/******************************************************************** 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_XRENDER_H #define KWIN_SCENE_XRENDER_H #include #include "scene.h" #include "shadow.h" #ifdef KWIN_HAVE_XRENDER_COMPOSITING #include #include namespace KWin { class SceneXrender : public Scene { Q_OBJECT public: class EffectFrame; SceneXrender(Workspace* ws); virtual ~SceneXrender(); virtual bool initFailed() const; virtual CompositingType compositingType() const { return XRenderCompositing; } virtual void paint(QRegion damage, ToplevelList windows); virtual void windowAdded(Toplevel*); virtual void windowDeleted(Deleted*); Picture bufferPicture(); protected: virtual void paintBackground(QRegion region); virtual void paintGenericScreen(int mask, ScreenPaintData data); public Q_SLOTS: virtual void windowOpacityChanged(KWin::Toplevel* c); virtual void windowGeometryShapeChanged(KWin::Toplevel* c); virtual void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted); private: void paintTransformedScreen(int mask); void createBuffer(); void flushBuffer(int mask, QRegion damage); XRenderPictFormat* format; Picture front; static Picture buffer; static ScreenPaintData screen_paint; class Window; QHash< Toplevel*, Window* > windows; bool init_ok; }; class SceneXrender::Window : public Scene::Window { public: Window(Toplevel* c); virtual ~Window(); virtual void performPaint(int mask, QRegion region, WindowPaintData data); void discardPicture(); void discardAlpha(); QRegion transformedShape() const; void setTransformedShape(const QRegion& shape); private: Picture picture(); Picture alphaMask(double opacity); QRect mapToScreen(int mask, const WindowPaintData &data, const QRect &rect) const; QPoint mapToScreen(int mask, const WindowPaintData &data, const QPoint &point) const; void prepareTempPixmap(); Picture _picture; XRenderPictFormat* format; Picture alpha; double alpha_cached_opacity; QRegion transformed_shape; static QPixmap *temp_pixmap; }; class SceneXrender::EffectFrame : public Scene::EffectFrame { public: EffectFrame(EffectFrameImpl* frame); virtual ~EffectFrame(); virtual void free(); virtual void freeIconFrame(); virtual void freeTextFrame(); virtual void freeSelection(); virtual void crossFadeIcon(); virtual void crossFadeText(); virtual void render(QRegion region, double opacity, double frameOpacity); private: void updatePicture(); void updateTextPicture(); XRenderPicture* m_picture; XRenderPicture* m_textPicture; XRenderPicture* m_iconPicture; XRenderPicture* m_selectionPicture; }; inline Picture SceneXrender::bufferPicture() { return buffer; } inline QRegion SceneXrender::Window::transformedShape() const { return transformed_shape; } inline void SceneXrender::Window::setTransformedShape(const QRegion& shape) { transformed_shape = shape; } /** * @short XRender implementation of Shadow. * * This class extends Shadow by the elements required for XRender rendering. * @author Jacopo De Simoi **/ class SceneXRenderShadow : public Shadow { public: SceneXRenderShadow(Toplevel *toplevel); using Shadow::ShadowElements; using Shadow::ShadowElementTop; using Shadow::ShadowElementTopRight; using Shadow::ShadowElementRight; using Shadow::ShadowElementBottomRight; using Shadow::ShadowElementBottom; using Shadow::ShadowElementBottomLeft; using Shadow::ShadowElementLeft; using Shadow::ShadowElementTopLeft; using Shadow::ShadowElementsCount; using Shadow::shadowPixmap; virtual ~SceneXRenderShadow(); void layoutShadowRects(QRect& top, QRect& topRight, QRect& right, QRect& bottomRight, QRect& bottom, QRect& bottomLeft, QRect& Left, QRect& topLeft); protected: virtual void buildQuads(); virtual bool prepareBackend() { return true; }; }; } // namespace #endif #endif