kwin/libkwineffects/kwineffectquickview.h

169 lines
4.1 KiB
C
Raw Normal View History

[libkwineffects] Introduce API to easily show a QtQuick scene in an effect Summary: EffectQuickView/Scene is a convenient class to render a QtQuick scenegraph into an effect. Current methods (such as present windows) involve creating an underlying platform window which is expensive, causes a headache to filter out again in the rest of the code, and only works as an overlay. The new class exposes things more natively to an effect where we don't mess with real windows, we can perform the painting anywhere in the view and we don't have issues with hiding/closing. QtQuick has both software and hardware accelerated modes, and kwin also has 3 render backends. Every combination is supported. * When used in OpenGL mode for both, we render into an FBO export the texture ID then it's up to the effect to render that into a scene. * When using software QtQuick rendering we blit into an image, upload that into a KWinGLTexture which serves as an abstraction layer and render that into the scene. * When using GL for QtQuick and XRender/QPainter in kwin everything is rendered into the internal FBO, blit and exported as an image. * When using software rendering for both an image gets passed directly. Mouse and keyboard events can be forwarded, only if the effect intercepts them. The class is meant to be generic enough that we can remove all the QtQuick code from Aurorae. The intention is also to replace EffectFrameImpl using this backend and we can kill all of the EffectFrame code throughout the scenes. The close button in present windows will also be ported to this, simplifiying that code base. Classes that handle the rendering and handling QML are intentionally split so that in the future we can have a declarative effects API create overlays from within the same context. Similar to how one can instantiate windows from a typical QML scene. Notes: I don't like how I pass the kwin GL context from the backends into the effect, but I need something that works with the library separation. It also currently has wayland problem if I create a QOpenGLContext before the QPA is set up with a scene - but I don't have anything better? I know for the EffectFrame we need an API to push things through the effects stack to handle blur/invert etc. Will deal with that when we port the EffectFrame. Test Plan: Used in an effect Reviewers: #kwin, zzag Reviewed By: #kwin, zzag Subscribers: zzag, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D24215
2019-09-27 15:06:37 +00:00
/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
SPDX-FileCopyrightText: 2019 David Edmundson <davidedmundson@kde.org>
[libkwineffects] Introduce API to easily show a QtQuick scene in an effect Summary: EffectQuickView/Scene is a convenient class to render a QtQuick scenegraph into an effect. Current methods (such as present windows) involve creating an underlying platform window which is expensive, causes a headache to filter out again in the rest of the code, and only works as an overlay. The new class exposes things more natively to an effect where we don't mess with real windows, we can perform the painting anywhere in the view and we don't have issues with hiding/closing. QtQuick has both software and hardware accelerated modes, and kwin also has 3 render backends. Every combination is supported. * When used in OpenGL mode for both, we render into an FBO export the texture ID then it's up to the effect to render that into a scene. * When using software QtQuick rendering we blit into an image, upload that into a KWinGLTexture which serves as an abstraction layer and render that into the scene. * When using GL for QtQuick and XRender/QPainter in kwin everything is rendered into the internal FBO, blit and exported as an image. * When using software rendering for both an image gets passed directly. Mouse and keyboard events can be forwarded, only if the effect intercepts them. The class is meant to be generic enough that we can remove all the QtQuick code from Aurorae. The intention is also to replace EffectFrameImpl using this backend and we can kill all of the EffectFrame code throughout the scenes. The close button in present windows will also be ported to this, simplifiying that code base. Classes that handle the rendering and handling QML are intentionally split so that in the future we can have a declarative effects API create overlays from within the same context. Similar to how one can instantiate windows from a typical QML scene. Notes: I don't like how I pass the kwin GL context from the backends into the effect, but I need something that works with the library separation. It also currently has wayland problem if I create a QOpenGLContext before the QPA is set up with a scene - but I don't have anything better? I know for the EffectFrame we need an API to push things through the effects stack to handle blur/invert etc. Will deal with that when we port the EffectFrame. Test Plan: Used in an effect Reviewers: #kwin, zzag Reviewed By: #kwin, zzag Subscribers: zzag, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D24215
2019-09-27 15:06:37 +00:00
SPDX-License-Identifier: GPL-2.0-or-later
[libkwineffects] Introduce API to easily show a QtQuick scene in an effect Summary: EffectQuickView/Scene is a convenient class to render a QtQuick scenegraph into an effect. Current methods (such as present windows) involve creating an underlying platform window which is expensive, causes a headache to filter out again in the rest of the code, and only works as an overlay. The new class exposes things more natively to an effect where we don't mess with real windows, we can perform the painting anywhere in the view and we don't have issues with hiding/closing. QtQuick has both software and hardware accelerated modes, and kwin also has 3 render backends. Every combination is supported. * When used in OpenGL mode for both, we render into an FBO export the texture ID then it's up to the effect to render that into a scene. * When using software QtQuick rendering we blit into an image, upload that into a KWinGLTexture which serves as an abstraction layer and render that into the scene. * When using GL for QtQuick and XRender/QPainter in kwin everything is rendered into the internal FBO, blit and exported as an image. * When using software rendering for both an image gets passed directly. Mouse and keyboard events can be forwarded, only if the effect intercepts them. The class is meant to be generic enough that we can remove all the QtQuick code from Aurorae. The intention is also to replace EffectFrameImpl using this backend and we can kill all of the EffectFrame code throughout the scenes. The close button in present windows will also be ported to this, simplifiying that code base. Classes that handle the rendering and handling QML are intentionally split so that in the future we can have a declarative effects API create overlays from within the same context. Similar to how one can instantiate windows from a typical QML scene. Notes: I don't like how I pass the kwin GL context from the backends into the effect, but I need something that works with the library separation. It also currently has wayland problem if I create a QOpenGLContext before the QPA is set up with a scene - but I don't have anything better? I know for the EffectFrame we need an API to push things through the effects stack to handle blur/invert etc. Will deal with that when we port the EffectFrame. Test Plan: Used in an effect Reviewers: #kwin, zzag Reviewed By: #kwin, zzag Subscribers: zzag, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D24215
2019-09-27 15:06:37 +00:00
*********************************************************************/
#pragma once
#include <QObject>
#include <QUrl>
#include <QRect>
#include <kwineffects_export.h>
#include "kwineffects.h"
#include <memory>
class QKeyEvent;
class QMouseEvent;
class QOpenGLContext;
class QMouseEvent;
class QKeyEvent;
class QQmlContext;
class QQuickItem;
namespace KWin
{
class GLTexture;
class EffectQuickView;
/**
* @brief The KwinQuickView class provides a convenient API for exporting
* QtQuick scenes as buffers that can be composited in any other fashion.
*
* Contents can be fetched as a GL Texture or as a QImage
* If data is to be fetched as an image, it should be specified upfront as
* blitting is performed when we update our FBO to keep kwin's render loop
* as fast as possible.
*/
class KWINEFFECTS_EXPORT EffectQuickView : public QObject
{
Q_OBJECT
public:
static void setShareContext(std::unique_ptr<QOpenGLContext> context);
enum class ExportMode {
/** The contents will be available as a texture in the shared contexts. Image will be blank*/
Texture,
/** The contents will be blit during the update into a QImage buffer. */
Image
};
/**
* Construct a new KWinQuickView
* Export mode will be determined by the current effectsHandler
*/
EffectQuickView(QObject *parent);
/**
* Construct a new KWinQuickView explicitly stating an export mode
*/
EffectQuickView(QObject *parent, ExportMode exportMode);
/**
* Note that this may change the current GL Context
*/
~EffectQuickView();
QSize size() const;
/**
* The geometry of the current view
* This may be out of sync with the current buffer size if an update is pending
*/
void setGeometry(const QRect &rect);
QRect geometry() const;
/**
* Render the current scene graph into the FBO.
* This is typically done automatically when the scene changes
* albeit deffered by a timer
*
* It can be manually invoked to update the contents immediately.
* Note this will change the GL context
*/
void update();
/** The invisble root item of the window*/
QQuickItem *contentItem() const;
/**
* @brief Marks the window as visible/invisible
* This can be used to release resources used by the window
* The default is true.
*/
void setVisible(bool visible);
bool isVisible() const;
void show();
void hide();
/**
* Returns the current output of the scene graph
* @note The render context must valid at the time of calling
*/
GLTexture *bufferAsTexture();
/**
* Returns the current output of the scene graph
*/
QImage bufferAsImage() const;
/**
* Inject any mouse event into the QQuickWindow.
* Local co-ordinates are transformed
* If it is handled the event will be accepted
*/
void forwardMouseEvent(QEvent *mouseEvent);
/**
* Inject a key event into the window.
* If it is handled the event will be accepted
*/
void forwardKeyEvent(QKeyEvent *keyEvent);
Q_SIGNALS:
/**
* The frame buffer has changed, contents need re-rendering on screen
*/
void repaintNeeded();
void geometryChanged(const QRect &oldGeometry, const QRect &newGeometry);
private:
class Private;
QScopedPointer<Private> d;
};
/**
* The KWinQuickScene class extends KWinQuickView
* adding QML support. This will represent a context
* powered by an engine
*/
class KWINEFFECTS_EXPORT EffectQuickScene : public EffectQuickView
{
public:
EffectQuickScene(QObject *parent);
EffectQuickScene(QObject *parent, ExportMode exportMode);
~EffectQuickScene();
QQmlContext *rootContext() const;
/** top level item in the given source*/
QQuickItem *rootItem() const;
void setSource(const QUrl &source);
private:
class Private;
QScopedPointer<Private> d;
};
}