466bef3a6d
Similar to WindowThumbnailItem for rendering a desktop thumbnail. Uses the new paintDesktop hook. FEATURE: 296067 FIXED-IN: 4.11.0 REVIEW: 104441
347 lines
11 KiB
C++
347 lines
11 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#ifndef KWIN_SCENE_H
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#define KWIN_SCENE_H
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#include "toplevel.h"
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#include "utils.h"
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#include "kwineffects.h"
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class QGraphicsView;
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namespace KWin
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{
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class AbstractThumbnailItem;
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class Workspace;
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class Deleted;
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class EffectFrameImpl;
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class EffectWindowImpl;
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class OverlayWindow;
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class Shadow;
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// The base class for compositing backends.
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class Scene : public QObject
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{
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Q_OBJECT
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public:
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explicit Scene(Workspace* ws);
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virtual ~Scene() = 0;
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class EffectFrame;
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class Window;
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// Returns true if the ctor failed to properly initialize.
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virtual bool initFailed() const = 0;
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virtual CompositingType compositingType() const = 0;
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virtual bool hasPendingFlush() const { return false; }
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// Repaints the given screen areas, windows provides the stacking order.
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// The entry point for the main part of the painting pass.
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// returns the time since the last vblank signal - if there's one
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// ie. "what of this frame is lost to painting"
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virtual int paint(QRegion damage, ToplevelList windows) = 0;
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// Notification function - KWin core informs about changes.
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// Used to mainly discard cached data.
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// a new window has been created
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virtual void windowAdded(Toplevel*) = 0;
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/**
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* Method invoked when the screen geometry is changed.
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* Reimplementing classes should also invoke the parent method
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* as it takes care of resizing the overlay window.
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* @param size The new screen geometry size
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**/
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virtual void screenGeometryChanged(const QSize &size);
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// Flags controlling how painting is done.
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enum {
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// Window (or at least part of it) will be painted opaque.
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PAINT_WINDOW_OPAQUE = 1 << 0,
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// Window (or at least part of it) will be painted translucent.
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PAINT_WINDOW_TRANSLUCENT = 1 << 1,
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// Window will be painted with transformed geometry.
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PAINT_WINDOW_TRANSFORMED = 1 << 2,
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// Paint only a region of the screen (can be optimized, cannot
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// be used together with TRANSFORMED flags).
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PAINT_SCREEN_REGION = 1 << 3,
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// Whole screen will be painted with transformed geometry.
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PAINT_SCREEN_TRANSFORMED = 1 << 4,
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// At least one window will be painted with transformed geometry.
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PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
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// Clear whole background as the very first step, without optimizing it
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PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
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// PAINT_DECORATION_ONLY = 1 << 7 has been removed
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// Window will be painted with a lanczos filter.
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PAINT_WINDOW_LANCZOS = 1 << 8
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// PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9 has been removed
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};
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// types of filtering available
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enum ImageFilterType { ImageFilterFast, ImageFilterGood };
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// there's nothing to paint (adjust time_diff later)
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virtual void idle();
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virtual bool waitSyncAvailable() const;
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virtual OverlayWindow* overlayWindow() = 0;
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public Q_SLOTS:
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// a window has been destroyed
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virtual void windowDeleted(KWin::Deleted*) = 0;
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// opacity of a window changed
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virtual void windowOpacityChanged(KWin::Toplevel* c) = 0;
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// shape/size of a window changed
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virtual void windowGeometryShapeChanged(KWin::Toplevel* c) = 0;
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// a window has been closed
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virtual void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted) = 0;
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protected:
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// shared implementation, starts painting the screen
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void paintScreen(int* mask, QRegion* region);
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friend class EffectsHandlerImpl;
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// called after all effects had their paintScreen() called
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void finalPaintScreen(int mask, QRegion region, ScreenPaintData& data);
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// shared implementation of painting the screen in the generic
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// (unoptimized) way
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virtual void paintGenericScreen(int mask, ScreenPaintData data);
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// shared implementation of painting the screen in an optimized way
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virtual void paintSimpleScreen(int mask, QRegion region);
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// paint the background (not the desktop background - the whole background)
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virtual void paintBackground(QRegion region) = 0;
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// called after all effects had their paintWindow() called
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void finalPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
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// shared implementation, starts painting the window
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virtual void paintWindow(Window* w, int mask, QRegion region, WindowQuadList quads);
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// called after all effects had their drawWindow() called
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virtual void finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
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// let the scene decide whether it's better to paint more of the screen, eg. in order to allow a buffer swap
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// the default is NOOP
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virtual void extendPaintRegion(QRegion ®ion, bool opaqueFullscreen);
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virtual void paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data);
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// compute time since the last repaint
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void updateTimeDiff();
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// saved data for 2nd pass of optimized screen painting
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struct Phase2Data {
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Phase2Data(Window* w, QRegion r, QRegion c, int m, const WindowQuadList& q)
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: window(w), region(r), clip(c), mask(m), quads(q) {}
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Phase2Data() {
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window = 0;
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mask = 0;
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}
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Window* window;
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QRegion region;
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QRegion clip;
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int mask;
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WindowQuadList quads;
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};
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// windows in their stacking order
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QVector< Window* > stacking_order;
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// The region which actually has been painted by paintScreen() and should be
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// copied from the buffer to the screen. I.e. the region returned from Scene::paintScreen().
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// Since prePaintWindow() can extend areas to paint, these changes would have to propagate
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// up all the way from paintSimpleScreen() up to paintScreen(), so save them here rather
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// than propagate them up in arguments.
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QRegion painted_region;
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// time since last repaint
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int time_diff;
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QElapsedTimer last_time;
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Workspace* wspace;
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private:
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void paintWindowThumbnails(Scene::Window *w, QRegion region, qreal opacity, qreal brightness, qreal saturation);
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void paintDesktopThumbnails(Scene::Window *w);
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/**
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* Helper function to find the GraphicsView the ThumbnailItem @p item is rendered in which
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* matches our Window @p w.
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* If not found @c NULL is returned.
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**/
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QGraphicsView *findViewForThumbnailItem(AbstractThumbnailItem *item, Scene::Window *w);
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QPoint findOffsetInWindow(QWidget *view, xcb_window_t idOfTopmostWindow);
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};
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// The base class for windows representations in composite backends
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class Scene::Window
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{
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public:
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Window(Toplevel* c);
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virtual ~Window();
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// perform the actual painting of the window
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virtual void performPaint(int mask, QRegion region, WindowPaintData data) = 0;
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// do any cleanup needed when the window's composite pixmap is discarded
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virtual void pixmapDiscarded() {}
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int x() const;
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int y() const;
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int width() const;
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int height() const;
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QRect geometry() const;
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QPoint pos() const;
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QSize size() const;
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QRect rect() const;
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// access to the internal window class
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// TODO eventually get rid of this
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Toplevel* window();
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// should the window be painted
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bool isPaintingEnabled() const;
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void resetPaintingEnabled();
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// Flags explaining why painting should be disabled
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enum {
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// Window will not be painted
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PAINT_DISABLED = 1 << 0,
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// Window will not be painted because it is deleted
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PAINT_DISABLED_BY_DELETE = 1 << 1,
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// Window will not be painted because of which desktop it's on
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PAINT_DISABLED_BY_DESKTOP = 1 << 2,
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// Window will not be painted because it is minimized
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PAINT_DISABLED_BY_MINIMIZE = 1 << 3,
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// Window will not be painted because it is not the active window in a client group
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PAINT_DISABLED_BY_TAB_GROUP = 1 << 4,
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// Window will not be painted because it's not on the current activity
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PAINT_DISABLED_BY_ACTIVITY = 1 << 5
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};
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void enablePainting(int reason);
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void disablePainting(int reason);
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// is the window visible at all
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bool isVisible() const;
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// is the window fully opaque
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bool isOpaque() const;
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// shape of the window
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const QRegion &shape() const;
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QRegion clientShape() const;
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void discardShape();
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void updateToplevel(Toplevel* c);
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// creates initial quad list for the window
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virtual WindowQuadList buildQuads(bool force = false) const;
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void suspendUnredirect(bool suspend);
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void updateShadow(Shadow* shadow);
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const Shadow* shadow() const;
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Shadow* shadow();
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protected:
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WindowQuadList makeQuads(WindowQuadType type, const QRegion& reg) const;
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Toplevel* toplevel;
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ImageFilterType filter;
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Shadow *m_shadow;
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private:
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int disable_painting;
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mutable QRegion shape_region;
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mutable bool shape_valid;
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mutable WindowQuadList* cached_quad_list;
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Q_DISABLE_COPY(Window)
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};
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class Scene::EffectFrame
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{
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public:
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EffectFrame(EffectFrameImpl* frame);
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virtual ~EffectFrame();
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virtual void render(QRegion region, double opacity, double frameOpacity) = 0;
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virtual void free() = 0;
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virtual void freeIconFrame() = 0;
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virtual void freeTextFrame() = 0;
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virtual void freeSelection() = 0;
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virtual void crossFadeIcon() = 0;
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virtual void crossFadeText() = 0;
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protected:
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EffectFrameImpl* m_effectFrame;
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};
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inline
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int Scene::Window::x() const
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{
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return toplevel->x();
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}
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inline
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int Scene::Window::y() const
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{
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return toplevel->y();
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}
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inline
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int Scene::Window::width() const
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{
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return toplevel->width();
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}
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inline
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int Scene::Window::height() const
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{
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return toplevel->height();
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}
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inline
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QRect Scene::Window::geometry() const
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{
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return toplevel->geometry();
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}
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inline
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QSize Scene::Window::size() const
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{
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return toplevel->size();
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}
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inline
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QPoint Scene::Window::pos() const
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{
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return toplevel->pos();
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}
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inline
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QRect Scene::Window::rect() const
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{
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return toplevel->rect();
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}
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inline
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Toplevel* Scene::Window::window()
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{
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return toplevel;
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}
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inline
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void Scene::Window::updateToplevel(Toplevel* c)
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{
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toplevel = c;
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}
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inline
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void Scene::Window::suspendUnredirect(bool suspend)
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{
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toplevel->suspendUnredirect(suspend);
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}
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inline
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void Scene::Window::updateShadow(Shadow* shadow)
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{
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m_shadow = shadow;
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}
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inline
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const Shadow* Scene::Window::shadow() const
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{
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return m_shadow;
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}
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inline
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Shadow* Scene::Window::shadow()
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{
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return m_shadow;
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}
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} // namespace
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#endif
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