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#ifndef oxygen_shadowCacheh
#define oxygen_shadowCacheh
//////////////////////////////////////////////////////////////////////////////
// oxygenshadowcache.h
// handles caching of TileSet objects to draw shadows
// -------------------
//
// SPDX-FileCopyrightText: 2009 Hugo Pereira Da Costa <hugo.pereira@free.fr>
//
// SPDX-License-Identifier: MIT
//////////////////////////////////////////////////////////////////////////////
#include "oxygen_export.h"
#include "oxygenhelper.h"
#include <QCache>
#include <QRadialGradient>
#include <cmath>
namespace Oxygen
{
class OXYGEN_EXPORT ShadowCache
{
public:
//* constructor
explicit ShadowCache(Helper &);
//* read configuration
void readConfig(void);
//* animations duration
void setAnimationsDuration(int);
//* cache size
void setEnabled(bool enabled)
{
_enabled = enabled;
if (enabled) {
_shadowCache.setMaxCost(1 << 6);
_animatedShadowCache.setMaxCost(_maxIndex << 6);
} else {
_shadowCache.setMaxCost(1);
_animatedShadowCache.setMaxCost(1);
}
}
//* max animation index
int maxIndex(void) const
{
return _maxIndex;
}
//* max animation index
void setMaxIndex(int value)
{
_maxIndex = value;
if (_enabled) {
_shadowCache.setMaxCost(1 << 6);
_animatedShadowCache.setMaxCost(_maxIndex << 6);
}
}
//* invalidate caches
void invalidateCaches(void)
{
_shadowCache.clear();
_animatedShadowCache.clear();
}
//* true if shadow is enabled for a given group
bool isEnabled(QPalette::ColorGroup) const;
//* set shadow size manually
void setShadowSize(QPalette::ColorGroup, int);
//* shadow size
int shadowSize(void) const;
//* Key class to be used into QCache
/*! class is entirely inline for optimization */
class Key
{
public:
//* explicit constructor
explicit Key(void)
{
}
//* constructor from int
explicit Key(int hash)
: index(hash >> 3)
, active((hash >> 2) & 1)
, isShade((hash >> 1) & 1)
, hasBorder((hash)&1)
{
}
//* hash function
int hash(void) const
{
return (index << 3) | (active << 2) | (isShade << 1) | (hasBorder);
}
int index = 0;
bool active = false;
bool isShade = false;
bool hasBorder = true;
};
//* get shadow matching client
TileSet tileSet(const Key &);
//* get shadow matching client and opacity
TileSet tileSet(Key, qreal);
//* simple pixmap
QPixmap pixmap(const Key &key) const
{
return pixmap(key, key.active);
}
//* simple pixmap, with opacity
QPixmap animatedPixmap(const Key &, qreal opacity);
private:
Helper &helper(void) const
{
return _helper;
}
//* simple pixmap
QPixmap pixmap(const Key &, bool active) const;
//* draw gradient into rect
/*! a separate method is used in order to properly account for corners */
void renderGradient(QPainter &, const QRectF &, const QRadialGradient &, bool hasBorder = true) const;
//* helper
Helper &_helper;
//* defines overlap between shadows and body
enum { overlap = 4 };
//* caching enable state
bool _enabled;
//* shadow size
int _activeShadowSize;
//* shadow size
int _inactiveShadowSize;
//* max index
/*! it is used to set caches max cost, and calculate animation opacity */
int _maxIndex;
//* cache
using TileSetCache = QCache<int, TileSet>;
//* shadow cache
TileSetCache _shadowCache;
//* animated shadow cache
TileSetCache _animatedShadowCache;
};
}
#endif
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