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#ifndef breezemdiwindowshadow_h
#define breezemdiwindowshadow_h
/*************************************************************************
* Copyright (C) 2014 by Hugo Pereira Da Costa <hugo.pereira@free.fr> *
* *
* 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, write to the *
* Free Software Foundation, Inc., *
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA . *
*************************************************************************/
#include <QEvent>
#include <QObject>
#include <QSet>
#include <QWidget>
#include <QPaintEvent>
#include "breezetileset.h"
namespace Breeze
{
//* frame shadow
/** this allows the shadow to be painted over the widgets viewport */
class MdiWindowShadow: public QWidget
{
Q_OBJECT
public:
//* constructor
explicit MdiWindowShadow( QWidget*, TileSet );
//* update geometry
void updateGeometry();
//* update ZOrder
void updateZOrder();
//* set associated window
void setWidget( QWidget* value )
{ _widget = value; }
//* associated window
QWidget* widget() const
{ return _widget; }
protected:
//* painting
virtual void paintEvent(QPaintEvent *);
private:
//* associated widget
QWidget* _widget = nullptr;
//* tileset rect, used for painting
QRect _shadowTilesRect;
//* tileset used to draw shadow
TileSet _shadowTiles;
};
//* shadow manager
class MdiWindowShadowFactory: public QObject
{
Q_OBJECT
public:
//* constructor
explicit MdiWindowShadowFactory( QObject* );
//* destructor
virtual ~MdiWindowShadowFactory()
{}
//* set shadow tiles
void setShadowTiles( const TileSet& shadowTiles )
{ _shadowTiles = shadowTiles; }
//* register widget
bool registerWidget( QWidget* );
//* unregister
void unregisterWidget( QWidget* );
//* true if widget is registered
bool isRegistered( const QObject* widget ) const
{ return _registeredWidgets.contains( widget ); }
//* event filter
virtual bool eventFilter( QObject*, QEvent*);
protected:
//* find shadow matching a given object
MdiWindowShadow* findShadow( QObject* ) const;
//* install shadows on given widget
void installShadow( QObject* );
//* remove shadows from widget
void removeShadow( QObject* );
//* hide shadows
void hideShadows( QObject* object ) const
{
if( MdiWindowShadow* windowShadow = findShadow( object ) )
{ windowShadow->hide(); }
}
//* update ZOrder
void updateShadowZOrder( QObject* object ) const
{
if( MdiWindowShadow* windowShadow = findShadow( object ) )
{
if( !windowShadow->isVisible() ) windowShadow->show();
windowShadow->updateZOrder();
}
}
//* update shadows geometry
void updateShadowGeometry( QObject* object ) const
{
if( MdiWindowShadow* windowShadow = findShadow( object ) )
{ windowShadow->updateGeometry(); }
}
//* update shadows
void update( QObject* object ) const
{
if( MdiWindowShadow* windowShadow = findShadow( object ) )
{ windowShadow->update(); }
}
protected Q_SLOTS:
//* triggered by object destruction
void widgetDestroyed( QObject* );
private:
//* set of registered widgets
QSet<const QObject*> _registeredWidgets;
//* tileset used to draw shadow
TileSet _shadowTiles;
};
}
#endif