kwin/shadow.cpp
Vlad Zahorodnii 7d4471eba6 Rename geometry property to frameGeometry
Summary:
In order to properly implement xdg_surface.set_window_geometry we need
two kinds of geometry - frame and buffer. The frame geometry specifies
visible bounds of the client on the screen, excluding client-side drop
shadows. The buffer geometry specifies rectangle on the screen that the
attached buffer or x11 pixmap occupies on the screen.

This change renames the geometry property to frameGeometry in order to
reflect the new meaning assigned to it as well to make it easier to
differentiate between frame geometry and buffer geometry in the future.

Reviewers: #kwin

Subscribers: kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D24334
2019-10-02 11:46:37 +03:00

425 lines
17 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 "abstract_client.h"
#include "composite.h"
#include "effects.h"
#include "toplevel.h"
#include "wayland_server.h"
#include <KDecoration2/Decoration>
#include <KDecoration2/DecorationShadow>
#include <KWayland/Server/buffer_interface.h>
#include <KWayland/Server/shadow_interface.h>
#include <KWayland/Server/surface_interface.h>
namespace KWin
{
Shadow::Shadow(Toplevel *toplevel)
: m_topLevel(toplevel)
, m_cachedSize(toplevel->size())
, m_decorationShadow(nullptr)
{
connect(m_topLevel, SIGNAL(geometryChanged()), SLOT(geometryChanged()));
}
Shadow::~Shadow()
{
}
Shadow *Shadow::createShadow(Toplevel *toplevel)
{
if (!effects) {
return nullptr;
}
Shadow *shadow = createShadowFromDecoration(toplevel);
if (!shadow && waylandServer()) {
shadow = createShadowFromWayland(toplevel);
}
if (!shadow && kwinApp()->x11Connection()) {
shadow = createShadowFromX11(toplevel);
}
if (!shadow) {
return nullptr;
}
if (toplevel->effectWindow() && toplevel->effectWindow()->sceneWindow()) {
toplevel->effectWindow()->sceneWindow()->updateShadow(shadow);
emit toplevel->shadowChanged();
}
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 nullptr;
}
return shadow;
} else {
return nullptr;
}
}
Shadow *Shadow::createShadowFromDecoration(Toplevel *toplevel)
{
AbstractClient *c = qobject_cast<AbstractClient*>(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;
}
Shadow *Shadow::createShadowFromWayland(Toplevel *toplevel)
{
auto surface = toplevel->surface();
if (!surface) {
return nullptr;
}
const auto s = surface->shadow();
if (!s) {
return nullptr;
}
Shadow *shadow = Compositor::self()->scene()->createShadow(toplevel);
if (!shadow->init(s)) {
delete shadow;
return nullptr;
}
return shadow;
}
QVector< uint32_t > Shadow::readX11ShadowProperty(xcb_window_t id)
{
QVector<uint32_t> ret;
if (id != XCB_WINDOW_NONE) {
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::updateShadow);
disconnect(m_decorationShadow.data(), &KDecoration2::DecorationShadow::shadowChanged, m_topLevel, &Toplevel::updateShadow);
disconnect(m_decorationShadow.data(), &KDecoration2::DecorationShadow::paddingChanged, m_topLevel, &Toplevel::updateShadow);
}
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::updateShadow);
connect(m_decorationShadow.data(), &KDecoration2::DecorationShadow::shadowChanged, m_topLevel, &Toplevel::updateShadow);
connect(m_decorationShadow.data(), &KDecoration2::DecorationShadow::paddingChanged, m_topLevel, &Toplevel::updateShadow);
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;
}
bool Shadow::init(const QPointer< KWayland::Server::ShadowInterface > &shadow)
{
if (!shadow) {
return false;
}
m_shadowElements[ShadowElementTop] = shadow->top() ? QPixmap::fromImage(shadow->top()->data().copy()) : QPixmap();
m_shadowElements[ShadowElementTopRight] = shadow->topRight() ? QPixmap::fromImage(shadow->topRight()->data().copy()) : QPixmap();
m_shadowElements[ShadowElementRight] = shadow->right() ? QPixmap::fromImage(shadow->right()->data().copy()) : QPixmap();
m_shadowElements[ShadowElementBottomRight] = shadow->bottomRight() ? QPixmap::fromImage(shadow->bottomRight()->data().copy()) : QPixmap();
m_shadowElements[ShadowElementBottom] = shadow->bottom() ? QPixmap::fromImage(shadow->bottom()->data().copy()) : QPixmap();
m_shadowElements[ShadowElementBottomLeft] = shadow->bottomLeft() ? QPixmap::fromImage(shadow->bottomLeft()->data().copy()) : QPixmap();
m_shadowElements[ShadowElementLeft] = shadow->left() ? QPixmap::fromImage(shadow->left()->data().copy()) : QPixmap();
m_shadowElements[ShadowElementTopLeft] = shadow->topLeft() ? QPixmap::fromImage(shadow->topLeft()->data().copy()) : QPixmap();
const QMarginsF &p = shadow->offset();
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()
{
if (!m_topLevel) {
return false;
}
if (m_decorationShadow) {
if (AbstractClient *c = qobject_cast<AbstractClient*>(m_topLevel)) {
if (c->decoration()) {
if (init(c->decoration())) {
return true;
}
}
}
return false;
}
if (waylandServer()) {
if (m_topLevel && m_topLevel->surface()) {
if (const auto &s = m_topLevel->surface()->shadow()) {
if (init(s)) {
return true;
}
}
}
}
auto data = Shadow::readX11ShadowProperty(m_topLevel->window());
if (data.isEmpty()) {
return false;
}
init(data);
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->size()) {
return;
}
m_cachedSize = m_topLevel->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