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- #include "xshaperectangle.hpp"
-
- slop::XShapeRectangle::XShapeRectangle( glm::vec2 p1, glm::vec2 p2, float border, float padding, glm::vec4 color, bool highlight ) {
- this->color = convertColor( color );
- this->border = border;
- this->padding = padding;
- this->highlight = highlight;
- this->alpha = color.a;
- // Find each corner of the rectangle
- ul = glm::vec2( glm::min( p1.x, p2.x ), glm::max( p1.y, p2.y ) ) ;
- bl = glm::vec2( glm::min( p1.x, p2.x ), glm::min( p1.y, p2.y ) ) ;
- ur = glm::vec2( glm::max( p1.x, p2.x ), glm::max( p1.y, p2.y ) ) ;
- br = glm::vec2( glm::max( p1.x, p2.x ), glm::min( p1.y, p2.y ) ) ;
- // Offset the inner corners by the padding.
- ul = ul + glm::vec2(-padding,padding);
- bl = bl + glm::vec2(-padding,-padding);
- ur = ur + glm::vec2(padding,padding);
- br = br + glm::vec2(padding,-padding);
- // Create the outer corners by offsetting the inner by the bordersize
- oul = ul + glm::vec2(-border,border);
- obl = bl + glm::vec2(-border,-border);
- our = ur + glm::vec2(border,border);
- obr = br + glm::vec2(border,-border);
-
- XSetWindowAttributes attributes;
- // Set up the window so it's our color
- attributes.background_pixel = this->color.pixel;
- // Disable window decorations.
- attributes.override_redirect = True;
- // Make sure we know when we've been successfully destroyed later!
- attributes.event_mask = StructureNotifyMask;
- unsigned long valueMask = CWBackPixel | CWOverrideRedirect | CWEventMask;
- // Create the window
- window = XCreateWindow( x11->display, x11->root, 0, 0, WidthOfScreen( x11->screen ), HeightOfScreen( x11->screen ),
- 0, CopyFromParent, InputOutput,
- CopyFromParent, valueMask, &attributes );
- if ( alpha < 1 ) {
- // Change the window opacity
- unsigned int cardinal_alpha = (unsigned int) (alpha * (unsigned int)-1) ;
- XChangeProperty( x11->display, window, XInternAtom( x11->display, "_NET_WM_WINDOW_OPACITY", 0),
- XA_CARDINAL, 32, PropModeReplace, (unsigned char*)&cardinal_alpha, 1 );
- }
- // Set the class hint, and title to "slop"
- XClassHint classhints;
- char name[] = "slop";
- classhints.res_name = name;
- classhints.res_class = name;
- XSetClassHint( x11->display, window, &classhints );
- // Now punch a hole into it so it looks like a selection rectangle, but only if we're not highlighting.
- generateHoles();
- createdWindow = false;
- }
-
- void slop::XShapeRectangle::createWindow() {
- if ( createdWindow ) {
- return;
- }
- XMapWindow( x11->display, window );
- createdWindow = true;
- }
-
- void slop::XShapeRectangle::generateHoles() {
- if ( !highlight ) {
- XRectangle rects[4];
- // Left
- rects[0].x = oul.x;
- rects[0].y = obl.y;
- rects[0].width = border;
- rects[0].height = oul.y-obl.y;
- // Top
- rects[1].x = ul.x;
- rects[1].y = obl.y;
- rects[1].width = ur.x-ul.x;
- rects[1].height = border;
- // Right
- rects[2].x = ur.x;
- rects[2].y = obr.y;
- rects[2].width = border;
- rects[2].height = our.y - obr.y;
- // Bottom
- rects[3].x = bl.x;
- rects[3].y = ul.y;
- rects[3].width = br.x-bl.x;
- rects[3].height = border;
- XShapeCombineRectangles( x11->display, window, ShapeBounding, 0, 0, rects, 4, ShapeSet, 0);
- return;
- }
- XRectangle rect;
- rect.x = oul.x;
- rect.y = obl.y;
- rect.width = our.x-oul.x;
- rect.height = oul.y-obl.y;
- XShapeCombineRectangles( x11->display, window, ShapeBounding, 0, 0, &rect, 1, ShapeSet, 0);
- }
-
- void slop::XShapeRectangle::setPoints( glm::vec2 p1, glm::vec2 p2 ) {
- // Find each corner of the rectangle
- ul = glm::vec2( glm::min( p1.x, p2.x ), glm::max( p1.y, p2.y ) ) ;
- bl = glm::vec2( glm::min( p1.x, p2.x ), glm::min( p1.y, p2.y ) ) ;
- ur = glm::vec2( glm::max( p1.x, p2.x ), glm::max( p1.y, p2.y ) ) ;
- br = glm::vec2( glm::max( p1.x, p2.x ), glm::min( p1.y, p2.y ) ) ;
- // Offset the inner corners by the padding.
- ul = ul + glm::vec2(-padding,padding);
- bl = bl + glm::vec2(-padding,-padding);
- ur = ur + glm::vec2(padding,padding);
- br = br + glm::vec2(padding,-padding);
- // Create the outer corners by offsetting the inner by the bordersize
- oul = ul + glm::vec2(-border,border);
- obl = bl + glm::vec2(-border,-border);
- our = ur + glm::vec2(border,border);
- obr = br + glm::vec2(border,-border);
- generateHoles();
- }
-
- slop::XShapeRectangle::~XShapeRectangle() {
- }
-
- void slop::XShapeRectangle::draw( glm::mat4& matrix ) {
- // We don't want to be visible until we're asked to draw.
- createWindow();
- }
-
- glm::vec4 slop::XShapeRectangle::getRect() {
- return glm::vec4( bl.x, bl.y, ur.x-ul.x, ul.y-bl.y );
- }
-
- XColor slop::XShapeRectangle::convertColor( glm::vec4 color ) {
- // Convert float colors to shorts.
- short red = short( floor( color.r * 65535.f ) );
- short green = short( floor( color.g * 65535.f ) );
- short blue = short( floor( color.b * 65535.f ) );
- XColor xc;
- xc.red = red;
- xc.green = green;
- xc.blue = blue;
- int err = XAllocColor( x11->display, DefaultColormap( x11->display, XScreenNumberOfScreen( x11->screen ) ), &xc );
- if ( err == BadColor ) {
- throw new std::runtime_error(std::string("Couldn't allocate a color"));
- }
- return xc;
- }
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