kwin/composite.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 "utils.h"
#include "workspace.h"
#include "client.h"
#include "unmanaged.h"
#include "effects.h"
#include "scene.h"
#include "scene_basic.h"
#include "scene_xrender.h"
#include "scene_opengl.h"
namespace KWinInternal
{
//****************************************
// Workspace
//****************************************
#if defined( HAVE_XCOMPOSITE ) && defined( HAVE_XDAMAGE ) && defined( HAVE_XFIXES )
void Workspace::setupCompositing()
{
if( !options->useTranslucency )
return;
if( !Extensions::compositeAvailable() || !Extensions::damageAvailable())
return;
if( scene != NULL )
return;
char type = 'O';
if( getenv( "KWIN_COMPOSE" ))
type = getenv( "KWIN_COMPOSE" )[ 0 ];
switch( type )
{
case 'B':
scene = new SceneBasic( this );
break;
case 'X':
scene = new SceneXrender( this );
break;
case 'O':
scene = new SceneOpenGL( this );
break;
default:
kDebug() << "No compositing" << endl;
return;
}
compositeTimer.start( 20 );
lastCompositePaint.start();
XCompositeRedirectSubwindows( display(), rootWindow(), CompositeRedirectManual );
if( dynamic_cast< SceneOpenGL* >( scene ))
kDebug() << "OpenGL compositing" << endl;
else if( dynamic_cast< SceneXrender* >( scene ))
kDebug() << "XRender compositing" << endl;
else if( dynamic_cast< SceneBasic* >( scene ))
kDebug() << "X compositing" << endl;
effects = new EffectsHandler( this );
addDamageFull();
foreach( Client* c, clients )
c->setupCompositing();
foreach( Unmanaged* c, unmanaged )
c->setupCompositing();
foreach( Client* c, clients )
scene->windowAdded( c );
foreach( Unmanaged* c, unmanaged )
scene->windowAdded( c );
}
void Workspace::finishCompositing()
{
if( scene == NULL )
return;
foreach( Client* c, clients )
scene->windowDeleted( c );
foreach( Unmanaged* c, unmanaged )
scene->windowDeleted( c );
foreach( Client* c, clients )
c->finishCompositing();
foreach( Unmanaged* c, unmanaged )
c->finishCompositing();
XCompositeUnredirectSubwindows( display(), rootWindow(), CompositeRedirectManual );
compositeTimer.stop();
delete effects;
effects = NULL;
delete scene;
scene = NULL;
damage_region = QRegion();
for( ClientList::ConstIterator it = clients.begin();
it != clients.end();
++it )
{ // forward all opacity values to the frame in case there'll be other CM running
if( (*it)->opacity() != 1.0 )
{
NETWinInfo i( display(), (*it)->frameId(), rootWindow(), 0 );
i.setOpacity( static_cast< unsigned long >((*it)->opacity() * 0xffffffff ));
}
}
}
void Workspace::addDamage( int x, int y, int w, int h )
{
if( !compositing())
return;
damage_region += QRegion( x, y, w, h );
}
void Workspace::addDamage( const QRect& r )
{
if( !compositing())
return;
damage_region += r;
}
void Workspace::addDamageFull()
{
if( !compositing())
return;
damage_region = QRegion( 0, 0, displayWidth(), displayHeight());
}
void Workspace::compositeTimeout()
{
// The event loop apparently tries to fire a QTimer as often as possible, even
// at the expense of not processing many X events. This means that the composite
// repaints can seriously impact performance of everything else, therefore throttle
// them - leave at least 5msec time after one repaint is finished and next one
// is started.
if( lastCompositePaint.elapsed() < 5 )
return;
if( damage_region.isEmpty()) // no damage
{
scene->idle();
return;
}
ToplevelList windows;
Window* children;
unsigned int children_count;
Window dummy;
XQueryTree( display(), rootWindow(), &dummy, &dummy, &children, &children_count );
for( unsigned int i = 0;
i < children_count;
++i )
{
if( Client* c = findClient( FrameIdMatchPredicate( children[ i ] )))
{
if( c->isShown( true ) && c->isOnCurrentDesktop())
windows.append( c );
}
else if( Unmanaged* c = findUnmanaged( HandleMatchPredicate( children[ i ] )))
windows.append( c );
}
scene->prePaint();
scene->paint( damage_region, windows );
damage_region = QRegion();
foreach( Toplevel* c, windows )
c->resetDamage();
scene->postPaint();
lastCompositePaint.start();
}
//****************************************
// Toplevel
//****************************************
void Toplevel::setupCompositing()
{
if( !compositing())
return;
if( damage_handle != None )
return;
damage_handle = XDamageCreate( display(), handle(), XDamageReportRawRectangles );
damage_region = QRegion( 0, 0, width(), height());
}
void Toplevel::finishCompositing()
{
if( damage_handle == None )
return;
XDamageDestroy( display(), damage_handle );
damage_handle = None;
damage_region = QRegion();
}
Pixmap Toplevel::createWindowPixmap() const
{
assert( compositing());
return XCompositeNameWindowPixmap( display(), handle());
}
void Toplevel::damageNotifyEvent( XDamageNotifyEvent* e )
{
addDamage( e->area.x, e->area.y, e->area.width, e->area.height );
}
void Toplevel::addDamage( const QRect& r )
{
addDamage( r.x(), r.y(), r.width(), r.height());
}
void Toplevel::addDamage( int x, int y, int w, int h )
{
if( !compositing())
return;
QRect r( x, y, w, h );
damage_region += r;
r.translate( this->x(), this->y());
// this could be possibly optimized to damage Workspace only if the toplevel
// is actually visible there and not obscured by something, but I guess
// that's not really worth it
workspace()->addDamage( r );
}
void Toplevel::addDamageFull()
{
addDamage( rect());
}
void Toplevel::resetDamage()
{
damage_region = QRegion();
}
#endif
} // namespace