01bf6cbb4c
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
77 lines
2.1 KiB
C++
77 lines
2.1 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) 2007 Rivo Laks <rivolaks@hot.ee>
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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_BLUR_H
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#define KWIN_BLUR_H
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// Include with base class for effects.
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#include <kwineffects.h>
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template< class T > class QVector;
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namespace KWin
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{
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class GLRenderTarget;
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class GLTexture;
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class GLShader;
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/**
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* Blurs the background of translucent windows
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**/
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class BlurEffect : public Effect
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{
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public:
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BlurEffect();
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~BlurEffect();
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virtual void prePaintScreen( ScreenPrePaintData& data, int time );
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virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time );
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virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
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static bool supported();
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protected:
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bool loadData();
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GLShader* loadShader(const QString& name);
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void updateBlurTexture(const QVector<QRect>& rects);
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void updateBlurTexture(const QRegion& region);
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private:
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GLTexture* mSceneTexture;
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GLTexture* mTmpTexture;
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GLTexture* mBlurTexture;
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GLRenderTarget* mSceneTarget;
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GLRenderTarget* mTmpTarget;
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GLRenderTarget* mBlurTarget;
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GLShader* mBlurShader;
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GLShader* mWindowShader;
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bool mValid;
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int mBlurRadius;
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int mTransparentWindows;
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int mTime;
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};
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} // namespace
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#endif
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