/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org> Copyright (C) 2008 Lucas Murray <lmurray@undefinedfire.com> Copyright (C) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com> 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 <http://www.gnu.org/licenses/>. *********************************************************************/ #ifndef KWIN_SHADOW_H #define KWIN_SHADOW_H #include <kwineffects.h> #include <kwinxrenderutils.h> namespace KWin { class GLTexture; class ShadowEffect : public QObject, public Effect { Q_OBJECT public: ShadowEffect(); virtual ~ShadowEffect(); virtual void reconfigure( ReconfigureFlags ); virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time ); virtual void drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ); virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data ); virtual void windowAdded( EffectWindow* c ); virtual void windowClosed( EffectWindow* c ); virtual void buildQuads( EffectWindow* w, WindowQuadList& quadList ); virtual QRect transformWindowDamage( EffectWindow* w, const QRect& r ); virtual void propertyNotify( EffectWindow* w, long atom ); private slots: void updateShadowColor(); private: void prepareRenderStates( GLTexture *texture, double opacity, double brightness, double saturation ); void restoreRenderStates( GLTexture *texture, double opacity, double brightness, double saturation ); void drawShadowQuadOpenGL( GLTexture *texture, QVector<float> verts, QVector<float> texCoords, QRegion region, float opacity, float brightness, float saturation, GLShader* shader ); void drawShadowQuadXRender( XRenderPicture *picture, QRect rect, float xScale, float yScale, QColor color, float opacity, float brightness, float saturation ); void drawShadow( EffectWindow* w, int mask, QRegion region, const WindowPaintData& data ); void addQuadVertices(QVector<float>& verts, float x1, float y1, float x2, float y2) const; // transforms window rect -> shadow rect QRect shadowRectangle( EffectWindow* w, const QRect& windowRectangle ) const; bool useShadow( EffectWindow* w ) const; void drawQueuedShadows( EffectWindow* behindWindow ); int shadowXOffset, shadowYOffset; double shadowOpacity; int shadowFuzzyness; int shadowSize; bool intensifyActiveShadow; QColor shadowColor, cachedColor; Atom shadowOverride; #ifdef KWIN_HAVE_OPENGL_COMPOSITING QList<GLTexture*> mDefaultShadowTextures; #endif #ifdef KWIN_HAVE_XRENDER_COMPOSITING QList<XRenderPicture*> mDefaultShadowPics; XRenderPicture cachedBlendPicture; #endif WindowQuadType mDefaultShadowQuadType; struct ShadowData { ShadowData(EffectWindow* _w, WindowPaintData& _data) : w(_w), data(_data) {} EffectWindow* w; QRegion clip; int mask; QRegion region; WindowPaintData data; }; QList<ShadowData> shadowDatas; }; } // namespace #endif