kwin/effects/invert/invert.h
Martin Gräßlin 0b85768ec5 EffectsHandler emits windowClosed signal
Client and Unmanaged use a signal to notify that they are about to be closed.
The EffectsHandlerImpl is connected to those signals and emits the appropriate
windowClosed signal to which the effects are connected.
2011-02-27 09:25:45 +01:00

68 lines
1.8 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
Copyright (C) 2008 Lucas Murray <lmurray@undefinedfire.com>
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_INVERT_H
#define KWIN_INVERT_H
#include <kwineffects.h>
namespace KWin
{
class GLShader;
/**
* Inverts desktop's colors
**/
class InvertEffect
: public Effect
{
Q_OBJECT
public:
InvertEffect();
~InvertEffect();
virtual void drawWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data);
virtual void prePaintScreen(ScreenPrePaintData &data, int time);
virtual void prePaintWindow(EffectWindow *w, WindowPrePaintData &data, int time);
virtual void paintEffectFrame(KWin::EffectFrame* frame, QRegion region, double opacity, double frameOpacity);
static bool supported();
public slots:
void toggle();
void toggleWindow();
void slotWindowClosed(EffectWindow *w);
protected:
bool loadData();
private:
bool m_inited;
bool m_valid;
GLShader* m_shader;
bool m_allWindows;
QList<EffectWindow*> m_windows;
};
} // namespace
#endif