Remove the WrapperEffect hack, it's ugly.
svn path=/branches/work/kwin_composite/; revision=600155
This commit is contained in:
parent
d4be8267d5
commit
6b41c062c8
5 changed files with 65 additions and 108 deletions
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@ -156,6 +156,7 @@ void Workspace::compositeTimeout()
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else if( Unmanaged* c = findUnmanaged( HandleMatchPredicate( children[ i ] )))
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windows.append( c );
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}
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effects->startPaint();
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// TODO when effects cause damage, it should be only enqueued for next repaint
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QRegion r = damage_region;
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damage_region = QRegion();
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101
effects.cpp
101
effects.cpp
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@ -39,22 +39,22 @@ void Effect::windowDeleted( Toplevel* )
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void Effect::prePaintScreen( int* mask, QRegion* region, int time )
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{
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effects->nextPrePaintScreen( mask, region, time );
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effects->prePaintScreen( mask, region, time );
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}
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void Effect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
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{
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effects->nextPaintScreen( mask, region, data );
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effects->paintScreen( mask, region, data );
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}
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void Effect::prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time )
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{
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effects->nextPrePaintWindow( w, mask, region, time );
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effects->prePaintWindow( w, mask, region, time );
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}
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void Effect::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data )
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{
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effects->nextPaintWindow( w, mask, region, data );
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effects->paintWindow( w, mask, region, data );
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}
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void MakeHalfTransparent::prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time )
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@ -65,7 +65,7 @@ void MakeHalfTransparent::prePaintWindow( Scene::Window* w, int* mask, QRegion*
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*mask |= Scene::PAINT_WINDOW_TRANSLUCENT;
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*mask &= ~Scene::PAINT_WINDOW_OPAQUE;
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}
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effects->nextPrePaintWindow( w, mask, region, time );
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effects->prePaintWindow( w, mask, region, time );
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}
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void MakeHalfTransparent::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data )
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@ -75,7 +75,7 @@ void MakeHalfTransparent::paintWindow( Scene::Window* w, int mask, QRegion regio
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data.opacity *= 0.8;
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if( c->isMove() || c->isResize())
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data.opacity *= 0.5;
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effects->nextPaintWindow( w, mask, region, data );
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effects->paintWindow( w, mask, region, data );
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}
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void MakeHalfTransparent::windowUserMovedResized( Toplevel* c, bool first, bool last )
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@ -96,21 +96,21 @@ void ShakyMove::prePaintScreen( int* mask, QRegion* region, int time )
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{
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if( !windows.isEmpty())
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*mask |= Scene::PAINT_WINDOW_TRANSFORMED;
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effects->nextPrePaintScreen( mask, region, time );
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effects->prePaintScreen( mask, region, time );
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}
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void ShakyMove::prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time )
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{
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if( windows.contains( w->window()))
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*mask |= Scene::PAINT_WINDOW_TRANSFORMED;
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effects->nextPrePaintWindow( w, mask, region, time );
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effects->prePaintWindow( w, mask, region, time );
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}
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void ShakyMove::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data )
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{
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if( windows.contains( w->window()))
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data.xTranslate += shaky_diff[ windows[ w->window() ]];
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effects->nextPaintWindow( w, mask, region, data );
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effects->paintWindow( w, mask, region, data );
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}
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void ShakyMove::windowUserMovedResized( Toplevel* c, bool first, bool last )
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@ -201,14 +201,14 @@ void ShiftWorkspaceUp::prePaintScreen( int* mask, QRegion* region, int time )
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}
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if( diff != 0 )
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*mask |= Scene::PAINT_SCREEN_TRANSFORMED;
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effects->nextPrePaintScreen( mask, region, time );
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effects->prePaintScreen( mask, region, time );
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}
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void ShiftWorkspaceUp::paintScreen( int mask, QRegion region, ScreenPaintData& data )
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{
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if( diff != 0 )
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data.yTranslate -= diff / 100;
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effects->nextPaintScreen( mask, region, data );
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effects->paintScreen( mask, region, data );
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}
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void ShiftWorkspaceUp::tick()
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@ -234,7 +234,7 @@ void FadeIn::prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int t
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else
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windows.remove( w->window());
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}
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effects->nextPrePaintWindow( w, mask, region, time );
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effects->prePaintWindow( w, mask, region, time );
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}
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void FadeIn::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data )
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@ -243,7 +243,7 @@ void FadeIn::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPain
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{
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data.opacity *= windows[ w->window()];
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}
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effects->nextPaintWindow( w, mask, region, data );
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effects->paintWindow( w, mask, region, data );
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}
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void FadeIn::windowAdded( Toplevel* c )
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@ -277,7 +277,7 @@ void ScaleIn::prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int
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else
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windows.remove( w->window());
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}
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effects->nextPrePaintWindow( w, mask, region, time );
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effects->prePaintWindow( w, mask, region, time );
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}
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void ScaleIn::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data )
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@ -289,7 +289,7 @@ void ScaleIn::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPai
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data.xTranslate += w->window()->width() / 2 * ( 1 - windows[ w->window()] );
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data.yTranslate += w->window()->height() / 2 * ( 1 - windows[ w->window()] );
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}
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effects->nextPaintWindow( w, mask, region, data );
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effects->paintWindow( w, mask, region, data );
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}
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void ScaleIn::windowAdded( Toplevel* c )
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@ -349,61 +349,54 @@ void EffectsHandler::windowDeleted( Toplevel* c )
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e->windowDeleted( c );
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}
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void EffectsHandler::prePaintScreen( int* mask, QRegion* region, int time, Effect* final )
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// start another painting pass
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void EffectsHandler::startPaint()
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{
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assert( current_paint_screen == 0 );
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effects.append( final );
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nextPrePaintScreen( mask, region, time );
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effects.pop_back();
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}
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void EffectsHandler::paintScreen( int mask, QRegion region, ScreenPaintData& data, Effect* final )
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{
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assert( current_paint_screen == 0 );
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effects.append( final );
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nextPaintScreen( mask, region, data );
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effects.pop_back();
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}
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void EffectsHandler::prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time, Effect* final )
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{
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assert( current_paint_window == 0 );
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effects.append( final );
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nextPrePaintWindow( w, mask, region, time );
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effects.pop_back();
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}
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void EffectsHandler::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data, Effect* final )
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{
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assert( current_paint_window == 0 );
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effects.append( final );
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nextPaintWindow( w, mask, region, data );
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effects.pop_back();
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}
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// the idea is that effects call this function again which calls the next one
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void EffectsHandler::nextPrePaintScreen( int* mask, QRegion* region, int time )
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void EffectsHandler::prePaintScreen( int* mask, QRegion* region, int time )
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{
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effects[ current_paint_screen++ ]->prePaintScreen( mask, region, time );
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--current_paint_screen;
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if( current_paint_screen < effects.size() - 1 )
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{
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effects[ current_paint_screen++ ]->prePaintScreen( mask, region, time );
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--current_paint_screen;
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}
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// no special final code
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}
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void EffectsHandler::nextPaintScreen( int mask, QRegion region, ScreenPaintData& data )
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void EffectsHandler::paintScreen( int mask, QRegion region, ScreenPaintData& data )
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{
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effects[ current_paint_screen++ ]->paintScreen( mask, region, data );
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--current_paint_screen;
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if( current_paint_screen < effects.size() - 1 )
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{
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effects[ current_paint_screen++ ]->paintScreen( mask, region, data );
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--current_paint_screen;
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}
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else
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scene->finalPaintScreen( mask, region, data );
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}
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void EffectsHandler::nextPrePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time )
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void EffectsHandler::prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time )
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{
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effects[ current_paint_window++ ]->prePaintWindow( w, mask, region, time );
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--current_paint_window;
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if( current_paint_window < effects.size() - 1 )
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{
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effects[ current_paint_window++ ]->prePaintWindow( w, mask, region, time );
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--current_paint_window;
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}
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// no special final code
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}
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void EffectsHandler::nextPaintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data )
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void EffectsHandler::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data )
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{
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effects[ current_paint_window++ ]->paintWindow( w, mask, region, data );
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--current_paint_window;
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if( current_paint_window < effects.size() - 1 )
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{
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effects[ current_paint_window++ ]->paintWindow( w, mask, region, data );
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--current_paint_window;
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}
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else
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scene->finalPaintWindow( w, mask, region, data );
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}
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EffectsHandler* effects;
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27
effects.h
27
effects.h
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@ -64,15 +64,12 @@ class EffectsHandler
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EffectsHandler( Workspace* ws );
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~EffectsHandler();
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// for use by effects
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void nextPrePaintScreen( int* mask, QRegion* region, int time );
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void nextPaintScreen( int mask, QRegion region, ScreenPaintData& data );
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void nextPrePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time );
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void nextPaintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data );
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void prePaintScreen( int* mask, QRegion* region, int time );
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void paintScreen( int mask, QRegion region, ScreenPaintData& data );
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void prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time );
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void paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data );
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// internal (used by kwin core or compositing code)
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void prePaintScreen( int* mask, QRegion* region, int time, Effect* final );
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void paintScreen( int mask, QRegion region, ScreenPaintData& data, Effect* final );
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void prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time, Effect* final );
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void paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data, Effect* final );
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void startPaint();
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void windowUserMovedResized( Toplevel* c, bool first, bool last );
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void windowAdded( Toplevel* c );
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void windowDeleted( Toplevel* c );
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@ -164,20 +161,6 @@ class ScaleIn
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QMap< const Toplevel*, double > windows;
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};
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// a special effect that is last in the order that'll actually call the painting functions
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// TODO this should actually be in scene.h
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class Scene::WrapperEffect
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: public Effect
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{
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public:
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virtual ~WrapperEffect();
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virtual void prePaintScreen( int* mask, QRegion* region, int time );
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virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data );
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virtual void prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time );
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virtual void paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data );
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};
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inline
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WindowPaintData::WindowPaintData()
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: opacity( 1.0 )
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40
scene.cpp
40
scene.cpp
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@ -18,14 +18,6 @@ License. See the file "COPYING" for the exact licensing terms.
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namespace KWinInternal
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{
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//****************************************
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// Scene::WrapperEffect
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//****************************************
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Scene::WrapperEffect::~WrapperEffect()
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{
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}
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//****************************************
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// Scene
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//****************************************
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@ -46,15 +38,14 @@ void Scene::paintScreen( int* mask, QRegion* region )
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{
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*mask = ( *region == QRegion( 0, 0, displayWidth(), displayHeight()))
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? 0 : PAINT_SCREEN_REGION;
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WrapperEffect wrapper;
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updateTimeDiff();
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// preparation step
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effects->prePaintScreen( mask, region, time_diff, &wrapper );
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effects->prePaintScreen( mask, region, time_diff );
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if( *mask & ( PAINT_SCREEN_TRANSFORMED | PAINT_WINDOW_TRANSFORMED ))
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*mask &= ~PAINT_SCREEN_REGION;
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// TODO call also prePaintWindow() for all windows
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ScreenPaintData data;
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effects->paintScreen( *mask, *region, data, &wrapper );
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effects->paintScreen( *mask, *region, data );
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}
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void Scene::updateTimeDiff()
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@ -76,18 +67,13 @@ void Scene::idle()
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last_time = QTime();
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}
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void Scene::WrapperEffect::prePaintScreen( int*, QRegion*, int )
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{
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// nothing, no changes
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}
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// the function that'll be eventually called by paintScreen() above
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void Scene::WrapperEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
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void Scene::finalPaintScreen( int mask, QRegion region, ScreenPaintData& data )
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{
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if( mask & PAINT_SCREEN_REGION )
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scene->paintSimpleScreen( mask, region );
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paintSimpleScreen( mask, region );
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else
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scene->paintGenericScreen( mask, data );
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paintGenericScreen( mask, data );
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}
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// the generic painting code that should eventually handle even
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@ -101,9 +87,8 @@ void Scene::paintGenericScreen( int orig_mask, ScreenPaintData )
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continue;
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int mask = orig_mask | ( w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT );
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QRegion damage = infiniteRegion();
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WrapperEffect wrapper;
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// preparation step
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effects->prePaintWindow( w, &mask, &damage, time_diff, &wrapper );
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effects->prePaintWindow( w, &mask, &damage, time_diff );
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paintWindow( w, mask, damage );
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}
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}
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@ -127,9 +112,8 @@ void Scene::paintSimpleScreen( int orig_mask, QRegion region )
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continue;
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int mask = orig_mask | ( w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT );
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QRegion damage = region;
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WrapperEffect wrapper;
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// preparation step
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effects->prePaintWindow( w, &mask, &damage, time_diff, &wrapper );
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effects->prePaintWindow( w, &mask, &damage, time_diff );
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if( mask & PAINT_WINDOW_TRANSLUCENT )
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phase2.prepend( Phase2Data( w, region, mask ));
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if( mask & PAINT_WINDOW_OPAQUE )
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@ -151,21 +135,15 @@ void Scene::paintSimpleScreen( int orig_mask, QRegion region )
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}
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}
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void Scene::WrapperEffect::prePaintWindow( Scene::Window* , int*, QRegion*, int )
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{
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// nothing, no changes
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}
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void Scene::paintWindow( Window* w, int mask, QRegion region )
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{
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WindowPaintData data;
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data.opacity = w->window()->opacity();
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WrapperEffect wrapper;
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effects->paintWindow( w, mask, region, data, &wrapper );
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effects->paintWindow( w, mask, region, data );
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}
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// the function that'll be eventually called by paintWindow() above
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void Scene::WrapperEffect::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data )
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void Scene::finalPaintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data )
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{
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w->performPaint( mask, region, data );
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}
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4
scene.h
4
scene.h
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@ -51,9 +51,12 @@ class Scene
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void idle();
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protected:
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void paintScreen( int* mask, QRegion* region );
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friend class EffectsHandler;
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void finalPaintScreen( int mask, QRegion region, ScreenPaintData& data );
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virtual void paintGenericScreen( int mask, ScreenPaintData data );
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virtual void paintSimpleScreen( int mask, QRegion region );
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virtual void paintBackground( QRegion region ) = 0;
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void finalPaintWindow( Window* w, int mask, QRegion region, WindowPaintData& data );
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virtual void paintWindow( Window* w, int mask, QRegion region );
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static QRegion infiniteRegion();
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void updateTimeDiff();
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@ -68,7 +71,6 @@ class Scene
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int time_diff;
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QTime last_time;
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Workspace* wspace;
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class WrapperEffect;
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};
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class Scene::Window
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