/******************************************************************** 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 #include "toplevel.h" #include "utils.h" #include "kwineffects.h" namespace KWin { class Workspace; class Deleted; class EffectWindowImpl; class LanczosFilter; // The base class for compositing backends. class Scene { public: Scene( Workspace* ws ); virtual ~Scene() = 0; 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. // shape/size of a window changed virtual void windowGeometryShapeChanged( Toplevel* ) = 0; // opacity of a window changed virtual void windowOpacityChanged( Toplevel* ) = 0; // a new window has been created virtual void windowAdded( Toplevel* ) = 0; // a window has been closed virtual void windowClosed( Toplevel*, Deleted* ) = 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, // Temporary solution since (_OPAQUE | _TRANSLUCENT) is not working currently. PAINT_DECORATION_ONLY = 1 << 7, // Window will be painted with a lanczos filter. PAINT_WINDOW_LANCZOS = 1 << 8 }; // types of filtering available enum ImageFilterType { ImageFilterFast, ImageFilterGood }; // there's nothing to paint (adjust time_diff later) void idle(); bool waitSyncAvailable() { return has_waitSync; } 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(); QList< QPoint > selfCheckPoints() const; QRegion selfCheckRegion() const; // dimensions of the test pixmap for selfcheck int selfCheckWidth() const; int selfCheckHeight() const; // 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; QTime last_time; Workspace* wspace; bool has_waitSync; bool selfCheckDone; LanczosFilter* lanczos_filter; }; // 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 ); protected: WindowQuadList makeQuads( WindowQuadType type, const QRegion& reg ) const; Toplevel* toplevel; ImageFilterType filter; private: int disable_painting; mutable QRegion shape_region; mutable bool shape_valid; mutable WindowQuadList* cached_quad_list; Q_DISABLE_COPY(Window) }; extern Scene* scene; inline int Scene::selfCheckWidth() const { return 3; } inline int Scene::selfCheckHeight() const { return 2; } 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 ); } } // namespace #endif