7d4471eba6
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
900 lines
31 KiB
C++
900 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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Copyright (C) 2013 Martin Gräßlin <mgraesslin@kde.org>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "scene_qpainter.h"
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// KWin
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#include "x11client.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 <KWayland/Server/buffer_interface.h>
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#include <KWayland/Server/subcompositor_interface.h>
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#include <KWayland/Server/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, 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(QRegion damage, ToplevelList 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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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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emit frameRendered();
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return renderTimer.nsecsElapsed();
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}
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void SceneQPainter::paintBackground(QRegion region)
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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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const QImage img = kwinApp()->platform()->softwareCursor();
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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 = kwinApp()->platform()->softwareCursorHotspot();
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m_painter->drawImage(cursorPos - hotspot, img);
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kwinApp()->platform()->markCursorAsRendered();
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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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static void paintSubSurface(QPainter *painter, const QPoint &pos, QPainterWindowPixmap *pixmap)
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{
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QPoint p = pos;
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if (!pixmap->subSurface().isNull()) {
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p += pixmap->subSurface()->position();
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}
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painter->drawImage(QRect(pos, pixmap->size()), pixmap->image());
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const auto &children = pixmap->children();
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for (auto it = children.begin(); it != children.end(); ++it) {
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auto pixmap = static_cast<QPainterWindowPixmap*>(*it);
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if (pixmap->subSurface().isNull() || pixmap->subSurface()->surface().isNull() || !pixmap->subSurface()->surface()->isMapped()) {
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continue;
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}
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paintSubSurface(painter, p, pixmap);
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}
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}
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void SceneQPainter::Window::performPaint(int mask, QRegion region, WindowPaintData data)
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{
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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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if (!toplevel->damage().isEmpty()) {
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pixmap->updateBuffer();
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toplevel->resetDamage();
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}
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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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// render content
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const QRect target = QRect(toplevel->clientPos(), toplevel->clientSize());
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QSize srcSize = pixmap->image().size();
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if (pixmap->surface() && pixmap->surface()->scale() == 1 && srcSize != toplevel->clientSize()) {
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// special case for XWayland windows
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srcSize = toplevel->clientSize();
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}
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const QRect src = QRect(toplevel->clientPos() + toplevel->clientContentPos(), srcSize);
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painter->drawImage(target, pixmap->image(), src);
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// render subsurfaces
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const auto &children = pixmap->children();
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for (auto pixmap : children) {
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if (pixmap->subSurface().isNull() || pixmap->subSurface()->surface().isNull() || !pixmap->subSurface()->surface()->isMapped()) {
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continue;
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}
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paintSubSurface(painter, toplevel->clientPos(), static_cast<QPainterWindowPixmap*>(pixmap));
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}
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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::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<KWayland::Server::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<KWayland::Server::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::updateBuffer()
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{
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const auto oldBuffer = buffer();
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WindowPixmap::updateBuffer();
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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(QRegion region, 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()));
|
|
}
|
|
|
|
// Render text
|
|
if (!m_effectFrame->text().isEmpty()) {
|
|
// Determine position on texture to paint text
|
|
QRect rect(QPoint(0, 0), m_effectFrame->geometry().size());
|
|
if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty()) {
|
|
rect.setLeft(m_effectFrame->iconSize().width());
|
|
}
|
|
|
|
// If static size elide text as required
|
|
QString text = m_effectFrame->text();
|
|
if (m_effectFrame->isStatic()) {
|
|
QFontMetrics metrics(m_effectFrame->text());
|
|
text = metrics.elidedText(text, Qt::ElideRight, rect.width());
|
|
}
|
|
|
|
painter->save();
|
|
painter->setFont(m_effectFrame->font());
|
|
if (m_effectFrame->style() == EffectFrameStyled) {
|
|
painter->setPen(m_effectFrame->styledTextColor());
|
|
} else {
|
|
// TODO: What about no frame? Custom color setting required
|
|
painter->setPen(Qt::white);
|
|
}
|
|
painter->drawText(rect.translated(m_effectFrame->geometry().topLeft()), m_effectFrame->alignment(), text);
|
|
painter->restore();
|
|
}
|
|
}
|
|
|
|
//****************************************
|
|
// 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);
|
|
painter.drawPixmap(topLeft.width(), 0, top);
|
|
painter.drawPixmap(width - topRight.width(), 0, topRight);
|
|
painter.drawPixmap(0, height - bottomLeft.height(), bottomLeft);
|
|
painter.drawPixmap(bottomLeft.width(), height - bottom.height(), bottom);
|
|
painter.drawPixmap(width - bottomRight.width(), height - bottomRight.height(), bottomRight);
|
|
painter.drawPixmap(0, topLeft.height(), left);
|
|
painter.drawPixmap(width - right.width(), topRight.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
|