/***************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006 Lubos Lunak You can Freely distribute this program under the GNU General Public License. See the file "COPYING" for the exact licensing terms. ******************************************************************/ // TODO MIT or some other licence, perhaps move to some lib #ifndef KWIN_EFFECTS_H #define KWIN_EFFECTS_H #include "scene.h" #include namespace KWinInternal { class Toplevel; class Workspace; class EffectWindow; class WindowPaintData { public: WindowPaintData(); /** * Window opacity, in range 0 = transparent to 1 = fully opaque */ double opacity; double xScale; double yScale; int xTranslate; int yTranslate; /** * Saturation of the window, in range [0; 1] * 1 means that the window is unchanged, 0 means that it's completely * unsaturated (greyscale). 0.5 would make the colors less intense, * but not completely grey **/ float saturation; /** * Brightness of the window, in range [0; 1] * 1 means that the window is unchanged, 0 means that it's completely * black. 0.5 would make it 50% darker than usual **/ float brightness; }; class ScreenPaintData { public: ScreenPaintData(); double xScale; double yScale; int xTranslate; int yTranslate; }; class Effect { public: virtual ~Effect(); virtual void prePaintScreen( int* mask, QRegion* region, int time ); virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data ); virtual void postPaintScreen(); virtual void prePaintWindow( EffectWindow* w, int* mask, QRegion* region, int time ); virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ); virtual void postPaintWindow( EffectWindow* w ); // called when moved/resized or once after it's finished virtual void windowUserMovedResized( EffectWindow* c, bool first, bool last ); virtual void windowAdded( EffectWindow* c ); virtual void windowClosed( EffectWindow* c ); virtual void windowDeleted( EffectWindow* c ); virtual void windowActivated( EffectWindow* c ); virtual void windowMinimized( EffectWindow* c ); virtual void windowUnminimized( EffectWindow* c ); virtual void windowInputMouseEvent( Window w, QEvent* e ); // Interpolates between x and y static float interpolate(float x, float y, float a) { return x * (1 - a) + y * a; } }; class EffectsHandler { public: EffectsHandler( Workspace* ws ); ~EffectsHandler(); // for use by effects void prePaintScreen( int* mask, QRegion* region, int time ); void paintScreen( int mask, QRegion region, ScreenPaintData& data ); void postPaintScreen(); void prePaintWindow( EffectWindow* w, int* mask, QRegion* region, int time ); void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ); void postPaintWindow( EffectWindow* w ); // Functions for handling input - e.g. when an Expose-like effect is shown, an input window // covering the whole screen is created and all mouse events will be intercepted by it. // The effect's windowInputMouseEvent() will get called with such events. Window createInputWindow( Effect* e, int x, int y, int w, int h, const QCursor& cursor ); Window createInputWindow( Effect* e, const QRect& r, const QCursor& cursor ); void destroyInputWindow( Window w ); // functions that allow controlling windows/desktop void activateWindow( EffectWindow* c ); // internal (used by kwin core or compositing code) void startPaint(); void windowUserMovedResized( EffectWindow* c, bool first, bool last ); void windowAdded( EffectWindow* c ); void windowClosed( EffectWindow* c ); void windowDeleted( EffectWindow* c ); void windowActivated( EffectWindow* c ); void windowMinimized( EffectWindow* c ); void windowUnminimized( EffectWindow* c ); bool checkInputWindowEvent( XEvent* e ); void checkInputWindowStacking(); private: QVector< Effect* > effects; typedef QPair< Effect*, Window > InputWindowPair; QList< InputWindowPair > input_windows; int current_paint_window; int current_paint_screen; }; // This class is a representation of a window used by/for Effect classes. // The purpose is to hide internal data and also to serve as a single // representation for the case when Client/Unmanaged becomes Deleted. class EffectWindow { public: const Toplevel* window() const; Toplevel* window(); void setWindow( Toplevel* w ); // internal void setSceneWindow( Scene::Window* w ); // internal Scene::Window* sceneWindow(); // internal private: Toplevel* tw; Scene::Window* sw; // This one is used only during paint pass. }; EffectWindow* effectWindow( Toplevel* w ); EffectWindow* effectWindow( Scene::Window* w ); extern EffectsHandler* effects; inline WindowPaintData::WindowPaintData() : opacity( 1.0 ) , xScale( 1 ) , yScale( 1 ) , xTranslate( 0 ) , yTranslate( 0 ) , saturation( 1 ) , brightness( 1 ) { } inline ScreenPaintData::ScreenPaintData() : xScale( 1 ) , yScale( 1 ) , xTranslate( 0 ) , yTranslate( 0 ) { } inline const Toplevel* EffectWindow::window() const { return tw; } inline Toplevel* EffectWindow::window() { return tw; } inline void EffectWindow::setWindow( Toplevel* w ) { tw = w; } inline void EffectWindow::setSceneWindow( Scene::Window* w ) { sw = w; } inline Scene::Window* EffectWindow::sceneWindow() { return sw; } inline EffectWindow* effectWindow( Toplevel* w ) { EffectWindow* ret = w->effectWindow(); ret->setSceneWindow( NULL ); // just in case return ret; } inline EffectWindow* effectWindow( Scene::Window* w ) { EffectWindow* ret = w->window()->effectWindow(); ret->setSceneWindow( w ); return ret; } } // namespace #endif