|
|
m_images[index].devicePixelRatio() != dpr)
|
|
{
|
|
m_images[index] = QImage(size * dpr, QImage::Format_ARGB32_Premultiplied);
|
|
m_images[index].setDevicePixelRatio(dpr);
|
|
m_images[index].fill(Qt::transparent);
|
|
}
|
|
};
|
|
checkAndCreate(int(DecorationPart::Left), left.size());
|
|
checkAndCreate(int(DecorationPart::Right), right.size());
|
|
checkAndCreate(int(DecorationPart::Top), top.size());
|
|
checkAndCreate(int(DecorationPart::Bottom), bottom.size());
|
|
}
|
|
|
|
void SceneQPainterDecorationRenderer::reparent(Deleted *deleted)
|
|
{
|
|
render();
|
|
Renderer::reparent(deleted);
|
|
}
|
|
|
|
|
|
QPainterFactory::QPainterFactory(QObject *parent)
|
|
: SceneFactory(parent)
|
|
{
|
|
}
|
|
|
|
QPainterFactory::~QPainterFactory() = default;
|
|
|
|
Scene *QPainterFactory::create(QObject *parent) const
|
|
{
|
|
auto s = SceneQPainter::createScene(parent);
|
|
if (s && s->initFailed()) {
|
|
delete s;
|
|
s = nullptr;
|
|
}
|
|
return s;
|
|
}
|
|
|
|
} // KWin
|