kwin/scene.h

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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>
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, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWIN_SCENE_H
#define KWIN_SCENE_H
#include <QDateTime>
#include "toplevel.h"
#include "utils.h"
#include "kwineffects.h"
namespace KWin
{
class Workspace;
class Deleted;
class EffectFrameImpl;
class EffectWindowImpl;
class LanczosFilter;
class OverlayWindow;
class Shadow;
// The base class for compositing backends.
class Scene : public QObject
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{
Q_OBJECT
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public:
Scene(Workspace* ws);
virtual ~Scene() = 0;
class EffectFrame;
class Window;
// Returns true if the ctor failed to properly initialize.
virtual bool initFailed() const = 0;
virtual CompositingType compositingType() const = 0;
// Repaints the given screen areas, windows provides the stacking order.
// The entry point for the main part of the painting pass.
virtual void paint(QRegion damage, ToplevelList windows) = 0;
// Notification function - KWin core informs about changes.
// Used to mainly discard cached data.
// a new window has been created
virtual void windowAdded(Toplevel*) = 0;
// a window has been destroyed
virtual void windowDeleted(Deleted*) = 0;
// Flags controlling how painting is done.
enum {
// Window (or at least part of it) will be painted opaque.
PAINT_WINDOW_OPAQUE = 1 << 0,
// Window (or at least part of it) will be painted translucent.
PAINT_WINDOW_TRANSLUCENT = 1 << 1,
// Window will be painted with transformed geometry.
PAINT_WINDOW_TRANSFORMED = 1 << 2,
// Paint only a region of the screen (can be optimized, cannot
// be used together with TRANSFORMED flags).
PAINT_SCREEN_REGION = 1 << 3,
// Whole screen will be painted with transformed geometry.
PAINT_SCREEN_TRANSFORMED = 1 << 4,
// At least one window will be painted with transformed geometry.
PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
// Clear whole background as the very first step, without optimizing it
PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
// Temporary solution since (_OPAQUE | _TRANSLUCENT) is not working currently.
PAINT_DECORATION_ONLY = 1 << 7,
// Window will be painted with a lanczos filter.
PAINT_WINDOW_LANCZOS = 1 << 8,
// same as PAINT_SCREEN_TRANSFORMED without full repainting
PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9
};
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// types of filtering available
enum ImageFilterType { ImageFilterFast, ImageFilterGood };
inline uint estimatedRenderTime() {
return lastRenderTime;
}
// there's nothing to paint (adjust time_diff later)
void idle();
bool waitSyncAvailable() {
return has_waitSync;
}
OverlayWindow* overlayWindow();
public Q_SLOTS:
// opacity of a window changed
virtual void windowOpacityChanged(KWin::Toplevel* c) = 0;
// shape/size of a window changed
virtual void windowGeometryShapeChanged(KWin::Toplevel* c) = 0;
// a window has been closed
virtual void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted) = 0;
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protected:
// shared implementation, starts painting the screen
void paintScreen(int* mask, QRegion* region);
friend class EffectsHandlerImpl;
// called after all effects had their paintScreen() called
void finalPaintScreen(int mask, QRegion region, ScreenPaintData& data);
// shared implementation of painting the screen in the generic
// (unoptimized) way
virtual void paintGenericScreen(int mask, ScreenPaintData data);
// shared implementation of painting the screen in an optimized way
virtual void paintSimpleScreen(int mask, QRegion region);
// paint the background (not the desktop background - the whole background)
virtual void paintBackground(QRegion region) = 0;
// called after all effects had their paintWindow() called
void finalPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
// shared implementation, starts painting the window
virtual void paintWindow(Window* w, int mask, QRegion region, WindowQuadList quads);
// called after all effects had their drawWindow() called
void finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
// compute time since the last repaint
void updateTimeDiff();
// saved data for 2nd pass of optimized screen painting
struct Phase2Data {
Phase2Data(Window* w, QRegion r, QRegion c, int m, const WindowQuadList& q)
: window(w), region(r), clip(c), mask(m), quads(q) {}
Phase2Data() {
window = 0;
mask = 0;
}
Window* window;
QRegion region;
QRegion clip;
QRegion painted_1stpass;
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int mask;
WindowQuadList quads;
};
// windows in their stacking order
QVector< Window* > stacking_order;
// The region which actually has been painted by paintScreen() and should be
// copied from the buffer to the screen. I.e. the region returned from Scene::paintScreen().
// Since prePaintWindow() can extend areas to paint, these changes would have to propagate
// up all the way from paintSimpleScreen() up to paintScreen(), so save them here rather
// than propagate them up in arguments.
QRegion painted_region;
// time since last repaint
int time_diff;
uint lastRenderTime;
QTime last_time;
Workspace* wspace;
bool has_waitSync;
LanczosFilter* lanczos_filter;
OverlayWindow* m_overlayWindow;
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};
// The base class for windows representations in composite backends
class Scene::Window
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{
public:
Window(Toplevel* c);
virtual ~Window();
// perform the actual painting of the window
virtual void performPaint(int mask, QRegion region, WindowPaintData data) = 0;
// do any cleanup needed when the window's composite pixmap is discarded
virtual void pixmapDiscarded() {}
int x() const;
int y() const;
int width() const;
int height() const;
QRect geometry() const;
QPoint pos() const;
QSize size() const;
QRect rect() const;
// access to the internal window class
// TODO eventually get rid of this
Toplevel* window();
// should the window be painted
bool isPaintingEnabled() const;
void resetPaintingEnabled();
// Flags explaining why painting should be disabled
enum {
// Window will not be painted
PAINT_DISABLED = 1 << 0,
// Window will not be painted because it is deleted
PAINT_DISABLED_BY_DELETE = 1 << 1,
// Window will not be painted because of which desktop it's on
PAINT_DISABLED_BY_DESKTOP = 1 << 2,
// Window will not be painted because it is minimized
PAINT_DISABLED_BY_MINIMIZE = 1 << 3,
// Window will not be painted because it is not the active window in a client group
PAINT_DISABLED_BY_CLIENT_GROUP = 1 << 4,
// Window will not be painted because it's not on the current activity
PAINT_DISABLED_BY_ACTIVITY = 1 << 5
};
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void enablePainting(int reason);
void disablePainting(int reason);
// is the window visible at all
bool isVisible() const;
// is the window fully opaque
bool isOpaque() const;
// shape of the window
QRegion shape() const;
QRegion clientShape() const;
void discardShape();
void updateToplevel(Toplevel* c);
// creates initial quad list for the window
virtual WindowQuadList buildQuads(bool force = false) const;
void suspendUnredirect(bool suspend);
void updateShadow(Shadow* shadow);
const Shadow* shadow() const;
Shadow* shadow();
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protected:
WindowQuadList makeQuads(WindowQuadType type, const QRegion& reg) const;
Toplevel* toplevel;
ImageFilterType filter;
Shadow *m_shadow;
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private:
int disable_painting;
mutable QRegion shape_region;
mutable bool shape_valid;
mutable WindowQuadList* cached_quad_list;
Q_DISABLE_COPY(Window)
};
class Scene::EffectFrame
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{
public:
EffectFrame(EffectFrameImpl* frame);
virtual ~EffectFrame();
virtual void render(QRegion region, double opacity, double frameOpacity) = 0;
virtual void free() = 0;
virtual void freeIconFrame() = 0;
virtual void freeTextFrame() = 0;
virtual void freeSelection() = 0;
virtual void crossFadeIcon() = 0;
virtual void crossFadeText() = 0;
protected:
EffectFrameImpl* m_effectFrame;
};
extern Scene* scene;
inline
int Scene::Window::x() const
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{
return toplevel->x();
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}
inline
int Scene::Window::y() const
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{
return toplevel->y();
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}
inline
int Scene::Window::width() const
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{
return toplevel->width();
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}
inline
int Scene::Window::height() const
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{
return toplevel->height();
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}
inline
QRect Scene::Window::geometry() const
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{
return toplevel->geometry();
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}
inline
QSize Scene::Window::size() const
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{
return toplevel->size();
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}
inline
QPoint Scene::Window::pos() const
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{
return toplevel->pos();
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}
inline
QRect Scene::Window::rect() const
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{
return toplevel->rect();
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}
inline
Toplevel* Scene::Window::window()
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{
return toplevel;
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}
inline
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void Scene::Window::updateToplevel(Toplevel* c)
{
toplevel = c;
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}
inline
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void Scene::Window::suspendUnredirect(bool suspend)
{
toplevel->suspendUnredirect(suspend);
}
inline
void Scene::Window::updateShadow(Shadow* shadow)
{
m_shadow = shadow;
}
inline
const Shadow* Scene::Window::shadow() const
{
return m_shadow;
}
inline
Shadow* Scene::Window::shadow()
{
return m_shadow;
}
} // namespace
#endif