/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006 Lubos Lunak 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 . *********************************************************************/ #ifndef KWIN_SCENE_H #define KWIN_SCENE_H #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 { Q_OBJECT 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, // PAINT_DECORATION_ONLY = 1 << 7 has been removed // 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 }; // 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; 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; 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; QElapsedTimer last_time; Workspace* wspace; bool has_waitSync; LanczosFilter* lanczos_filter; OverlayWindow* m_overlayWindow; }; // The base class for windows representations in composite backends class Scene::Window { 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 }; 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(); protected: WindowQuadList makeQuads(WindowQuadType type, const QRegion& reg) const; Toplevel* toplevel; ImageFilterType filter; Shadow *m_shadow; private: int disable_painting; mutable QRegion shape_region; mutable bool shape_valid; mutable WindowQuadList* cached_quad_list; Q_DISABLE_COPY(Window) }; class Scene::EffectFrame { 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 { return toplevel->x(); } inline int Scene::Window::y() const { return toplevel->y(); } inline int Scene::Window::width() const { return toplevel->width(); } inline int Scene::Window::height() const { return toplevel->height(); } inline QRect Scene::Window::geometry() const { return toplevel->geometry(); } inline QSize Scene::Window::size() const { return toplevel->size(); } inline QPoint Scene::Window::pos() const { return toplevel->pos(); } inline QRect Scene::Window::rect() const { return toplevel->rect(); } inline Toplevel* Scene::Window::window() { return toplevel; } inline void Scene::Window::updateToplevel(Toplevel* c) { toplevel = c; } inline 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