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forked from blue/squawk
squawk/ui/utils/dropshadoweffect.cpp

146 lines
4.5 KiB
C++

/*
* Squawk messenger.
* Copyright (C) 2019 Yury Gubich <blue@macaw.me>
*
* 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 3 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 "dropshadoweffect.h"
PixmapFilter::PixmapFilter(QObject* parent):QObject(parent) {}
PixmapFilter::~PixmapFilter(){}
QRectF PixmapFilter::boundingRectFor(const QRectF &rect) const {return rect;}
PixmapDropShadowFilter::PixmapDropShadowFilter(QObject *parent):
PixmapFilter(parent),
mColor(63, 63, 63, 180),
mRadius(1),
mThickness(2),
top(true),
right(true),
bottom(true),
left(true){}
PixmapDropShadowFilter::~PixmapDropShadowFilter() {}
qreal PixmapDropShadowFilter::blurRadius() const {return mRadius;}
void PixmapDropShadowFilter::setBlurRadius(qreal radius) {mRadius = radius;}
QColor PixmapDropShadowFilter::color() const {return mColor;}
void PixmapDropShadowFilter::setColor(const QColor &color) {mColor = color;}
qreal PixmapDropShadowFilter::thickness() const {return mThickness;}
void PixmapDropShadowFilter::setThickness(qreal thickness) {mThickness = thickness;}
void PixmapDropShadowFilter::setFrame(bool ptop, bool pright, bool pbottom, bool pleft)
{
top = ptop;
right = pright;
bottom = pbottom;
left = pleft;
}
void DropShadowEffect::setThickness(qreal thickness)
{
if (filter.thickness() == thickness)
return;
filter.setThickness(thickness);
update();
}
void PixmapDropShadowFilter::draw(QPainter *p, const QPointF &pos, const QPixmap &px, const QRectF &src) const
{
if (px.isNull())
return;
QImage tmp({px.width(), px.height() + int(mThickness)}, QImage::Format_ARGB32_Premultiplied);
tmp.setDevicePixelRatio(px.devicePixelRatioF());
tmp.fill(0);
QPainter tmpPainter(&tmp);
tmpPainter.setCompositionMode(QPainter::CompositionMode_Source);
if (top) {
QRectF shadow(0, 0, px.width(), mThickness);
tmpPainter.fillRect(shadow, mColor);
}
if (right) {
QRectF shadow(px.width() - mThickness, 0, mThickness, px.height());
tmpPainter.fillRect(shadow, mColor);
}
if (bottom) {
QRectF shadow(0, px.height() - mThickness, px.width(), mThickness * 2); //i have no idea why, but it leaves some unpainted stripe without some spare space
tmpPainter.fillRect(shadow, mColor);
}
if (left) {
QRectF shadow(0, 0, mThickness, px.height());
tmpPainter.fillRect(shadow, mColor);
}
Utils::exponentialblur(tmp, mRadius, false, 0);
tmpPainter.end();
// Draw the actual pixmap...
p->drawPixmap(pos, px, src);
// draw the blurred drop shadow...
p->drawImage(pos, tmp);
}
qreal DropShadowEffect::blurRadius() const {return filter.blurRadius();}
void DropShadowEffect::setBlurRadius(qreal blurRadius)
{
if (qFuzzyCompare(filter.blurRadius(), blurRadius))
return;
filter.setBlurRadius(blurRadius);
updateBoundingRect();
emit blurRadiusChanged(blurRadius);
}
void DropShadowEffect::setFrame(bool top, bool right, bool bottom, bool left)
{
filter.setFrame(top, right, bottom, left);
update();
}
QColor DropShadowEffect::color() const {return filter.color();}
void DropShadowEffect::setColor(const QColor &color)
{
if (filter.color() == color)
return;
filter.setColor(color);
update();
emit colorChanged(color);
}
void DropShadowEffect::draw(QPainter* painter)
{
if (filter.blurRadius() <= 0 && filter.thickness() == 0) {
drawSource(painter);
return;
}
PixmapPadMode mode = PadToEffectiveBoundingRect;
// Draw pixmap in device coordinates to avoid pixmap scaling.
QPoint offset;
const QPixmap pixmap = sourcePixmap(Qt::DeviceCoordinates, &offset, mode);
if (pixmap.isNull())
return;
QTransform restoreTransform = painter->worldTransform();
painter->setWorldTransform(QTransform());
filter.draw(painter, offset, pixmap);
painter->setWorldTransform(restoreTransform);
}