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/*
* Bespin style for Qt4
* Copyright 2007-2012 by Thomas Lübking <thomas.luebking@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 2
*
* 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, write to the
* Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include <cmath>
#include <QPainter>
#include <QPixmap>
#include "blib/elements.h"
#include "bespin.h"
#include "makros.h"
using namespace Bespin;
static QColor black = Qt::black;
static float scale = 0.0, intensity = 0.0;
static int roundness = 0;
#define SET_ALPHA(_A_) black.setAlpha(_A_); p.setBrush(black)
#define WHITE(_A_) QColor(255,255,255, _A_)
#define BLACK(_A_) QColor(0,0,0, _A_)
#define SCALE(_N_) qRound(_N_*config.scale)
void
Style::generatePixmaps()
{
// interestingly every kde application creates _2_ style instances... OUCH!
if (config.scale == scale && intensity == config.shadowIntensity && roundness == config.roundness)
return;
intensity = config.shadowIntensity;
scale = config.scale;
Elements::setShadowIntensity( config.shadowIntensity );
Elements::setRoundness( config.roundness );
const int f9 = F(9); const int f11 = SCALE(11);
const int f17 = SCALE(17); const int f19 = SCALE(19);
const int f49 = SCALE(49);
// MASKS =======================================
for (int i = 0; i < 2; ++i)
{
int s,r;
if (i)
{ s = f17; r = 99; }
else
{ s = f9; r = 70; }
masks.rect[i] = Tile::Set(Elements::roundedMask(s, r),s/2,s/2,1,1);
masks.rect[i].sharpenEdges();
}
masks.windowShape = Tile::Set(Elements::roundedMask(9, 99),4,4,1,1);
// SHADOWS ===============================
// sunken
for (int r = 0; r < 2; ++r)
{
int s = r ? f19 : f11;
for (int i = 0; i < 2; ++i)
{
shadows.sunken[r][i] = Tile::Set(Elements::sunkenShadow(s, i), s/2,s/2,1,1);
shadows.sunken[r][i].setDefaultShape(Tile::Ring);
}
}
// relief
for (int r = 0; r < 2; ++r)
{
int s = r ? f17 : f9;
for (int i = 0; i < 2; ++i)
{
shadows.relief[r][i] = Tile::Set(Elements::relief(s, i), s/2,s/2,1,1);
shadows.relief[r][i].setDefaultShape(Tile::Ring);
}
}
// raised
for (int r = 0; r < 2; ++r)
{
int s; float f = .8;
s = r ? f19 : f11;
for (int i = 0; i < 2; ++i) // opaque?
for (int j = 0; j < 2; ++j)
{ // sunken?
shadows.raised[r][i][j] = Tile::Set(Elements::shadow(s,i,j,f), s/2, s/2, 1, 1);
shadows.raised[r][i][j].setDefaultShape(Tile::Ring);
}
}
// fallback ( sunken ) // TODO: raised
QImage tmp(f9, f9, QImage::Format_ARGB32);
tmp.fill(Qt::transparent);
QPainter p;
p.begin(&tmp);
p.fillRect(F(1),0,f9-F(2),F(1), BLACK(10));
p.fillRect(F(2),F(1),f9-F(4),F(1), BLACK(20));
p.fillRect(F(2),F(2),f9-F(4),F(1), BLACK(40));
p.fillRect(F(3),F(3),f9-F(6),F(1), BLACK(80));
p.fillRect(F(1),f9-F(1),f9-F(2),F(1), WHITE(10));
p.fillRect(F(2),f9-F(2),f9-F(4),F(1), WHITE(20));
p.fillRect(F(2),f9-F(3),f9-F(4),F(1), WHITE(40));
p.fillRect(F(3),f9-F(4),f9-F(6),F(1), WHITE(80));
p.fillRect(0,F(1),F(1),f9-F(2), QColor(128,128,128,10));
p.fillRect(F(1),F(2),F(1),f9-F(4), QColor(128,128,128,20));
p.fillRect(F(2),F(2),F(1),f9-F(4), QColor(128,128,128,40));
p.fillRect(F(3),F(3),F(1),f9-F(6), QColor(128,128,128,80));
p.fillRect(f9-F(1),F(1),F(1),f9-F(2), QColor(128,128,128,10));
p.fillRect(f9-F(2),F(2),F(1),f9-F(4), QColor(128,128,128,20));
p.fillRect(f9-F(3),F(2),F(1),f9-F(4), QColor(128,128,128,40));
p.fillRect(f9-F(4),F(3),F(1),f9-F(6), QColor(128,128,128,80));
p.end();
shadows.fallback = Tile::Set(QPixmap::fromImage(tmp),f9/2,f9/2,1,1);
shadows.fallback.setDefaultShape(Tile::Ring);
// ================================================================
// LIGHTS ==================================
Elements::setShadowIntensity(1.6);
for (int r = 0; r < 2; ++r)
{
int s = r ? f17 : f11;
lights.rect[r] = Tile::Set(Elements::shadow(s, true, false, 3.0), s/2,s/2,1,1);
lights.rect[r].setDefaultShape(Tile::Ring);
}
Elements::setShadowIntensity(config.shadowIntensity);
for (int r = 0; r < 2; ++r)
{
int s = r ? f17 : f9;
s = qMax(int(2.*2.25*config.scale)+1, config.roundness*s/100);
lights.glow[r] = Tile::Set(Elements::glow(s, 2.25*config.scale), s/2,s/2,1,1);
lights.glow[r].setDefaultShape(Tile::Ring);
}
// toplight -- UNUSED!
// renderLightLine(lights.top);
// ================================================================
// SLIDER =====================================
// shadow
for (int i = 0; i < 2; ++i)
{ // opaque?
shadows.slider[i][false] = Elements::shadow(Dpi::target.SliderControl, i,false);
shadows.slider[i][true] = Elements::shadow(Dpi::target.SliderControl-F(2), i,true);
}
lights.slider = Elements::shadow(Dpi::target.SliderControl, true, false, 3.0);
masks.slider = Elements::roundedMask(Dpi::target.SliderControl-F(4), 99);
// ================================================================
// RADIOUTTON =====================================
// shadow
for (int i = 0; i < 2; ++i)
{ // opaque?
shadows.radio[i][false] = Elements::shadow(Dpi::target.ExclusiveIndicator, i,false);
shadows.radio[i][true] = Elements::shadow(Dpi::target.ExclusiveIndicator-F(2), i,true);
}
// mask
masks.radio = Elements::roundedMask(Dpi::target.ExclusiveIndicator-F(4), 99);
// mask fill
#if 0
masks.radioIndicator = roundMask(Dpi::target.ExclusiveIndicator - (config.btn.layer ? dpi.f10 : dpi.f12));
#else
int s = (Dpi::target.ExclusiveIndicator)/(5 - (config.btn.layer == Inlay));
s *= 2; // cause of int div...
s += F(2); // cause sunken frame "outer" part covers F(2) pixels
masks.radioIndicator = Elements::roundedMask(Dpi::target.ExclusiveIndicator - s, 99);
#endif
// ================================================================
// NOTCH =====================================
masks.notch = Elements::roundedMask(F(6), 99);
// ================================================================
// GROUPBOX =====================================
// shadow
shadows.group = Tile::Set(Elements::groupShadow(f49),F(12),F(12),f49-2*F(12),F(1));
shadows.group.setDefaultShape(Tile::Ring);
// ================================================================
// LINES =============================================
int f49_2 = (f49-1)/2;
QLinearGradient lg; QGradientStops stops;
int w,h,c1,c2;
for (int i = 0; i < 2; ++i)
{ // orientarion
if (i)
{
w = F(2); h = f49;
lg = QLinearGradient(0,0,0,f49);
}
else
{
w = f49; h = F(2);
lg = QLinearGradient(0,0,f49,0);
}
tmp = QImage(w,h,QImage::Format_ARGB32);
for (int j = 0; j < 3; ++j)
{ // direction
c1 = 255*(j > 0);
c2 = 255-c1;
tmp.fill(Qt::transparent); p.begin(&tmp);
stops << QGradientStop( 0, QColor(c1,c1,c1,0) )
<< QGradientStop( 0.5, QColor(c1,c1,c1,16) )
<< QGradientStop( 1, QColor(c1,c1,c1,0) );
lg.setStops(stops);
QRect r;
if (i)
{
r.setRect(0,0,F(1),f49);
p.setClipRect(r);
p.fillRect(r,lg);
r.setRect(F(1),0,F(2)-F(1),f49);
}
else
{
r.setRect(0,0,f49,F(1));
p.setClipRect(r);
p.fillRect(r,lg);
r.setRect(0,F(1),f49,F(2)-F(1));
}
stops.clear();
stops << QGradientStop( 0, QColor(c2,c2,c2,0) )
<< QGradientStop( 0.5, QColor(c2,c2,c2,16) )
<< QGradientStop( 1, QColor(c2,c2,c2,0) );
lg.setStops(stops);
p.setClipRect( r );
p.fillRect(r,lg);
stops.clear();
p.end();
shadows.line[i][j] = Tile::Line(QPixmap::fromImage(tmp), i ? Qt::Vertical : Qt::Horizontal, f49_2, -f49_2);
}
}
// ================================================================
// ================================================================
// Popup corners - not really pxmaps, though ;) ===================
// they at least break beryl's popup shadows...
// see bespin.cpp#Style::eventfilter as well
int f5 = 4;
QBitmap bm(2*f5, 2*f5);
bm.fill(Qt::black);
p.begin(&bm);
p.setPen(Qt::NoPen);
p.setBrush(Qt::white);
p.drawEllipse(0,0,2*f5,2*f5);
p.end();
#if 0
QRegion circle(bm);
masks.corner[0] = circle & QRegion(0,0,f5,f5); // tl
masks.corner[1] = circle & QRegion(f5,0,f5,f5); // tr
masks.corner[1].translate(-masks.corner[1].boundingRect().left(), 0);
masks.corner[2] = circle & QRegion(0,f5,f5,f5); // bl
masks.corner[2].translate(0, -masks.corner[2].boundingRect().top());
masks.corner[3] = circle & QRegion(f5,f5,f5,f5); // br
masks.corner[3].translate(-masks.corner[3].boundingRect().topLeft());
#endif
// ================================================================
}
#undef fillRect
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