kwin/shadow.h

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2020-08-02 22:22:19 +00:00
/*
KWin - the KDE window manager
This file is part of the KDE project.
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SPDX-FileCopyrightText: 2011 Martin Gräßlin <mgraesslin@kde.org>
SPDX-FileCopyrightText: 2020 Vlad Zahorodnii <vlad.zahorodnii@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
*/
#ifndef KWIN_SHADOW_H
#define KWIN_SHADOW_H
#include <QObject>
#include <QPixmap>
#include <kwineffects.h>
namespace KDecoration2
{
class Decoration;
class DecorationShadow;
}
namespace KWaylandServer
{
class ShadowInterface;
}
namespace KWin {
class Toplevel;
/**
* @short Class representing a Window's Shadow to be rendered by the Compositor.
*
* This class holds all information about the Shadow to be rendered together with the
* window during the Compositing stage. The Shadow consists of several pixmaps and offsets.
* For a complete description please refer to https://community.kde.org/KWin/Shadow
*
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* To create a Shadow instance use the static factory method createShadow which will
* create an instance for the currently used Compositing Backend. It will read the X11 Property
* and create the Shadow and all required data (such as WindowQuads). If there is no Shadow
* defined for the Toplevel the factory method returns @c NULL.
*
* @author Martin Gräßlin <mgraesslin@kde.org>
* @todo React on Toplevel size changes.
*/
Move SceneXRender into a plugin Summary: First step for loading the compositor Scenes through plugins. The general idea is that we currently needlessly pull in all the Scenes although only one will be used. E.g. on X11 we pull in QPainter, although they are not compatible. On Wayland we pull in XRender although they are not compatible. Furthermore our current Scene creation strategy is not really fault tolerant and can create situations where we don't get a compositor. E.g on fbdev backend the default settings won't work as it does not support OpenGL. Long term I want to tackle those conceptional problems together: we try to load all plugins supported by the current platform till we have a scene which works. Thus on Wayland we don't end up in a situation where we don't have a working compositor because the configuration is bad. To make this possible the switch statement in the Scene needs to go and needs to be replaced by a for loop iterating over all the available scenes on the platform. If we go there it makes sense to replace it directly with a plugin based approach. So this is a change which tackles the problem by first introducing the plugin loading. The xrender based scene (as it's the most simple one) is moved into a plugin. It is first tried to find a scene plugin and only if there is none the existing code is used. Test Plan: Tested all scenes Reviewers: #kwin, #plasma Subscribers: plasma-devel, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D7232
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class KWIN_EXPORT Shadow : public QObject
{
Q_OBJECT
public:
Run clang-tidy with modernize-use-override check Summary: Currently code base of kwin can be viewed as two pieces. One is very ancient, and the other one is more modern, which uses new C++ features. The main problem with the ancient code is that it was written before C++11 era. So, no override or final keywords, lambdas, etc. Quite recently, KDE compiler settings were changed to show a warning if a virtual method has missing override keyword. As you might have already guessed, this fired back at us because of that ancient code. We had about 500 new compiler warnings. A "solution" was proposed to that problem - disable -Wno-suggest-override and the other similar warning for clang. It's hard to call a solution because those warnings are disabled not only for the old code, but also for new. This is not what we want! The main argument for not actually fixing the problem was that git history will be screwed as well because of human factor. While good git history is a very important thing, we should not go crazy about it and block every change that somehow alters git history. git blame allows to specify starting revision for a reason. The other argument (human factor) can be easily solved by using tools such as clang-tidy. clang-tidy is a clang-based linter for C++. It can be used for various things, e.g. fixing coding style(e.g. add missing braces to if statements, readability-braces-around-statements check), or in our case add missing override keywords. Test Plan: Compiles. Reviewers: #kwin, davidedmundson Reviewed By: #kwin, davidedmundson Subscribers: davidedmundson, apol, romangg, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D22371
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~Shadow() override;
/**
* @return Region of the shadow.
*/
const QRegion &shadowRegion() const {
return m_shadowRegion;
};
/**
* @return Cached Shadow Quads
*/
const WindowQuadList &shadowQuads() const {
return m_shadowQuads;
};
WindowQuadList &shadowQuads() {
return m_shadowQuads;
};
/**
* This method updates the Shadow when the property has been changed.
* It is the responsibility of the owner of the Shadow to call this method
* whenever the owner receives a PropertyNotify event.
* This method will invoke a re-read of the Property. In case the Property has
* been withdrawn the method returns @c false. In that case the owner should
* delete the Shadow.
* @returns @c true when the shadow has been updated, @c false if the property is not set anymore.
*/
virtual bool updateShadow();
/**
* Factory Method to create the shadow from the property.
* This method takes care of creating an instance of the
* Shadow class for the current Compositing Backend.
*
* If there is no shadow defined for @p toplevel this method
* will return @c NULL.
* @param toplevel The Toplevel for which the shadow should be created
* @return Created Shadow or @c NULL in case there is no shadow defined.
*/
static Shadow *createShadow(Toplevel *toplevel);
/**
* Reparents the shadow to @p toplevel.
* Used when a window is deleted.
* @param toplevel The new parent
*/
void setToplevel(Toplevel *toplevel);
bool hasDecorationShadow() const {
return !m_decorationShadow.isNull();
}
QImage decorationShadowImage() const;
QWeakPointer<KDecoration2::DecorationShadow> decorationShadow() const {
return m_decorationShadow.toWeakRef();
}
public Q_SLOTS:
void geometryChanged();
protected:
Shadow(Toplevel *toplevel);
enum ShadowElements {
ShadowElementTop,
ShadowElementTopRight,
ShadowElementRight,
ShadowElementBottomRight,
ShadowElementBottom,
ShadowElementBottomLeft,
ShadowElementLeft,
ShadowElementTopLeft,
ShadowElementsCount
};
inline const QPixmap &shadowPixmap(ShadowElements element) const {
return m_shadowElements[element];
};
QSize elementSize(ShadowElements element) const;
int topOffset() const {
return m_topOffset;
};
int rightOffset() const {
return m_rightOffset;
};
int bottomOffset() const {
return m_bottomOffset;
};
int leftOffset() const {
return m_leftOffset;
};
virtual void buildQuads();
void updateShadowRegion();
Toplevel *topLevel() {
return m_topLevel;
};
void setShadowRegion(const QRegion &region) {
m_shadowRegion = region;
};
virtual bool prepareBackend() = 0;
WindowQuadList m_shadowQuads;
void setShadowElement(const QPixmap &shadow, ShadowElements element);
private:
static Shadow *createShadowFromX11(Toplevel *toplevel);
static Shadow *createShadowFromDecoration(Toplevel *toplevel);
static Shadow *createShadowFromWayland(Toplevel *toplevel);
static Shadow *createShadowFromInternalWindow(Toplevel *toplevel);
static QVector<uint32_t> readX11ShadowProperty(xcb_window_t id);
bool init(const QVector<uint32_t> &data);
bool init(KDecoration2::Decoration *decoration);
bool init(const QPointer<KWaylandServer::ShadowInterface> &shadow);
bool init(const QWindow *window);
Toplevel *m_topLevel;
// shadow pixmaps
QPixmap m_shadowElements[ShadowElementsCount];
// shadow offsets
int m_topOffset;
int m_rightOffset;
int m_bottomOffset;
int m_leftOffset;
// caches
QRegion m_shadowRegion;
QSize m_cachedSize;
// Decoration based shadows
QSharedPointer<KDecoration2::DecorationShadow> m_decorationShadow;
};
}
#endif // KWIN_SHADOW_H