kwin/plugins/scenes/qpainter/scene_qpainter.cpp
Vlad Zahorodnii 9d4a32596c Drop some custom list typedefs
Summary:
Qt has its own thing where a type might also have corresponding list
alias, e.g. QObject and QObjectList, QWidget and QWidgetList. I don't
know why Qt does that, maybe for some historical reasons, but what
matters is that we copy this pattern here in KWin. While this pattern
might be useful with some long list types, for example

    QList<QWeakPointer<TabBoxClient>> TabBoxClientList

in general, it causes more harm than good. For example, we've got two
new client types, do we need corresponding list typedefs for them? If
no, why do we have ClientList and so on?

Another problem with these typedefs is that you need to include utils.h
header in order to use them. A better way to handle such things is to
just forward declare a client class (if that's possible) and use it
directly with QList or QVector. This way translation units don't get
"bloated" with utils.h stuff for no apparent reason.

So, in order to make code more consistent and easier to follow, this
change drops some of our custom typedefs. Namely ConstClientList,
ClientList, DeletedList, UnmanagedList, ToplevelList, and GroupList.

Test Plan: Compiles.

Reviewers: #kwin

Subscribers: kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D24950
2019-11-27 15:54:08 +02:00

903 lines
31 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2013 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 "scene_qpainter.h"
// KWin
#include "x11client.h"
#include "composite.h"
#include "cursor.h"
#include "deleted.h"
#include "effects.h"
#include "main.h"
#include "screens.h"
#include "toplevel.h"
#include "platform.h"
#include "wayland_server.h"
#include <kwineffectquickview.h>
#include <KWayland/Server/buffer_interface.h>
#include <KWayland/Server/subcompositor_interface.h>
#include <KWayland/Server/surface_interface.h>
#include "decorations/decoratedclient.h"
// Qt
#include <QDebug>
#include <QPainter>
#include <KDecoration2/Decoration>
#include <cmath>
namespace KWin
{
//****************************************
// SceneQPainter
//****************************************
SceneQPainter *SceneQPainter::createScene(QObject *parent)
{
QScopedPointer<QPainterBackend> backend(kwinApp()->platform()->createQPainterBackend());
if (backend.isNull()) {
return nullptr;
}
if (backend->isFailed()) {
return nullptr;
}
return new SceneQPainter(backend.take(), parent);
}
SceneQPainter::SceneQPainter(QPainterBackend *backend, QObject *parent)
: Scene(parent)
, m_backend(backend)
, m_painter(new QPainter())
{
}
SceneQPainter::~SceneQPainter()
{
}
CompositingType SceneQPainter::compositingType() const
{
return QPainterCompositing;
}
bool SceneQPainter::initFailed() const
{
return false;
}
void SceneQPainter::paintGenericScreen(int mask, ScreenPaintData data)
{
m_painter->save();
m_painter->translate(data.xTranslation(), data.yTranslation());
m_painter->scale(data.xScale(), data.yScale());
Scene::paintGenericScreen(mask, data);
m_painter->restore();
}
qint64 SceneQPainter::paint(QRegion damage, QList<Toplevel *> toplevels)
{
QElapsedTimer renderTimer;
renderTimer.start();
createStackingOrder(toplevels);
int mask = 0;
m_backend->prepareRenderingFrame();
if (m_backend->perScreenRendering()) {
const bool needsFullRepaint = m_backend->needsFullRepaint();
if (needsFullRepaint) {
mask |= Scene::PAINT_SCREEN_BACKGROUND_FIRST;
damage = screens()->geometry();
}
QRegion overallUpdate;
for (int i = 0; i < screens()->count(); ++i) {
const QRect geometry = screens()->geometry(i);
QImage *buffer = m_backend->bufferForScreen(i);
if (!buffer || buffer->isNull()) {
continue;
}
m_painter->begin(buffer);
m_painter->save();
m_painter->setWindow(geometry);
QRegion updateRegion, validRegion;
paintScreen(&mask, damage.intersected(geometry), QRegion(), &updateRegion, &validRegion);
overallUpdate = overallUpdate.united(updateRegion);
paintCursor();
m_painter->restore();
m_painter->end();
}
m_backend->showOverlay();
m_backend->present(mask, overallUpdate);
} else {
m_painter->begin(m_backend->buffer());
m_painter->setClipping(true);
m_painter->setClipRegion(damage);
if (m_backend->needsFullRepaint()) {
mask |= Scene::PAINT_SCREEN_BACKGROUND_FIRST;
damage = screens()->geometry();
}
QRegion updateRegion, validRegion;
paintScreen(&mask, damage, QRegion(), &updateRegion, &validRegion);
paintCursor();
m_backend->showOverlay();
m_painter->end();
m_backend->present(mask, updateRegion);
}
// do cleanup
clearStackingOrder();
emit frameRendered();
return renderTimer.nsecsElapsed();
}
void SceneQPainter::paintBackground(QRegion region)
{
m_painter->setBrush(Qt::black);
for (const QRect &rect : region) {
m_painter->drawRect(rect);
}
}
void SceneQPainter::paintCursor()
{
if (!kwinApp()->platform()->usesSoftwareCursor()) {
return;
}
const QImage img = kwinApp()->platform()->softwareCursor();
if (img.isNull()) {
return;
}
const QPoint cursorPos = Cursor::pos();
const QPoint hotspot = kwinApp()->platform()->softwareCursorHotspot();
m_painter->drawImage(cursorPos - hotspot, img);
kwinApp()->platform()->markCursorAsRendered();
}
void SceneQPainter::paintEffectQuickView(EffectQuickView *w)
{
QPainter *painter = effects->scenePainter();
const QImage buffer = w->bufferAsImage();
if (buffer.isNull()) {
return;
}
painter->drawImage(w->geometry(), buffer);
}
Scene::Window *SceneQPainter::createWindow(Toplevel *toplevel)
{
return new SceneQPainter::Window(this, toplevel);
}
Scene::EffectFrame *SceneQPainter::createEffectFrame(EffectFrameImpl *frame)
{
return new QPainterEffectFrame(frame, this);
}
Shadow *SceneQPainter::createShadow(Toplevel *toplevel)
{
return new SceneQPainterShadow(toplevel);
}
void SceneQPainter::screenGeometryChanged(const QSize &size)
{
Scene::screenGeometryChanged(size);
m_backend->screenGeometryChanged(size);
}
QImage *SceneQPainter::qpainterRenderBuffer() const
{
return m_backend->buffer();
}
//****************************************
// SceneQPainter::Window
//****************************************
SceneQPainter::Window::Window(SceneQPainter *scene, Toplevel *c)
: Scene::Window(c)
, m_scene(scene)
{
}
SceneQPainter::Window::~Window()
{
}
static void paintSubSurface(QPainter *painter, const QPoint &pos, QPainterWindowPixmap *pixmap)
{
QPoint p = pos;
if (!pixmap->subSurface().isNull()) {
p += pixmap->subSurface()->position();
}
painter->drawImage(QRect(pos, pixmap->size()), pixmap->image());
const auto &children = pixmap->children();
for (auto it = children.begin(); it != children.end(); ++it) {
auto pixmap = static_cast<QPainterWindowPixmap*>(*it);
if (pixmap->subSurface().isNull() || pixmap->subSurface()->surface().isNull() || !pixmap->subSurface()->surface()->isMapped()) {
continue;
}
paintSubSurface(painter, p, pixmap);
}
}
void SceneQPainter::Window::performPaint(int mask, QRegion region, WindowPaintData data)
{
if (!(mask & (PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED)))
region &= toplevel->visibleRect();
if (region.isEmpty())
return;
QPainterWindowPixmap *pixmap = windowPixmap<QPainterWindowPixmap>();
if (!pixmap || !pixmap->isValid()) {
return;
}
if (!toplevel->damage().isEmpty()) {
pixmap->updateBuffer();
toplevel->resetDamage();
}
QPainter *scenePainter = m_scene->scenePainter();
QPainter *painter = scenePainter;
painter->save();
painter->setClipRegion(region);
painter->setClipping(true);
painter->translate(x(), y());
if (mask & PAINT_WINDOW_TRANSFORMED) {
painter->translate(data.xTranslation(), data.yTranslation());
painter->scale(data.xScale(), data.yScale());
}
const bool opaque = qFuzzyCompare(1.0, data.opacity());
QImage tempImage;
QPainter tempPainter;
if (!opaque) {
// need a temp render target which we later on blit to the screen
tempImage = QImage(toplevel->visibleRect().size(), QImage::Format_ARGB32_Premultiplied);
tempImage.fill(Qt::transparent);
tempPainter.begin(&tempImage);
tempPainter.save();
tempPainter.translate(toplevel->frameGeometry().topLeft() - toplevel->visibleRect().topLeft());
painter = &tempPainter;
}
renderShadow(painter);
renderWindowDecorations(painter);
// render content
QRect source;
QRect target;
if (toplevel->isClient()) {
// special case for XWayland windows
source = QRect(toplevel->clientPos(), toplevel->clientSize());
target = source;
} else {
source = pixmap->image().rect();
target = toplevel->bufferGeometry().translated(-pos());
}
painter->drawImage(target, pixmap->image(), source);
// render subsurfaces
const auto &children = pixmap->children();
for (auto pixmap : children) {
if (pixmap->subSurface().isNull() || pixmap->subSurface()->surface().isNull() || !pixmap->subSurface()->surface()->isMapped()) {
continue;
}
paintSubSurface(painter, bufferOffset(), static_cast<QPainterWindowPixmap*>(pixmap));
}
if (!opaque) {
tempPainter.restore();
tempPainter.setCompositionMode(QPainter::CompositionMode_DestinationIn);
QColor translucent(Qt::transparent);
translucent.setAlphaF(data.opacity());
tempPainter.fillRect(QRect(QPoint(0, 0), toplevel->visibleRect().size()), translucent);
tempPainter.end();
painter = scenePainter;
painter->drawImage(toplevel->visibleRect().topLeft() - toplevel->frameGeometry().topLeft(), tempImage);
}
painter->restore();
}
void SceneQPainter::Window::renderShadow(QPainter* painter)
{
if (!toplevel->shadow()) {
return;
}
SceneQPainterShadow *shadow = static_cast<SceneQPainterShadow *>(toplevel->shadow());
const QImage &shadowTexture = shadow->shadowTexture();
const WindowQuadList &shadowQuads = shadow->shadowQuads();
for (const auto &q : shadowQuads) {
auto topLeft = q[0];
auto bottomRight = q[2];
QRectF target(topLeft.x(), topLeft.y(),
bottomRight.x() - topLeft.x(),
bottomRight.y() - topLeft.y());
QRectF source(topLeft.textureX(), topLeft.textureY(),
bottomRight.textureX() - topLeft.textureX(),
bottomRight.textureY() - topLeft.textureY());
painter->drawImage(target, shadowTexture, source);
}
}
void SceneQPainter::Window::renderWindowDecorations(QPainter *painter)
{
// TODO: custom decoration opacity
AbstractClient *client = dynamic_cast<AbstractClient*>(toplevel);
Deleted *deleted = dynamic_cast<Deleted*>(toplevel);
if (!client && !deleted) {
return;
}
bool noBorder = true;
const SceneQPainterDecorationRenderer *renderer = nullptr;
QRect dtr, dlr, drr, dbr;
if (client && !client->noBorder()) {
if (client->isDecorated()) {
if (SceneQPainterDecorationRenderer *r = static_cast<SceneQPainterDecorationRenderer *>(client->decoratedClient()->renderer())) {
r->render();
renderer = r;
}
}
client->layoutDecorationRects(dlr, dtr, drr, dbr);
noBorder = false;
} else if (deleted && !deleted->noBorder()) {
noBorder = false;
deleted->layoutDecorationRects(dlr, dtr, drr, dbr);
renderer = static_cast<const SceneQPainterDecorationRenderer *>(deleted->decorationRenderer());
}
if (noBorder || !renderer) {
return;
}
painter->drawImage(dtr, renderer->image(SceneQPainterDecorationRenderer::DecorationPart::Top));
painter->drawImage(dlr, renderer->image(SceneQPainterDecorationRenderer::DecorationPart::Left));
painter->drawImage(drr, renderer->image(SceneQPainterDecorationRenderer::DecorationPart::Right));
painter->drawImage(dbr, renderer->image(SceneQPainterDecorationRenderer::DecorationPart::Bottom));
}
WindowPixmap *SceneQPainter::Window::createWindowPixmap()
{
return new QPainterWindowPixmap(this);
}
Decoration::Renderer *SceneQPainter::createDecorationRenderer(Decoration::DecoratedClientImpl *impl)
{
return new SceneQPainterDecorationRenderer(impl);
}
//****************************************
// QPainterWindowPixmap
//****************************************
QPainterWindowPixmap::QPainterWindowPixmap(Scene::Window *window)
: WindowPixmap(window)
{
}
QPainterWindowPixmap::QPainterWindowPixmap(const QPointer<KWayland::Server::SubSurfaceInterface> &subSurface, WindowPixmap *parent)
: WindowPixmap(subSurface, parent)
{
}
QPainterWindowPixmap::~QPainterWindowPixmap()
{
}
void QPainterWindowPixmap::create()
{
if (isValid()) {
return;
}
KWin::WindowPixmap::create();
if (!isValid()) {
return;
}
if (!surface()) {
// That's an internal client.
m_image = internalImage();
return;
}
// performing deep copy, this could probably be improved
m_image = buffer()->data().copy();
if (auto s = surface()) {
s->resetTrackedDamage();
}
}
WindowPixmap *QPainterWindowPixmap::createChild(const QPointer<KWayland::Server::SubSurfaceInterface> &subSurface)
{
return new QPainterWindowPixmap(subSurface, this);
}
void QPainterWindowPixmap::updateBuffer()
{
const auto oldBuffer = buffer();
WindowPixmap::updateBuffer();
const auto &b = buffer();
if (!surface()) {
// That's an internal client.
m_image = internalImage();
return;
}
if (b.isNull()) {
m_image = QImage();
return;
}
if (b == oldBuffer) {
return;
}
// perform deep copy
m_image = b->data().copy();
if (auto s = surface()) {
s->resetTrackedDamage();
}
}
bool QPainterWindowPixmap::isValid() const
{
if (!m_image.isNull()) {
return true;
}
return WindowPixmap::isValid();
}
QPainterEffectFrame::QPainterEffectFrame(EffectFrameImpl *frame, SceneQPainter *scene)
: Scene::EffectFrame(frame)
, m_scene(scene)
{
}
QPainterEffectFrame::~QPainterEffectFrame()
{
}
void QPainterEffectFrame::render(QRegion region, double opacity, double frameOpacity)
{
Q_UNUSED(region)
Q_UNUSED(opacity)
// TODO: adjust opacity
if (m_effectFrame->geometry().isEmpty()) {
return; // Nothing to display
}
QPainter *painter = m_scene->scenePainter();
// Render the actual frame
if (m_effectFrame->style() == EffectFrameUnstyled) {
painter->save();
painter->setPen(Qt::NoPen);
QColor color(Qt::black);
color.setAlphaF(frameOpacity);
painter->setBrush(color);
painter->setRenderHint(QPainter::Antialiasing);
painter->drawRoundedRect(m_effectFrame->geometry().adjusted(-5, -5, 5, 5), 5.0, 5.0);
painter->restore();
} else if (m_effectFrame->style() == EffectFrameStyled) {
qreal left, top, right, bottom;
m_effectFrame->frame().getMargins(left, top, right, bottom); // m_geometry is the inner geometry
QRect geom = m_effectFrame->geometry().adjusted(-left, -top, right, bottom);
painter->drawPixmap(geom, m_effectFrame->frame().framePixmap());
}
if (!m_effectFrame->selection().isNull()) {
painter->drawPixmap(m_effectFrame->selection(), m_effectFrame->selectionFrame().framePixmap());
}
// Render icon
if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty()) {
const QPoint topLeft(m_effectFrame->geometry().x(),
m_effectFrame->geometry().center().y() - m_effectFrame->iconSize().height() / 2);
const QRect geom = QRect(topLeft, m_effectFrame->iconSize());
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