kwin/effects/blur.h
Luboš Luňák 01bf6cbb4c License cleanup - add headers where missing, be explicit about GPL
being v2+ (right now it says just GPL, which according to GPL itself
means any GPL). Decoration clients will come later.
CCMAIL: kwin@kde.org


svn path=/trunk/KDE/kdebase/workspace/; revision=742302
2007-11-27 19:40:25 +00:00

77 lines
2.1 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
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 <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWIN_BLUR_H
#define KWIN_BLUR_H
// Include with base class for effects.
#include <kwineffects.h>
template< class T > class QVector;
namespace KWin
{
class GLRenderTarget;
class GLTexture;
class GLShader;
/**
* Blurs the background of translucent windows
**/
class BlurEffect : public Effect
{
public:
BlurEffect();
~BlurEffect();
virtual void prePaintScreen( ScreenPrePaintData& data, int time );
virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time );
virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
static bool supported();
protected:
bool loadData();
GLShader* loadShader(const QString& name);
void updateBlurTexture(const QVector<QRect>& rects);
void updateBlurTexture(const QRegion& region);
private:
GLTexture* mSceneTexture;
GLTexture* mTmpTexture;
GLTexture* mBlurTexture;
GLRenderTarget* mSceneTarget;
GLRenderTarget* mTmpTarget;
GLRenderTarget* mBlurTarget;
GLShader* mBlurShader;
GLShader* mWindowShader;
bool mValid;
int mBlurRadius;
int mTransparentWindows;
int mTime;
};
} // namespace
#endif