kwin/shadow.cpp
Martin Gräßlin 1a0e586b9c Pass creation of Shadow sub class instance to Scene
Instead of having the Shadow factory method check the compositor type and
do the decision which Shadow sub class to create, a pure virtual method in
Scene is called which returns the specific Shadow sub class instance.
2014-01-07 15:34:19 +01:00

247 lines
11 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 "composite.h"
#include "effects.h"
#include "toplevel.h"
namespace KWin
{
Shadow::Shadow(Toplevel *toplevel)
: m_topLevel(toplevel)
, m_cachedSize(toplevel->geometry().size())
{
connect(m_topLevel, SIGNAL(geometryChanged()), SLOT(geometryChanged()));
}
Shadow::~Shadow()
{
}
Shadow *Shadow::createShadow(Toplevel *toplevel)
{
if (!effects) {
return NULL;
}
auto data = Shadow::readX11ShadowProperty(toplevel->window());
if (!data.isEmpty()) {
Shadow *shadow = Compositor::self()->scene()->createShadow(toplevel);
if (!shadow->init(data)) {
delete shadow;
return NULL;
}
if (toplevel->effectWindow() && toplevel->effectWindow()->sceneWindow()) {
toplevel->effectWindow()->sceneWindow()->updateShadow(shadow);
}
return shadow;
} else {
return NULL;
}
}
QVector< uint32_t > Shadow::readX11ShadowProperty(xcb_window_t id)
{
QVector<uint32_t> ret;
xcb_connection_t *c = connection();
const auto cookie = xcb_get_property_unchecked(c, false, id, atoms->kde_net_wm_shadow,
XCB_ATOM_CARDINAL, 0, 12);
ScopedCPointer<xcb_get_property_reply_t> prop(xcb_get_property_reply(c, cookie, nullptr));
if (!prop.isNull() && prop->type == XCB_ATOM_CARDINAL && prop->format == 32 ) {
uint32_t* shadow = reinterpret_cast< uint32_t* >(xcb_get_property_value(prop.data()));
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;
}
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 data = Shadow::readX11ShadowProperty(m_topLevel->window());
if (data.isEmpty()) {
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();
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();
}
} // namespace