kwin/scene.cpp

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/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "scene_basic.h"
#include "client.h"
#include <X11/extensions/shape.h>
#include "effects.h"
namespace KWinInternal
{
//****************************************
// Scene::WrapperEffect
//****************************************
Scene::WrapperEffect::~WrapperEffect()
{
}
//****************************************
// Scene
//****************************************
Scene* scene;
Scene::Scene( Workspace* ws )
: wspace( ws )
{
}
Scene::~Scene()
{
}
void Scene::WrapperEffect::prePaintScreen( int*, QRegion* )
{
// nothing, no changes
}
// the function that'll be eventually called by paintScreen() above
void Scene::WrapperEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
if( mask & PAINT_SCREEN_REGION )
scene->paintSimpleScreen( mask, region );
else
scene->paintGenericScreen( mask, data );
}
// the generic painting code that should eventually handle even
// transformations
void Scene::paintGenericScreen( int orig_mask, ScreenPaintData )
{
paintBackground( infiniteRegion());
foreach( Window* w, stacking_order ) // bottom to top
{
if( !w->isVisible())
continue;
int mask = orig_mask | ( w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT );
QRegion damage = infiniteRegion();
WrapperEffect wrapper;
// preparation step
effects->prePaintWindow( w, &mask, &damage, &wrapper );
paintWindow( w, mask, damage );
}
}
// the optimized case without any transformations at all
void Scene::paintSimpleScreen( int orig_mask, QRegion region )
{
assert(( orig_mask & ( PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED
| PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_OPAQUE )) == 0 );
QList< Phase2Data > phase2;
// Draw each opaque window top to bottom, subtracting the bounding rect of
// each window from the clip region after it's been drawn.
for( int i = stacking_order.count() - 1; // top to bottom
i >= 0;
--i )
{
Window* w = stacking_order[ i ];
if( !w->isVisible())
continue;
if( region.isEmpty()) // completely clipped
continue;
int mask = orig_mask | ( w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT );
QRegion damage = region;
WrapperEffect wrapper;
// preparation step
effects->prePaintWindow( w, &mask, &damage, &wrapper );
if( mask & PAINT_WINDOW_TRANSLUCENT )
phase2.prepend( Phase2Data( w, region, mask ));
if( mask & PAINT_WINDOW_OPAQUE )
{
paintWindow( w, mask, region );
if( ( mask & PAINT_WINDOW_TRANSLUCENT ) == 0 ) // window is not transparent, can clip windows below
region -= w->shape().translated( w->x(), w->y());
}
}
// Fill any areas of the root window not covered by windows
paintBackground( region );
// Now walk the list bottom to top, drawing translucent windows.
// That we draw bottom to top is important now since we're drawing translucent objects
// and also are clipping only by opaque windows.
foreach( Phase2Data d, phase2 )
{
Window* w = d.window;
paintWindow( w, d.mask, d.region );
}
}
void Scene::WrapperEffect::prePaintWindow( Scene::Window* , int*, QRegion* )
{
// nothing, no changes
}
void Scene::paintWindow( Window* w, int mask, QRegion region )
{
WindowPaintData data;
data.opacity = w->window()->opacity();
WrapperEffect wrapper;
effects->paintWindow( w, mask, region, data, &wrapper );
}
// the function that'll be eventually called by paintWindow() above
void Scene::WrapperEffect::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data )
{
w->performPaint( mask, region, data );
}
void Scene::windowGeometryShapeChanged( Toplevel* )
{
}
void Scene::windowOpacityChanged( Toplevel* )
{
}
void Scene::windowAdded( Toplevel* )
{
}
void Scene::windowDeleted( Toplevel* )
{
}
//****************************************
// Scene::Window
//****************************************
Scene::Window::Window( Toplevel * c )
: toplevel( c )
, shape_valid( false )
{
}
Scene::Window::~Window()
{
}
void Scene::Window::free()
{
}
void Scene::Window::discardShape()
{
shape_valid = false;
}
QRegion Scene::Window::shape() const
{
if( !shape_valid )
{
Client* c = dynamic_cast< Client* >( toplevel );
if( toplevel->shape() || ( c != NULL && !c->mask().isEmpty()))
{
int count, order;
XRectangle* rects = XShapeGetRectangles( display(), toplevel->handle(),
ShapeBounding, &count, &order );
if(rects)
{
shape_region = QRegion();
for( int i = 0;
i < count;
++i )
shape_region += QRegion( rects[ i ].x, rects[ i ].y,
rects[ i ].width, rects[ i ].height );
XFree(rects);
}
else
shape_region = QRegion( 0, 0, width(), height());
}
else
shape_region = QRegion( 0, 0, width(), height());
shape_valid = true;
}
return shape_region;
}
bool Scene::Window::isVisible() const
{
return true; // TODO there may be transformations, so always true for now
// TODO mapping state?
return !toplevel->geometry()
.intersect( QRect( 0, 0, displayWidth(), displayHeight()))
.isEmpty();
}
bool Scene::Window::isOpaque() const
{
return toplevel->opacity() == 1.0 && !toplevel->hasAlpha();
}
} // namespace