/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2011 Martin Gräßlin 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_SHADOW_H #define KWIN_SHADOW_H #include #include #include #include namespace KDecoration2 { class Decoration; class DecorationShadow; } namespace KWin { class Toplevel; /** * @short Class representing a Window's Shadow to be rendered by the Compositor. * * This class holds all information about the Shadow to be rendered together with the * window during the Compositing stage. The Shadow consists of several pixmaps and offsets. * For a complete description please refer to http://community.kde.org/KWin/Shadow * * To create a Shadow instance use the static factory method @link createShadow which will * create an instance for the currently used Compositing Backend. It will read the X11 Property * and create the Shadow and all required data (such as WindowQuads). If there is no Shadow * defined for the Toplevel the factory method returns @c NULL. * * @author Martin Gräßlin * @todo React on Toplevel size changes. **/ class Shadow : public QObject { Q_OBJECT public: virtual ~Shadow(); /** * @return Region of the shadow. **/ const QRegion &shadowRegion() const { return m_shadowRegion; }; /** * @return Cached Shadow Quads **/ const WindowQuadList &shadowQuads() const { return m_shadowQuads; }; WindowQuadList &shadowQuads() { return m_shadowQuads; }; /** * This method updates the Shadow when the property has been changed. * It is the responsibility of the owner of the Shadow to call this method * whenever the owner receives a PropertyNotify event. * This method will invoke a re-read of the Property. In case the Property has * been withdrawn the method returns @c false. In that case the owner should * delete the Shadow. * @returns @c true when the shadow has been updated, @c false if the property is not set anymore. **/ virtual bool updateShadow(); /** * Factory Method to create the shadow from the property. * This method takes care of creating an instance of the * Shadow class for the current Compositing Backend. * * If there is no shadow defined for @p toplevel this method * will return @c NULL. * @param toplevel The Toplevel for which the shadow should be created * @return Created Shadow or @c NULL in case there is no shadow defined. **/ static Shadow *createShadow(Toplevel *toplevel); /** * Reparents the shadow to @p toplevel. * Used when a window is deleted. * @param toplevel The new parent **/ void setToplevel(Toplevel *toplevel); bool hasDecorationShadow() const { return !m_decorationShadow.isNull(); } QImage decorationShadowImage() const; public Q_SLOTS: void geometryChanged(); protected: Shadow(Toplevel *toplevel); enum ShadowElements { ShadowElementTop, ShadowElementTopRight, ShadowElementRight, ShadowElementBottomRight, ShadowElementBottom, ShadowElementBottomLeft, ShadowElementLeft, ShadowElementTopLeft, ShadowElementsCount }; inline const QPixmap &shadowPixmap(ShadowElements element) const { return m_shadowElements[element]; }; QSize elementSize(ShadowElements element) const; int topOffset() const { return m_topOffset; }; int rightOffset() const { return m_rightOffset; }; int bottomOffset() const { return m_bottomOffset; }; int leftOffset() const { return m_leftOffset; }; virtual void buildQuads(); void updateShadowRegion(); Toplevel *topLevel() { return m_topLevel; }; void setShadowRegion(const QRegion ®ion) { m_shadowRegion = region; }; virtual bool prepareBackend() = 0; WindowQuadList m_shadowQuads; private: static Shadow *createShadowFromX11(Toplevel *toplevel); static Shadow *crateShadowFromDecoration(Toplevel *toplevel); static QVector readX11ShadowProperty(xcb_window_t id); bool init(const QVector &data); bool init(KDecoration2::Decoration *decoration); Toplevel *m_topLevel; // shadow pixmaps QPixmap m_shadowElements[ShadowElementsCount]; // shadow offsets int m_topOffset; int m_rightOffset; int m_bottomOffset; int m_leftOffset; // caches QRegion m_shadowRegion; QSize m_cachedSize; // Decoration based shadows QPointer m_decorationShadow; }; } #endif // KWIN_SHADOW_H