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serenity/Userland/Services/WindowServer/WindowFrame.h
Tom 0ce4b9d7db WindowServer: Implement simple window shadows
This implements simple window shadows around most windows, including
tooltips. Because this method uses a bitmap for the shadow bits,
it is limited to rectangular window frames. For non-rectangular
window frames we'll need to implement a more sophisticated algorithm.
2021-02-09 18:47:43 +01:00

119 lines
3.9 KiB
C++

/*
* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#include <AK/Forward.h>
#include <AK/NonnullOwnPtrVector.h>
#include <AK/RefPtr.h>
#include <LibCore/Forward.h>
#include <LibGfx/Forward.h>
#include <LibGfx/WindowTheme.h>
namespace WindowServer {
class Button;
class MouseEvent;
class Window;
class WindowFrame {
public:
WindowFrame(Window&);
~WindowFrame();
Gfx::IntRect rect() const;
Gfx::IntRect render_rect() const;
void paint(Gfx::Painter&, const Gfx::IntRect&);
void render(Gfx::Painter&);
void render_to_cache();
void on_mouse_event(const MouseEvent&);
void notify_window_rect_changed(const Gfx::IntRect& old_rect, const Gfx::IntRect& new_rect);
void invalidate_title_bar();
void invalidate(Gfx::IntRect relative_rect);
Gfx::IntRect title_bar_rect() const;
Gfx::IntRect title_bar_icon_rect() const;
Gfx::IntRect title_bar_text_rect() const;
void did_set_maximized(Badge<Window>, bool);
void layout_buttons();
void set_button_icons();
void start_flash_animation();
bool has_alpha_channel() const { return m_has_alpha_channel || frame_has_alpha(); }
void set_has_alpha_channel(bool value) { m_has_alpha_channel = value; }
void set_opacity(float);
float opacity() const { return m_opacity; }
bool is_opaque() const
{
if (opacity() < 1.0f)
return false;
if (has_alpha_channel())
return false;
return true;
}
void set_dirty()
{
m_dirty = true;
}
private:
void paint_simple_rect_shadow(Gfx::Painter&, const Gfx::IntRect&, const Gfx::Bitmap&) const;
void paint_notification_frame(Gfx::Painter&);
void paint_normal_frame(Gfx::Painter&);
Gfx::Bitmap* window_shadow() const;
bool frame_has_alpha() const;
Gfx::IntRect inflated_for_shadow(const Gfx::IntRect&) const;
Gfx::Bitmap* inflate_for_shadow(Gfx::IntRect&, Gfx::IntPoint&) const;
Gfx::WindowTheme::WindowState window_state_for_theme() const;
Window& m_window;
NonnullOwnPtrVector<Button> m_buttons;
Button* m_close_button { nullptr };
Button* m_maximize_button { nullptr };
Button* m_minimize_button { nullptr };
Gfx::IntPoint m_shadow_offset {};
RefPtr<Gfx::Bitmap> m_top_bottom;
RefPtr<Gfx::Bitmap> m_left_right;
int m_bottom_y { 0 }; // y-offset in m_top_bottom for the bottom half
int m_right_x { 0 }; // x-offset in m_left_right for the right half
RefPtr<Core::Timer> m_flash_timer;
size_t m_flash_counter { 0 };
float m_opacity { 1 };
bool m_has_alpha_channel { false };
bool m_dirty { false };
};
}