kwin/effects/slide/slide.h

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/*
KWin - the KDE window manager
This file is part of the KDE project.
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SPDX-FileCopyrightText: 2007 Lubos Lunak <l.lunak@kde.org>
SPDX-FileCopyrightText: 2008 Lucas Murray <lmurray@undefinedfire.com>
SPDX-FileCopyrightText: 2018 Vlad Zahorodnii <vlad.zahorodnii@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
*/
#ifndef KWIN_SLIDE_H
#define KWIN_SLIDE_H
// kwineffects
#include <kwineffects.h>
namespace KWin
{
class SlideEffect : public Effect
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{
Q_OBJECT
Q_PROPERTY(int duration READ duration)
Q_PROPERTY(int horizontalGap READ horizontalGap)
Q_PROPERTY(int verticalGap READ verticalGap)
Q_PROPERTY(bool slideDocks READ slideDocks)
Q_PROPERTY(bool slideBackground READ slideBackground)
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public:
SlideEffect();
~SlideEffect() override;
void reconfigure(ReconfigureFlags) override;
Provide expected presentation time to effects Effects are given the interval between two consecutive frames. The main flaw of this approach is that if the Compositor transitions from the idle state to "active" state, i.e. when there is something to repaint, effects may see a very large interval between the last painted frame and the current. In order to address this issue, the Scene invalidates the timer that is used to measure time between consecutive frames before the Compositor is about to become idle. While this works perfectly fine with Xinerama-style rendering, with per screen rendering, determining whether the compositor is about to idle is rather a tedious task mostly because a single output can't be used for the test. Furthermore, since the Compositor schedules pointless repaints just to ensure that it's idle, it might take several attempts to figure out whether the scene timer must be invalidated if you use (true) per screen rendering. Ideally, all effects should use a timeline helper that is aware of the underlying render loop and its timings. However, this option is off the table because it will involve a lot of work to implement it. Alternative and much simpler option is to pass the expected presentation time to effects rather than time between consecutive frames. This means that effects are responsible for determining how much animation timelines have to be advanced. Typically, an effect would have to store the presentation timestamp provided in either prePaint{Screen,Window} and use it in the subsequent prePaint{Screen,Window} call to estimate the amount of time passed between the next and the last frames. Unfortunately, this is an API incompatible change. However, it shouldn't take a lot of work to port third-party binary effects, which don't use the AnimationEffect class, to the new API. On the bright side, we no longer need to be concerned about the Compositor getting idle. We do still try to determine whether the Compositor is about to idle, primarily, because the OpenGL render backend swaps buffers on present, but that will change with the ongoing compositing timing rework.
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void prePaintScreen(ScreenPrePaintData &data, std::chrono::milliseconds presentTime) override;
void paintScreen(int mask, const QRegion &region, ScreenPaintData &data) override;
void postPaintScreen() override;
Provide expected presentation time to effects Effects are given the interval between two consecutive frames. The main flaw of this approach is that if the Compositor transitions from the idle state to "active" state, i.e. when there is something to repaint, effects may see a very large interval between the last painted frame and the current. In order to address this issue, the Scene invalidates the timer that is used to measure time between consecutive frames before the Compositor is about to become idle. While this works perfectly fine with Xinerama-style rendering, with per screen rendering, determining whether the compositor is about to idle is rather a tedious task mostly because a single output can't be used for the test. Furthermore, since the Compositor schedules pointless repaints just to ensure that it's idle, it might take several attempts to figure out whether the scene timer must be invalidated if you use (true) per screen rendering. Ideally, all effects should use a timeline helper that is aware of the underlying render loop and its timings. However, this option is off the table because it will involve a lot of work to implement it. Alternative and much simpler option is to pass the expected presentation time to effects rather than time between consecutive frames. This means that effects are responsible for determining how much animation timelines have to be advanced. Typically, an effect would have to store the presentation timestamp provided in either prePaint{Screen,Window} and use it in the subsequent prePaint{Screen,Window} call to estimate the amount of time passed between the next and the last frames. Unfortunately, this is an API incompatible change. However, it shouldn't take a lot of work to port third-party binary effects, which don't use the AnimationEffect class, to the new API. On the bright side, we no longer need to be concerned about the Compositor getting idle. We do still try to determine whether the Compositor is about to idle, primarily, because the OpenGL render backend swaps buffers on present, but that will change with the ongoing compositing timing rework.
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void prePaintWindow(EffectWindow *w, WindowPrePaintData &data, std::chrono::milliseconds presentTime) override;
void paintWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data) override;
bool isActive() const override {
return m_active;
}
int requestedEffectChainPosition() const override {
return 50;
}
static bool supported();
int duration() const;
int horizontalGap() const;
int verticalGap() const;
bool slideDocks() const;
bool slideBackground() const;
private Q_SLOTS:
void desktopChanged(int old, int current, EffectWindow *with);
void windowAdded(EffectWindow *w);
void windowDeleted(EffectWindow *w);
void numberDesktopsChanged(uint old);
void numberScreensChanged();
private:
QPoint desktopCoords(int id) const;
QRect desktopGeometry(int id) const;
int workspaceWidth() const;
int workspaceHeight() const;
bool isTranslated(const EffectWindow *w) const;
bool isPainted(const EffectWindow *w) const;
bool shouldElevate(const EffectWindow *w) const;
void start(int old, int current, EffectWindow *movingWindow = nullptr);
void stop();
private:
int m_hGap;
int m_vGap;
bool m_slideDocks;
bool m_slideBackground;
bool m_active = false;
TimeLine m_timeLine;
QPoint m_startPos;
QPoint m_diff;
EffectWindow *m_movingWindow = nullptr;
Provide expected presentation time to effects Effects are given the interval between two consecutive frames. The main flaw of this approach is that if the Compositor transitions from the idle state to "active" state, i.e. when there is something to repaint, effects may see a very large interval between the last painted frame and the current. In order to address this issue, the Scene invalidates the timer that is used to measure time between consecutive frames before the Compositor is about to become idle. While this works perfectly fine with Xinerama-style rendering, with per screen rendering, determining whether the compositor is about to idle is rather a tedious task mostly because a single output can't be used for the test. Furthermore, since the Compositor schedules pointless repaints just to ensure that it's idle, it might take several attempts to figure out whether the scene timer must be invalidated if you use (true) per screen rendering. Ideally, all effects should use a timeline helper that is aware of the underlying render loop and its timings. However, this option is off the table because it will involve a lot of work to implement it. Alternative and much simpler option is to pass the expected presentation time to effects rather than time between consecutive frames. This means that effects are responsible for determining how much animation timelines have to be advanced. Typically, an effect would have to store the presentation timestamp provided in either prePaint{Screen,Window} and use it in the subsequent prePaint{Screen,Window} call to estimate the amount of time passed between the next and the last frames. Unfortunately, this is an API incompatible change. However, it shouldn't take a lot of work to port third-party binary effects, which don't use the AnimationEffect class, to the new API. On the bright side, we no longer need to be concerned about the Compositor getting idle. We do still try to determine whether the Compositor is about to idle, primarily, because the OpenGL render backend swaps buffers on present, but that will change with the ongoing compositing timing rework.
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std::chrono::milliseconds m_lastPresentTime = std::chrono::milliseconds::zero();
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struct {
int desktop;
bool firstPass;
bool lastPass;
QPoint translation;
EffectWindowList fullscreenWindows;
} m_paintCtx;
EffectWindowList m_elevatedWindows;
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};
inline int SlideEffect::duration() const
{
return m_timeLine.duration().count();
}
inline int SlideEffect::horizontalGap() const
{
return m_hGap;
}
inline int SlideEffect::verticalGap() const
{
return m_vGap;
}
inline bool SlideEffect::slideDocks() const
{
return m_slideDocks;
}
inline bool SlideEffect::slideBackground() const
{
return m_slideBackground;
}
} // namespace KWin
#endif