Commit 617b4d92 authored by Vlad Zahorodnii's avatar Vlad Zahorodnii

[effects/magnifier] Fix 1 px gap between magnified area and frame

Summary:
The x-coordinate of the area's left edge and y-coordinate of the area's
top edge are adjusted by 1px leading to a gap between the frame and
magnified area. Because area has type of QRect, we have to adjust only
coordinates of the right and bottom edge by 1 px.

Because QRectF::right() == QRectF::x() + QRectF::width(), we can use
QRectF, which leads to more cleaner code because we don't need to do 1px
adjustments.

Test Plan:
Before:
{F6235388, layout=center, size=full}

After:
{F6235439, layout=center, size=full}

Reviewers: #kwin, davidedmundson

Reviewed By: #kwin, davidedmundson

Subscribers: davidedmundson, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D15275
parent de6db059
......@@ -166,34 +166,35 @@ void MagnifierEffect::paintScreen(int mask, QRegion region, ScreenPaintData& dat
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setColor(QColor(0, 0, 0));
const QRectF areaF = area;
// top frame
verts << area.right() + FRAME_WIDTH << area.top() - FRAME_WIDTH;
verts << area.left() - FRAME_WIDTH << area.top() - FRAME_WIDTH;
verts << area.left() - FRAME_WIDTH << area.top() - 1;
verts << area.left() - FRAME_WIDTH << area.top() - 1;
verts << area.right() + FRAME_WIDTH << area.top() - 1;
verts << area.right() + FRAME_WIDTH << area.top() - FRAME_WIDTH;
verts << areaF.right() + FRAME_WIDTH << areaF.top() - FRAME_WIDTH;
verts << areaF.left() - FRAME_WIDTH << areaF.top() - FRAME_WIDTH;
verts << areaF.left() - FRAME_WIDTH << areaF.top();
verts << areaF.left() - FRAME_WIDTH << areaF.top();
verts << areaF.right() + FRAME_WIDTH << areaF.top();
verts << areaF.right() + FRAME_WIDTH << areaF.top() - FRAME_WIDTH;
// left frame
verts << area.left() - 1 << area.top() - FRAME_WIDTH;
verts << area.left() - FRAME_WIDTH << area.top() - FRAME_WIDTH;
verts << area.left() - FRAME_WIDTH << area.bottom() + FRAME_WIDTH;
verts << area.left() - FRAME_WIDTH << area.bottom() + FRAME_WIDTH;
verts << area.left() - 1 << area.bottom() + FRAME_WIDTH;
verts << area.left() - 1 << area.top() - FRAME_WIDTH;
verts << areaF.left() << areaF.top() - FRAME_WIDTH;
verts << areaF.left() - FRAME_WIDTH << areaF.top() - FRAME_WIDTH;
verts << areaF.left() - FRAME_WIDTH << areaF.bottom() + FRAME_WIDTH;
verts << areaF.left() - FRAME_WIDTH << areaF.bottom() + FRAME_WIDTH;
verts << areaF.left() << areaF.bottom() + FRAME_WIDTH;
verts << areaF.left() << areaF.top() - FRAME_WIDTH;
// right frame
verts << area.right() + FRAME_WIDTH << area.top() - FRAME_WIDTH;
verts << area.right() + 1 << area.top() - FRAME_WIDTH;
verts << area.right() + 1 << area.bottom() + FRAME_WIDTH;
verts << area.right() + 1 << area.bottom() + FRAME_WIDTH;
verts << area.right() + FRAME_WIDTH << area.bottom() + FRAME_WIDTH;
verts << area.right() + FRAME_WIDTH << area.top() - FRAME_WIDTH;
verts << areaF.right() + FRAME_WIDTH << areaF.top() - FRAME_WIDTH;
verts << areaF.right() << areaF.top() - FRAME_WIDTH;
verts << areaF.right() << areaF.bottom() + FRAME_WIDTH;
verts << areaF.right() << areaF.bottom() + FRAME_WIDTH;
verts << areaF.right() + FRAME_WIDTH << areaF.bottom() + FRAME_WIDTH;
verts << areaF.right() + FRAME_WIDTH << areaF.top() - FRAME_WIDTH;
// bottom frame
verts << area.right() + FRAME_WIDTH << area.bottom() + 1;
verts << area.left() - FRAME_WIDTH << area.bottom() + 1;
verts << area.left() - FRAME_WIDTH << area.bottom() + FRAME_WIDTH;
verts << area.left() - FRAME_WIDTH << area.bottom() + FRAME_WIDTH;
verts << area.right() + FRAME_WIDTH << area.bottom() + FRAME_WIDTH;
verts << area.right() + FRAME_WIDTH << area.bottom() + 1;
verts << areaF.right() + FRAME_WIDTH << areaF.bottom();
verts << areaF.left() - FRAME_WIDTH << areaF.bottom();
verts << areaF.left() - FRAME_WIDTH << areaF.bottom() + FRAME_WIDTH;
verts << areaF.left() - FRAME_WIDTH << areaF.bottom() + FRAME_WIDTH;
verts << areaF.right() + FRAME_WIDTH << areaF.bottom() + FRAME_WIDTH;
verts << areaF.right() + FRAME_WIDTH << areaF.bottom();
vbo->setData(verts.size() / 2, 2, verts.constData(), NULL);
ShaderBinder binder(ShaderTrait::UniformColor);
......
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