27c2b599b7
Better late than never. As always keeping a buffer for API breaks in stable branch.
2087 lines
70 KiB
C++
2087 lines
70 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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Copyright (C) 2009 Lucas Murray <lmurray@undefinedfire.com>
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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 KWINEFFECTS_H
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#define KWINEFFECTS_H
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#include <kwinconfig.h>
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#include <kwinglobals.h>
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#include "kdecoration.h"
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#include <QtCore/QPair>
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#include <QtCore/QRect>
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#include <QtGui/QRegion>
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#include <QtGui/QFont>
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#include <QtCore/QVector>
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#include <QtCore/QList>
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#include <QtCore/QHash>
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#include <QtCore/QStack>
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#include <QtCore/QTimeLine>
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#include <KDE/KPluginFactory>
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#include <KDE/KShortcutsEditor>
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#include <KDE/Plasma/FrameSvg>
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#include <KDE/Plasma/Theme>
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#include <assert.h>
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#include <limits.h>
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class KLibrary;
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class KConfigGroup;
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class KActionCollection;
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class QKeyEvent;
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namespace KWin
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{
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class EffectWindow;
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class EffectWindowGroup;
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class EffectFrame;
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class EffectFramePrivate;
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class Effect;
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class WindowQuad;
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class GLRenderTarget;
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class GLShader;
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class GLTexture;
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class XRenderPicture;
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class RotationData;
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class WindowQuadList;
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class WindowPrePaintData;
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class WindowPaintData;
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class ScreenPrePaintData;
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class ScreenPaintData;
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typedef QPair< QString, Effect* > EffectPair;
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typedef QPair< Effect*, Window > InputWindowPair;
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typedef QList< EffectWindow* > EffectWindowList;
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/** @defgroup kwineffects KWin effects library
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* KWin effects library contains necessary classes for creating new KWin
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* compositing effects.
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*
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* @section creating Creating new effects
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* This example will demonstrate the basics of creating an effect. We'll use
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* CoolEffect as the class name, cooleffect as internal name and
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* "Cool Effect" as user-visible name of the effect.
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*
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* This example doesn't demonstrate how to write the effect's code. For that,
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* see the documentation of the Effect class.
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*
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* @subsection creating-class CoolEffect class
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* First you need to create CoolEffect class which has to be a subclass of
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* @ref KWin::Effect. In that class you can reimplement various virtual
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* methods to control how and where the windows are drawn.
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*
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* @subsection creating-macro KWIN_EFFECT macro
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* To make KWin aware of your new effect, you first need to use the
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* @ref KWIN_EFFECT macro to connect your effect's class to it's internal
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* name. The internal name is used by KWin to identify your effect. It can be
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* freely chosen (although it must be a single word), must be unique and won't
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* be shown to the user. For our example, you would use the macro like this:
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* @code
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* KWIN_EFFECT(cooleffect, CoolEffect)
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* @endcode
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*
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* @subsection creating-buildsystem Buildsystem
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* To build the effect, you can use the KWIN_ADD_EFFECT() cmake macro which
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* can be found in effects/CMakeLists.txt file in KWin's source. First
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* argument of the macro is the name of the library that will contain
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* your effect. Although not strictly required, it is usually a good idea to
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* use the same name as your effect's internal name there. Following arguments
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* to the macro are the files containing your effect's source. If our effect's
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* source is in cooleffect.cpp, we'd use following:
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* @code
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* KWIN_ADD_EFFECT(cooleffect cooleffect.cpp)
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* @endcode
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*
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* This macro takes care of compiling your effect. You'll also need to install
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* your effect's .desktop file, so the example CMakeLists.txt file would be
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* as follows:
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* @code
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* KWIN_ADD_EFFECT(cooleffect cooleffect.cpp)
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* install( FILES cooleffect.desktop DESTINATION ${SERVICES_INSTALL_DIR}/kwin )
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* @endcode
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*
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* @subsection creating-desktop Effect's .desktop file
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* You will also need to create .desktop file to set name, description, icon
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* and other properties of your effect. Important fields of the .desktop file
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* are:
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* @li Name User-visible name of your effect
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* @li Icon Name of the icon of the effect
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* @li Comment Short description of the effect
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* @li Type must be "Service"
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* @li X-KDE-ServiceTypes must be "KWin/Effect"
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* @li X-KDE-PluginInfo-Name effect's internal name as passed to the KWIN_EFFECT macro plus "kwin4_effect_" prefix
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* @li X-KDE-PluginInfo-Category effect's category. Should be one of Appearance, Accessibility, Window Management, Demos, Tests, Misc
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* @li X-KDE-PluginInfo-EnabledByDefault whether the effect should be enabled by default (use sparingly). Default is false
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* @li X-KDE-Library name of the library containing the effect. This is the first argument passed to the KWIN_ADD_EFFECT macro in cmake file plus "kwin4_effect_" prefix.
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*
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* Example cooleffect.desktop file follows:
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* @code
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[Desktop Entry]
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Name=Cool Effect
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Comment=The coolest effect you've ever seen
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Icon=preferences-system-windows-effect-cooleffect
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Type=Service
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X-KDE-ServiceTypes=KWin/Effect
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X-KDE-PluginInfo-Author=My Name
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X-KDE-PluginInfo-Email=my@email.here
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X-KDE-PluginInfo-Name=kwin4_effect_cooleffect
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X-KDE-PluginInfo-Category=Misc
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X-KDE-Library=kwin4_effect_cooleffect
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* @endcode
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*
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*
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* @section accessing Accessing windows and workspace
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* Effects can gain access to the properties of windows and workspace via
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* EffectWindow and EffectsHandler classes.
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*
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* There is one global EffectsHandler object which you can access using the
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* @ref effects pointer.
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* For each window, there is an EffectWindow object which can be used to read
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* window properties such as position and also to change them.
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*
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* For more information about this, see the documentation of the corresponding
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* classes.
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*
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* @{
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**/
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#define KWIN_EFFECT_API_MAKE_VERSION( major, minor ) (( major ) << 8 | ( minor ))
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#define KWIN_EFFECT_API_VERSION_MAJOR 0
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#define KWIN_EFFECT_API_VERSION_MINOR 180
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#define KWIN_EFFECT_API_VERSION KWIN_EFFECT_API_MAKE_VERSION( \
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KWIN_EFFECT_API_VERSION_MAJOR, KWIN_EFFECT_API_VERSION_MINOR )
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enum WindowQuadType {
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WindowQuadError, // for the stupid default ctor
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WindowQuadContents,
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WindowQuadDecoration,
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EFFECT_QUAD_TYPE_START = 100 ///< @internal
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};
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/**
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* EffectWindow::setData() and EffectWindow::data() global roles.
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* All values between 0 and 999 are reserved for global roles.
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*/
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enum DataRole {
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// Grab roles are used to force all other animations to ignore the window.
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// The value of the data is set to the Effect's `this` value.
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WindowAddedGrabRole = 1,
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WindowClosedGrabRole,
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WindowMinimizedGrabRole,
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WindowUnminimizedGrabRole,
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WindowForceBlurRole, ///< For fullscreen effects to enforce blurring of windows,
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WindowBlurBehindRole, ///< For single windows to blur behind
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LanczosCacheRole
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};
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/**
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* Style types used by @ref EffectFrame.
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* @since 4.6
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*/
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enum EffectFrameStyle {
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EffectFrameNone, ///< Displays no frame around the contents.
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EffectFrameUnstyled, ///< Displays a basic box around the contents.
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EffectFrameStyled ///< Displays a Plasma-styled frame around the contents.
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};
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/**
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* Infinite region (i.e. a special region type saying that everything needs to be painted).
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*/
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KWIN_EXPORT inline
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QRect infiniteRegion()
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{
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// INT_MIN / 2 because width/height is used (INT_MIN+INT_MAX==-1)
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return QRect(INT_MIN / 2, INT_MIN / 2, INT_MAX, INT_MAX);
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}
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/**
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* @short Base class for all KWin effects
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*
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* This is the base class for all effects. By reimplementing virtual methods
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* of this class, you can customize how the windows are painted.
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*
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* The virtual methods of this class can broadly be divided into two
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* categories: the methods used for painting and those you can use to be
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* notified and react to certain events, e.g. that a window was closed.
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*
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* @section Chaining
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* Most methods of this class are called in chain style. This means that when
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* effects A and B area active then first e.g. A::paintWindow() is called and
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* then from within that method B::paintWindow() is called (although
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* indirectly). To achieve this, you need to make sure to call corresponding
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* method in EffectsHandler class from each such method (using @ref effects
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* pointer):
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* @code
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* void MyEffect::postPaintScreen()
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* {
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* // Do your own processing here
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* ...
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* // Call corresponding EffectsHandler method
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* effects->postPaintScreen();
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* }
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* @endcode
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*
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* @section Effectsptr Effects pointer
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* @ref effects pointer points to the global EffectsHandler object that you can
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* use to interact with the windows.
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*
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* @section painting Painting stages
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* Painting of windows is done in three stages:
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* @li First, the prepaint pass.<br>
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* Here you can specify how the windows will be painted, e.g. that they will
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* be translucent and transformed.
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* @li Second, the paint pass.<br>
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* Here the actual painting takes place. You can change attributes such as
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* opacity of windows as well as apply transformations to them. You can also
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* paint something onto the screen yourself.
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* @li Finally, the postpaint pass.<br>
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* Here you can mark windows, part of windows or even the entire screen for
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* repainting to create animations.
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*
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* For each stage there are *Screen() and *Window() methods. The window method
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* is called for every window which the screen method is usually called just
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* once.
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**/
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class KWIN_EXPORT Effect
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{
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public:
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/** Flags controlling how painting is done. */
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// TODO: is that ok here?
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enum {
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/**
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* Window (or at least part of it) will be painted opaque.
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**/
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PAINT_WINDOW_OPAQUE = 1 << 0,
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/**
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* Window (or at least part of it) will be painted translucent.
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**/
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PAINT_WINDOW_TRANSLUCENT = 1 << 1,
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/**
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* Window will be painted with transformed geometry.
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**/
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PAINT_WINDOW_TRANSFORMED = 1 << 2,
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/**
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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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**/
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PAINT_SCREEN_REGION = 1 << 3,
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/**
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* The whole screen will be painted with transformed geometry.
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* Forces the entire screen to be painted.
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**/
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PAINT_SCREEN_TRANSFORMED = 1 << 4,
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/**
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* At least one window will be painted with transformed geometry.
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* Forces the entire screen to be painted.
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**/
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PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
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/**
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* Clear whole background as the very first step, without optimizing it
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**/
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PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
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/**
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* Temporary solution since (_OPAQUE | _TRANSLUCENT) is not working currently.
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**/
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PAINT_DECORATION_ONLY = 1 << 7,
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/**
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* Window will be painted with a lanczos filter.
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**/
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PAINT_WINDOW_LANCZOS = 1 << 8,
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/**
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* Same as PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS but does not trigger
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* full repaints of the screen. If this flag is used the effect has
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* to ensure by itself that the correct areas are repainted. If not
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* handled correctly it will cause rendering glitches.
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* Use with care!
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* @since 4.6
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**/
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PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9
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};
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enum Feature {
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Nothing = 0, Resize, GeometryTip
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};
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/**
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* Constructs new Effect object.
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**/
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Effect();
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/**
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* Destructs the Effect object.
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**/
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virtual ~Effect();
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/**
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* Flags describing which parts of configuration have changed.
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*/
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enum ReconfigureFlag {
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ReconfigureAll = 1 << 0 /// Everything needs to be reconfigured.
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};
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Q_DECLARE_FLAGS(ReconfigureFlags, ReconfigureFlag)
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/**
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* Called when configuration changes (either the effect's or KWin's global).
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*/
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virtual void reconfigure(ReconfigureFlags flags);
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/**
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* Called when another effect requests the proxy for this effect.
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*/
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virtual void* proxy();
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/**
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* Called before starting to paint the screen.
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* In this method you can:
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* @li set whether the windows or the entire screen will be transformed
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* @li change the region of the screen that will be painted
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* @li do various housekeeping tasks such as initing your effect's variables
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for the upcoming paint pass or updating animation's progress
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**/
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virtual void prePaintScreen(ScreenPrePaintData& data, int time);
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/**
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* In this method you can:
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* @li paint something on top of the windows (by painting after calling
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* effects->paintScreen())
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* @li paint multiple desktops and/or multiple copies of the same desktop
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* by calling effects->paintScreen() multiple times
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**/
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virtual void paintScreen(int mask, QRegion region, ScreenPaintData& data);
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/**
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* Called after all the painting has been finished.
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* In this method you can:
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* @li schedule next repaint in case of animations
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* You shouldn't paint anything here.
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**/
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virtual void postPaintScreen();
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/**
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* Called for every window before the actual paint pass
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* In this method you can:
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* @li enable or disable painting of the window (e.g. enable paiting of minimized window)
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* @li set window to be painted with translucency
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* @li set window to be transformed
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* @li request the window to be divided into multiple parts
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**/
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virtual void prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time);
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/**
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* This is the main method for painting windows.
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* In this method you can:
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* @li do various transformations
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* @li change opacity of the window
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* @li change brightness and/or saturation, if it's supported
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**/
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virtual void paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data);
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/**
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* Called for every window after all painting has been finished.
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* In this method you can:
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* @li schedule next repaint for individual window(s) in case of animations
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* You shouldn't paint anything here.
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**/
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virtual void postPaintWindow(EffectWindow* w);
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/**
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* This method is called directly before painting an @ref EffectFrame.
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* You can implement this method if you need to bind a shader or perform
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* other operations before the frame is rendered.
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* @param frame The EffectFrame which will be rendered
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* @param region Region to restrict painting to
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* @param opacity Opacity of text/icon
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* @param frameOpacity Opacity of background
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* @since 4.6
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**/
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virtual void paintEffectFrame(EffectFrame* frame, QRegion region, double opacity, double frameOpacity);
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/**
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* Called on Transparent resizes.
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* return true if your effect substitutes the XOR rubberband
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*/
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virtual bool provides(Feature);
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/**
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* Can be called to draw multiple copies (e.g. thumbnails) of a window.
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* You can change window's opacity/brightness/etc here, but you can't
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* do any transformations
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**/
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virtual void drawWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data);
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/**
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* Define new window quads so that they can be transformed by other effects.
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* It's up to the effect to keep track of them.
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**/
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virtual void buildQuads(EffectWindow* w, WindowQuadList& quadList);
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/**
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* This function is used e.g. by the shadow effect which adds area around windows
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* that needs to be painted as well - e.g. when a window is hidden and the workspace needs
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* to be repainted at that area, shadow's transformWindowDamage() adds the shadow area
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* to it, so that it is repainted as well.
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**/
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virtual QRect transformWindowDamage(EffectWindow* w, const QRect& r);
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/** called when moved/resized or once after it's finished */
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virtual void windowUserMovedResized(EffectWindow* c, bool first, bool last);
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/** called when the geometry changed during moving/resizing. */
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virtual void windowMoveResizeGeometryUpdate(EffectWindow* c, const QRect& geometry);
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virtual void windowOpacityChanged(EffectWindow* c, double old_opacity);
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virtual void windowAdded(EffectWindow* c);
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virtual void windowClosed(EffectWindow* c);
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virtual void windowDeleted(EffectWindow* c);
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virtual void windowActivated(EffectWindow* c);
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virtual void windowMinimized(EffectWindow* c);
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virtual void windowUnminimized(EffectWindow* c);
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virtual void clientGroupItemSwitched(EffectWindow* from, EffectWindow* to);
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virtual void clientGroupItemAdded(EffectWindow* from, EffectWindow* to); // from merged with to
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virtual void clientGroupItemRemoved(EffectWindow* c, EffectWindow* group); // c removed from group
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virtual void windowInputMouseEvent(Window w, QEvent* e);
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virtual void desktopChanged(int old);
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virtual void windowDamaged(EffectWindow* w, const QRect& r);
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virtual void windowGeometryShapeChanged(EffectWindow* w, const QRect& old);
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virtual void mouseChanged(const QPoint& pos, const QPoint& oldpos,
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Qt::MouseButtons buttons, Qt::MouseButtons oldbuttons,
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Qt::KeyboardModifiers modifiers, Qt::KeyboardModifiers oldmodifiers);
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virtual void grabbedKeyboardEvent(QKeyEvent* e);
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/**
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Receives events registered for using EffectsHandler::registerPropertyType().
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Use readProperty() to get the property data.
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Note that the property may be already set on the window, so doing the same
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processing from windowAdded() (e.g. simply calling propertyNotify() from it)
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is usually needed.
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*/
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virtual void propertyNotify(EffectWindow* w, long atom);
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virtual void tabBoxAdded(int mode);
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virtual void tabBoxClosed();
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virtual void tabBoxUpdated();
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virtual void tabBoxKeyEvent(QKeyEvent* event);
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virtual bool borderActivated(ElectricBorder border);
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/**
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* called when the number of currently existing desktops is changed.
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* @param old The previous number of desktops in used.
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* @see EffectsHandler::numberOfDesktops.
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*/
|
|
virtual void numberDesktopsChanged(int old);
|
|
|
|
static int displayWidth();
|
|
static int displayHeight();
|
|
static QPoint cursorPos();
|
|
|
|
/**
|
|
* Read animation time from the configuration and possibly adjust using animationTimeFactor().
|
|
* The configuration value in the effect should also have special value 'default' (set using
|
|
* QSpinBox::setSpecialValueText()) with the value 0. This special value is adjusted
|
|
* using the global animation speed, otherwise the exact time configured is returned.
|
|
* @param cfg configuration group to read value from
|
|
* @param key configuration key to read value from
|
|
* @param defaultTime default animation time in milliseconds
|
|
*/
|
|
// return type is intentionally double so that one can divide using it without losing data
|
|
static double animationTime(const KConfigGroup& cfg, const QString& key, int defaultTime);
|
|
/**
|
|
* @overload Use this variant if the animation time is hardcoded and not configurable
|
|
* in the effect itself.
|
|
*/
|
|
static double animationTime(int defaultTime);
|
|
/**
|
|
* Linearly interpolates between @p x and @p y.
|
|
*
|
|
* Returns @p x when @p a = 0; returns @p y when @p a = 1.
|
|
**/
|
|
static double interpolate(double x, double y, double a) {
|
|
return x * (1 - a) + y * a;
|
|
}
|
|
/** Helper to set WindowPaintData and QRegion to necessary transformations so that
|
|
* a following drawWindow() would put the window at the requested geometry (useful for thumbnails)
|
|
**/
|
|
static void setPositionTransformations(WindowPaintData& data, QRect& region, EffectWindow* w,
|
|
const QRect& r, Qt::AspectRatioMode aspect);
|
|
};
|
|
|
|
|
|
/**
|
|
* Defines the class to be used for effect with given name.
|
|
* The name must be same as effect's X-KDE-PluginInfo-Name values in .desktop
|
|
* file, but without the "kwin4_effect_" prefix.
|
|
* E.g. KWIN_EFFECT( flames, MyFlameEffect )
|
|
* In this case object of MyFlameEffect class would be created when effect
|
|
* "flames" (which has X-KDE-PluginInfo-Name=kwin4_effect_flames in .desktop
|
|
* file) is loaded.
|
|
**/
|
|
#define KWIN_EFFECT( name, classname ) \
|
|
extern "C" { \
|
|
KWIN_EXPORT Effect* effect_create_kwin4_effect_##name() { return new classname; } \
|
|
KWIN_EXPORT int effect_version_kwin4_effect_##name() { return KWIN_EFFECT_API_VERSION; } \
|
|
}
|
|
/**
|
|
* Defines the function used to check whether an effect is supported
|
|
* E.g. KWIN_EFFECT_SUPPORTED( flames, MyFlameEffect::supported() )
|
|
**/
|
|
#define KWIN_EFFECT_SUPPORTED( name, function ) \
|
|
extern "C" { \
|
|
KWIN_EXPORT bool effect_supported_kwin4_effect_##name() { return function; } \
|
|
}
|
|
/**
|
|
* Defines the function used to retrieve an effect's config widget
|
|
* E.g. KWIN_EFFECT_CONFIG( flames, MyFlameEffectConfig )
|
|
**/
|
|
#define KWIN_EFFECT_CONFIG( name, classname ) \
|
|
K_PLUGIN_FACTORY(EffectFactory, registerPlugin<classname>(#name);) \
|
|
K_EXPORT_PLUGIN(EffectFactory("kcm_kwin4_effect_" #name))
|
|
/**
|
|
* Defines the function used to retrieve multiple effects' config widget
|
|
* E.g. KWIN_EFFECT_CONFIG_MULTIPLE( flames,
|
|
* KWIN_EFFECT_CONFIG_SINGLE( flames, MyFlameEffectConfig )
|
|
* KWIN_EFFECT_CONFIG_SINGLE( fire, MyFireEffectConfig )
|
|
* )
|
|
**/
|
|
#define KWIN_EFFECT_CONFIG_MULTIPLE( name, singles ) \
|
|
K_PLUGIN_FACTORY(EffectFactory, singles) \
|
|
K_EXPORT_PLUGIN(EffectFactory("kcm_kwin4_effect_" #name))
|
|
/**
|
|
* @see KWIN_EFFECT_CONFIG_MULTIPLE
|
|
*/
|
|
#define KWIN_EFFECT_CONFIG_SINGLE( name, classname ) \
|
|
registerPlugin<classname>(#name);
|
|
/**
|
|
* The declaration of the factory to export the effect
|
|
*/
|
|
#define KWIN_EFFECT_CONFIG_FACTORY K_PLUGIN_FACTORY_DECLARATION(EffectFactory)
|
|
|
|
|
|
/**
|
|
* @short Manager class that handles all the effects.
|
|
*
|
|
* This class creates Effect objects and calls it's appropriate methods.
|
|
*
|
|
* Effect objects can call methods of this class to interact with the
|
|
* workspace, e.g. to activate or move a specific window, change current
|
|
* desktop or create a special input window to receive mouse and keyboard
|
|
* events.
|
|
**/
|
|
class KWIN_EXPORT EffectsHandler
|
|
{
|
|
friend class Effect;
|
|
public:
|
|
EffectsHandler(CompositingType type);
|
|
virtual ~EffectsHandler();
|
|
// for use by effects
|
|
virtual void prePaintScreen(ScreenPrePaintData& data, int time) = 0;
|
|
virtual void paintScreen(int mask, QRegion region, ScreenPaintData& data) = 0;
|
|
virtual void postPaintScreen() = 0;
|
|
virtual void prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time) = 0;
|
|
virtual void paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data) = 0;
|
|
virtual void postPaintWindow(EffectWindow* w) = 0;
|
|
virtual void paintEffectFrame(EffectFrame* frame, QRegion region, double opacity, double frameOpacity) = 0;
|
|
virtual void drawWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data) = 0;
|
|
virtual void buildQuads(EffectWindow* w, WindowQuadList& quadList) = 0;
|
|
virtual QRect transformWindowDamage(EffectWindow* w, const QRect& r);
|
|
// Functions for handling input - e.g. when an Expose-like effect is shown, an input window
|
|
// covering the whole screen is created and all mouse events will be intercepted by it.
|
|
// The effect's windowInputMouseEvent() will get called with such events.
|
|
virtual Window createInputWindow(Effect* e, int x, int y, int w, int h, const QCursor& cursor) = 0;
|
|
Window createInputWindow(Effect* e, const QRect& r, const QCursor& cursor);
|
|
virtual Window createFullScreenInputWindow(Effect* e, const QCursor& cursor);
|
|
virtual void destroyInputWindow(Window w) = 0;
|
|
virtual QPoint cursorPos() const = 0;
|
|
virtual bool grabKeyboard(Effect* effect) = 0;
|
|
virtual void ungrabKeyboard() = 0;
|
|
|
|
/**
|
|
* Retrieve the proxy class for an effect if it has one. Will return NULL if
|
|
* the effect isn't loaded or doesn't have a proxy class.
|
|
*/
|
|
virtual void* getProxy(QString name) = 0;
|
|
|
|
// Mouse polling
|
|
virtual void startMousePolling() = 0;
|
|
virtual void stopMousePolling() = 0;
|
|
|
|
virtual void checkElectricBorder(const QPoint &pos, Time time) = 0;
|
|
virtual void reserveElectricBorder(ElectricBorder border) = 0;
|
|
virtual void unreserveElectricBorder(ElectricBorder border) = 0;
|
|
virtual void reserveElectricBorderSwitching(bool reserve) = 0;
|
|
|
|
// functions that allow controlling windows/desktop
|
|
virtual void activateWindow(EffectWindow* c) = 0;
|
|
virtual EffectWindow* activeWindow() const = 0 ;
|
|
virtual void moveWindow(EffectWindow* w, const QPoint& pos, bool snap = false, double snapAdjust = 1.0) = 0;
|
|
virtual void windowToDesktop(EffectWindow* w, int desktop) = 0;
|
|
virtual void windowToScreen(EffectWindow* w, int screen) = 0;
|
|
virtual void setShowingDesktop(bool showing) = 0;
|
|
|
|
// Desktops
|
|
/**
|
|
* @returns The ID of the current desktop.
|
|
*/
|
|
virtual int currentDesktop() const = 0;
|
|
/**
|
|
* @returns Total number of desktops currently in existence.
|
|
*/
|
|
virtual int numberOfDesktops() const = 0;
|
|
/**
|
|
* Set the current desktop to @a desktop.
|
|
*/
|
|
virtual void setCurrentDesktop(int desktop) = 0;
|
|
/**
|
|
* Sets the total number of desktops to @a desktops.
|
|
*/
|
|
virtual void setNumberOfDesktops(int desktops) = 0;
|
|
/**
|
|
* @returns The size of desktop layout in grid units.
|
|
*/
|
|
virtual QSize desktopGridSize() const = 0;
|
|
/**
|
|
* @returns The width of desktop layout in grid units.
|
|
*/
|
|
virtual int desktopGridWidth() const = 0;
|
|
/**
|
|
* @returns The height of desktop layout in grid units.
|
|
*/
|
|
virtual int desktopGridHeight() const = 0;
|
|
/**
|
|
* @returns The width of desktop layout in pixels.
|
|
*/
|
|
virtual int workspaceWidth() const = 0;
|
|
/**
|
|
* @returns The height of desktop layout in pixels.
|
|
*/
|
|
virtual int workspaceHeight() const = 0;
|
|
/**
|
|
* @returns The ID of the desktop at the point @a coords or 0 if no desktop exists at that
|
|
* point. @a coords is to be in grid units.
|
|
*/
|
|
virtual int desktopAtCoords(QPoint coords) const = 0;
|
|
/**
|
|
* @returns The coords of desktop @a id in grid units.
|
|
*/
|
|
virtual QPoint desktopGridCoords(int id) const = 0;
|
|
/**
|
|
* @returns The coords of the top-left corner of desktop @a id in pixels.
|
|
*/
|
|
virtual QPoint desktopCoords(int id) const = 0;
|
|
/**
|
|
* @returns The ID of the desktop above desktop @a id. Wraps around to the bottom of
|
|
* the layout if @a wrap is set. If @a id is not set use the current one.
|
|
*/
|
|
virtual int desktopAbove(int desktop = 0, bool wrap = true) const = 0;
|
|
/**
|
|
* @returns The ID of the desktop to the right of desktop @a id. Wraps around to the
|
|
* left of the layout if @a wrap is set. If @a id is not set use the current one.
|
|
*/
|
|
virtual int desktopToRight(int desktop = 0, bool wrap = true) const = 0;
|
|
/**
|
|
* @returns The ID of the desktop below desktop @a id. Wraps around to the top of the
|
|
* layout if @a wrap is set. If @a id is not set use the current one.
|
|
*/
|
|
virtual int desktopBelow(int desktop = 0, bool wrap = true) const = 0;
|
|
/**
|
|
* @returns The ID of the desktop to the left of desktop @a id. Wraps around to the
|
|
* right of the layout if @a wrap is set. If @a id is not set use the current one.
|
|
*/
|
|
virtual int desktopToLeft(int desktop = 0, bool wrap = true) const = 0;
|
|
/**
|
|
* @returns Whether or not the desktop layout is allowed to be modified by the user.
|
|
*/
|
|
virtual bool isDesktopLayoutDynamic() const = 0;
|
|
/**
|
|
* Create new desktop at the point @a coords
|
|
* @returns The ID of the created desktop
|
|
*/
|
|
virtual int addDesktop(QPoint coords) = 0;
|
|
/**
|
|
* Deletes the desktop with the ID @a id. All desktops with an ID greater than the one that
|
|
* was deleted will have their IDs' decremented.
|
|
*/
|
|
virtual void deleteDesktop(int id) = 0;
|
|
virtual QString desktopName(int desktop) const = 0;
|
|
virtual bool optionRollOverDesktops() const = 0;
|
|
|
|
virtual int activeScreen() const = 0; // Xinerama
|
|
virtual int numScreens() const = 0; // Xinerama
|
|
virtual int screenNumber(const QPoint& pos) const = 0; // Xinerama
|
|
virtual QRect clientArea(clientAreaOption, int screen, int desktop) const = 0;
|
|
virtual QRect clientArea(clientAreaOption, const EffectWindow* c) const = 0;
|
|
virtual QRect clientArea(clientAreaOption, const QPoint& p, int desktop) const = 0;
|
|
/**
|
|
* Factor by which animation speed in the effect should be modified (multiplied).
|
|
* If configurable in the effect itself, the option should have also 'default'
|
|
* animation speed. The actual value should be determined using animationTime().
|
|
* Note: The factor can be also 0, so make sure your code can cope with 0ms time
|
|
* if used manually.
|
|
*/
|
|
virtual double animationTimeFactor() const = 0;
|
|
virtual WindowQuadType newWindowQuadType() = 0;
|
|
|
|
virtual EffectWindow* findWindow(WId id) const = 0;
|
|
virtual EffectWindowList stackingOrder() const = 0;
|
|
// window will be temporarily painted as if being at the top of the stack
|
|
virtual void setElevatedWindow(EffectWindow* w, bool set) = 0;
|
|
|
|
virtual void setTabBoxWindow(EffectWindow*) = 0;
|
|
virtual void setTabBoxDesktop(int) = 0;
|
|
virtual EffectWindowList currentTabBoxWindowList() const = 0;
|
|
virtual void refTabBox() = 0;
|
|
virtual void unrefTabBox() = 0;
|
|
virtual void closeTabBox() = 0;
|
|
virtual QList< int > currentTabBoxDesktopList() const = 0;
|
|
virtual int currentTabBoxDesktop() const = 0;
|
|
virtual EffectWindow* currentTabBoxWindow() const = 0;
|
|
|
|
virtual void setActiveFullScreenEffect(Effect* e) = 0;
|
|
virtual Effect* activeFullScreenEffect() const = 0;
|
|
|
|
virtual void pushRenderTarget(GLRenderTarget* target) = 0;
|
|
virtual GLRenderTarget* popRenderTarget() = 0;
|
|
virtual bool isRenderTargetBound() = 0;
|
|
|
|
/**
|
|
* Schedules the entire workspace to be repainted next time.
|
|
* If you call it during painting (including prepaint) then it does not
|
|
* affect the current painting.
|
|
**/
|
|
virtual void addRepaintFull() = 0;
|
|
virtual void addRepaint(const QRect& r) = 0;
|
|
virtual void addRepaint(const QRegion& r) = 0;
|
|
virtual void addRepaint(int x, int y, int w, int h) = 0;
|
|
|
|
CompositingType compositingType() const;
|
|
virtual unsigned long xrenderBufferPicture() = 0;
|
|
bool saturationSupported() const;
|
|
virtual void reconfigure() = 0;
|
|
|
|
/**
|
|
Makes KWin core watch PropertyNotify events for the given atom,
|
|
or stops watching if reg is false (must be called the same number
|
|
of times as registering). Events are sent using Effect::propertyNotify().
|
|
Note that even events that haven't been registered for can be received.
|
|
*/
|
|
virtual void registerPropertyType(long atom, bool reg) = 0;
|
|
virtual QByteArray readRootProperty(long atom, long type, int format) const = 0;
|
|
virtual void deleteRootProperty(long atom) const = 0;
|
|
|
|
/**
|
|
* Returns @a true if the active window decoration has shadow API hooks.
|
|
*/
|
|
virtual bool hasDecorationShadows() const = 0;
|
|
|
|
/**
|
|
* Returns @a true if the window decorations use the alpha channel, and @a false otherwise.
|
|
* @since 4.5
|
|
*/
|
|
virtual bool decorationsHaveAlpha() const = 0;
|
|
|
|
/**
|
|
* Returns @a true if the window decorations support blurring behind the decoration, and @a false otherwise
|
|
* @since 4.6
|
|
*/
|
|
virtual bool decorationSupportsBlurBehind() const = 0;
|
|
|
|
/**
|
|
* Checks if the driver is on given blacklist.
|
|
* The format of the blacklist is driver identifier as key (e.g. Intel) with a list of
|
|
* concrete driver render strings as the values. The renderer string consists of GL_RENDERER
|
|
* and GL_VERSION separated by colon dash colon. E.g.: GeForce 9400M/PCI/SSE2:-:3.2.0 NVIDIA 195.36.24
|
|
* This method is only used for OpenGL compositing. If not using OpenGL it will return false.
|
|
* @returns true if the driver is blacklisted, false otherwise
|
|
* @since 4.5
|
|
*/
|
|
bool checkDriverBlacklist(const KConfigGroup& blacklist);
|
|
|
|
/**
|
|
* Creates a new frame object. If the frame does not have a static size
|
|
* then it will be located at @a position with @a alignment. A
|
|
* non-static frame will automatically adjust its size to fit the contents.
|
|
* @returns A new @ref EffectFrame. It is the responsibility of the caller to delete the
|
|
* EffectFrame.
|
|
* @since 4.6
|
|
*/
|
|
virtual EffectFrame* effectFrame(EffectFrameStyle style, bool staticSize = true,
|
|
const QPoint& position = QPoint(-1, -1), Qt::Alignment alignment = Qt::AlignCenter) const = 0;
|
|
|
|
/**
|
|
* Sends message over DCOP to reload given effect.
|
|
* @param effectname effect's name without "kwin4_effect_" prefix.
|
|
* Can be called from effect's config module to apply config changes.
|
|
**/
|
|
static void sendReloadMessage(const QString& effectname);
|
|
/**
|
|
* @return @ref KConfigGroup which holds given effect's config options
|
|
**/
|
|
static KConfigGroup effectConfig(const QString& effectname);
|
|
|
|
|
|
protected:
|
|
QVector< EffectPair > loaded_effects;
|
|
QHash< QString, KLibrary* > effect_libraries;
|
|
QList< InputWindowPair > input_windows;
|
|
//QHash< QString, EffectFactory* > effect_factories;
|
|
int current_paint_screen;
|
|
int current_paint_window;
|
|
int current_draw_window;
|
|
int current_build_quads;
|
|
int current_transform;
|
|
CompositingType compositing_type;
|
|
};
|
|
|
|
|
|
/**
|
|
* @short Representation of a window used by/for Effect classes.
|
|
*
|
|
* The purpose is to hide internal data and also to serve as a single
|
|
* representation for the case when Client/Unmanaged becomes Deleted.
|
|
**/
|
|
class KWIN_EXPORT EffectWindow
|
|
{
|
|
public:
|
|
/** Flags explaining why painting should be disabled */
|
|
enum {
|
|
/** Window will not be painted */
|
|
PAINT_DISABLED = 1 << 0,
|
|
/** Window will not be painted because it is deleted */
|
|
PAINT_DISABLED_BY_DELETE = 1 << 1,
|
|
/** Window will not be painted because of which desktop it's on */
|
|
PAINT_DISABLED_BY_DESKTOP = 1 << 2,
|
|
/** Window will not be painted because it is minimized */
|
|
PAINT_DISABLED_BY_MINIMIZE = 1 << 3,
|
|
/** Window will not be painted because it is not the active window in a client group */
|
|
PAINT_DISABLED_BY_CLIENT_GROUP = 1 << 4,
|
|
/** Window will not be painted because it's not on the current activity */
|
|
PAINT_DISABLED_BY_ACTIVITY = 1 << 5
|
|
};
|
|
|
|
EffectWindow();
|
|
virtual ~EffectWindow();
|
|
|
|
virtual void enablePainting(int reason) = 0;
|
|
virtual void disablePainting(int reason) = 0;
|
|
virtual bool isPaintingEnabled() = 0;
|
|
virtual void addRepaint(const QRect& r) = 0;
|
|
virtual void addRepaint(int x, int y, int w, int h) = 0;
|
|
virtual void addRepaintFull() = 0;
|
|
|
|
virtual void refWindow() = 0;
|
|
virtual void unrefWindow() = 0;
|
|
virtual bool isDeleted() const = 0;
|
|
|
|
virtual bool isMinimized() const = 0;
|
|
virtual double opacity() const = 0;
|
|
virtual bool hasAlpha() const = 0;
|
|
|
|
virtual bool isOnDesktop(int d) const;
|
|
virtual bool isOnCurrentDesktop() const;
|
|
virtual bool isOnAllDesktops() const = 0;
|
|
virtual int desktop() const = 0; // prefer isOnXXX()
|
|
|
|
virtual int x() const = 0;
|
|
virtual int y() const = 0;
|
|
virtual int width() const = 0;
|
|
virtual int height() const = 0;
|
|
virtual QRect geometry() const = 0;
|
|
virtual QRegion shape() const = 0;
|
|
virtual int screen() const = 0;
|
|
/** @internal Do not use */
|
|
virtual bool hasOwnShape() const = 0; // only for shadow effect, for now
|
|
virtual QPoint pos() const = 0;
|
|
virtual QSize size() const = 0;
|
|
virtual QRect rect() const = 0;
|
|
virtual bool isMovable() const = 0;
|
|
virtual bool isMovableAcrossScreens() const = 0;
|
|
virtual bool isUserMove() const = 0;
|
|
virtual bool isUserResize() const = 0;
|
|
virtual QRect iconGeometry() const = 0;
|
|
/**
|
|
* Geometry of the actual window contents inside the whole (including decorations) window.
|
|
*/
|
|
virtual QRect contentsRect() const = 0;
|
|
/**
|
|
* Geometry of the transparent rect in the decoration.
|
|
* May be different from contentsRect() if the decoration is extended into the client area.
|
|
* @since 4.5
|
|
*/
|
|
virtual QRect decorationInnerRect() const = 0;
|
|
bool hasDecoration() const;
|
|
virtual QByteArray readProperty(long atom, long type, int format) const = 0;
|
|
virtual void deleteProperty(long atom) const = 0;
|
|
|
|
virtual QString caption() const = 0;
|
|
virtual QPixmap icon() const = 0;
|
|
virtual QString windowClass() const = 0;
|
|
virtual QString windowRole() const = 0;
|
|
virtual const EffectWindowGroup* group() const = 0;
|
|
|
|
/**
|
|
* Returns whether the window is a desktop background window (the one with wallpaper).
|
|
* See _NET_WM_WINDOW_TYPE_DESKTOP at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
|
|
*/
|
|
virtual bool isDesktop() const = 0;
|
|
/**
|
|
* Returns whether the window is a dock (i.e. a panel).
|
|
* See _NET_WM_WINDOW_TYPE_DOCK at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
|
|
*/
|
|
virtual bool isDock() const = 0;
|
|
/**
|
|
* Returns whether the window is a standalone (detached) toolbar window.
|
|
* See _NET_WM_WINDOW_TYPE_TOOLBAR at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
|
|
*/
|
|
virtual bool isToolbar() const = 0;
|
|
/**
|
|
* Returns whether the window is standalone menubar (AKA macmenu).
|
|
* This window type is a KDE extension.
|
|
*/
|
|
virtual bool isTopMenu() const = 0;
|
|
/**
|
|
* Returns whether the window is a torn-off menu.
|
|
* See _NET_WM_WINDOW_TYPE_MENU at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
|
|
*/
|
|
virtual bool isMenu() const = 0;
|
|
/**
|
|
* Returns whether the window is a "normal" window, i.e. an application or any other window
|
|
* for which none of the specialized window types fit.
|
|
* See _NET_WM_WINDOW_TYPE_NORMAL at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
|
|
*/
|
|
virtual bool isNormalWindow() const = 0; // normal as in 'NET::Normal or NET::Unknown non-transient'
|
|
/**
|
|
* Returns whether the window is any of special windows types (desktop, dock, splash, ...),
|
|
* i.e. window types that usually don't have a window frame and the user does not use window
|
|
* management (moving, raising,...) on them.
|
|
*/
|
|
virtual bool isSpecialWindow() const = 0;
|
|
/**
|
|
* Returns whether the window is a dialog window.
|
|
* See _NET_WM_WINDOW_TYPE_DIALOG at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
|
|
*/
|
|
virtual bool isDialog() const = 0;
|
|
/**
|
|
* Returns whether the window is a splashscreen. Note that many (especially older) applications
|
|
* do not support marking their splash windows with this type.
|
|
* See _NET_WM_WINDOW_TYPE_SPLASH at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
|
|
*/
|
|
virtual bool isSplash() const = 0;
|
|
/**
|
|
* Returns whether the window is a utility window, such as a tool window.
|
|
* See _NET_WM_WINDOW_TYPE_UTILITY at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
|
|
*/
|
|
virtual bool isUtility() const = 0;
|
|
/**
|
|
* Returns whether the window is a dropdown menu (i.e. a popup directly or indirectly open
|
|
* from the applications menubar).
|
|
* See _NET_WM_WINDOW_TYPE_DROPDOWN_MENU at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
|
|
*/
|
|
virtual bool isDropdownMenu() const = 0;
|
|
/**
|
|
* Returns whether the window is a popup menu (that is not a torn-off or dropdown menu).
|
|
* See _NET_WM_WINDOW_TYPE_POPUP_MENU at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
|
|
*/
|
|
virtual bool isPopupMenu() const = 0; // a context popup, not dropdown, not torn-off
|
|
/**
|
|
* Returns whether the window is a tooltip.
|
|
* See _NET_WM_WINDOW_TYPE_TOOLTIP at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
|
|
*/
|
|
virtual bool isTooltip() const = 0;
|
|
/**
|
|
* Returns whether the window is a window with a notification.
|
|
* See _NET_WM_WINDOW_TYPE_NOTIFICATION at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
|
|
*/
|
|
virtual bool isNotification() const = 0;
|
|
/**
|
|
* Returns whether the window is a combobox popup.
|
|
* See _NET_WM_WINDOW_TYPE_COMBO at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
|
|
*/
|
|
virtual bool isComboBox() const = 0;
|
|
/**
|
|
* Returns whether the window is a Drag&Drop icon.
|
|
* See _NET_WM_WINDOW_TYPE_DND at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
|
|
*/
|
|
virtual bool isDNDIcon() const = 0;
|
|
/**
|
|
* Returns whether the window is managed by KWin (it has control over its placement and other
|
|
* aspects, as opposed to override-redirect windows that are entirely handled by the application).
|
|
*/
|
|
virtual bool isManaged() const = 0; // whether it's managed or override-redirect
|
|
/**
|
|
* Returns whether or not the window can accept keyboard focus.
|
|
*/
|
|
virtual bool acceptsFocus() const = 0;
|
|
/**
|
|
* Returns whether or not the window is kept above all other windows.
|
|
*/
|
|
virtual bool keepAbove() const = 0;
|
|
|
|
virtual bool isModal() const = 0;
|
|
virtual EffectWindow* findModal() = 0;
|
|
virtual EffectWindowList mainWindows() const = 0;
|
|
|
|
/**
|
|
* Returns whether the window should be excluded from window switching effects.
|
|
* @since 4.5
|
|
*/
|
|
virtual bool isSkipSwitcher() const = 0;
|
|
|
|
/**
|
|
* Returns the unmodified window quad list. Can also be used to force rebuilding.
|
|
*/
|
|
virtual WindowQuadList buildQuads(bool force = false) const = 0;
|
|
|
|
virtual void minimize() const = 0;
|
|
virtual void unminimize() const = 0;
|
|
virtual void closeWindow() const = 0;
|
|
|
|
virtual bool visibleInClientGroup() const = 0;
|
|
|
|
/**
|
|
* Can be used to by effects to store arbitrary data in the EffectWindow.
|
|
*/
|
|
virtual void setData(int role, const QVariant &data) = 0;
|
|
virtual QVariant data(int role) const = 0;
|
|
};
|
|
|
|
class KWIN_EXPORT EffectWindowGroup
|
|
{
|
|
public:
|
|
virtual ~EffectWindowGroup();
|
|
virtual EffectWindowList members() const = 0;
|
|
};
|
|
|
|
class KWIN_EXPORT GlobalShortcutsEditor : public KShortcutsEditor
|
|
{
|
|
public:
|
|
GlobalShortcutsEditor(QWidget *parent);
|
|
};
|
|
|
|
/**
|
|
* @short Vertex class
|
|
*
|
|
* A vertex is one position in a window. WindowQuad consists of four WindowVertex objects
|
|
* and represents one part of a window.
|
|
**/
|
|
class KWIN_EXPORT WindowVertex
|
|
{
|
|
public:
|
|
double x() const;
|
|
double y() const;
|
|
void move(double x, double y);
|
|
void setX(double x);
|
|
void setY(double y);
|
|
double originalX() const;
|
|
double originalY() const;
|
|
double textureX() const;
|
|
double textureY() const;
|
|
WindowVertex();
|
|
WindowVertex(double x, double y, double tx, double ty);
|
|
private:
|
|
friend class WindowQuad;
|
|
friend class WindowQuadList;
|
|
double px, py; // position
|
|
double ox, oy; // origional position
|
|
double tx, ty; // texture coords
|
|
};
|
|
|
|
/**
|
|
* @short Class representing one area of a window.
|
|
*
|
|
* WindowQuads consists of four WindowVertex objects and represents one part of a window.
|
|
*/
|
|
// NOTE: This class expects the (original) vertices to be in the clockwise order starting from topleft.
|
|
class KWIN_EXPORT WindowQuad
|
|
{
|
|
public:
|
|
explicit WindowQuad(WindowQuadType type, int id = -1);
|
|
WindowQuad makeSubQuad(double x1, double y1, double x2, double y2) const;
|
|
WindowVertex& operator[](int index);
|
|
const WindowVertex& operator[](int index) const;
|
|
WindowQuadType type() const;
|
|
int id() const;
|
|
bool decoration() const;
|
|
bool effect() const;
|
|
double left() const;
|
|
double right() const;
|
|
double top() const;
|
|
double bottom() const;
|
|
double originalLeft() const;
|
|
double originalRight() const;
|
|
double originalTop() const;
|
|
double originalBottom() const;
|
|
bool smoothNeeded() const;
|
|
bool isTransformed() const;
|
|
private:
|
|
friend class WindowQuadList;
|
|
WindowVertex verts[ 4 ];
|
|
WindowQuadType quadType; // 0 - contents, 1 - decoration
|
|
int quadID;
|
|
};
|
|
|
|
class KWIN_EXPORT WindowQuadList
|
|
: public QList< WindowQuad >
|
|
{
|
|
public:
|
|
WindowQuadList splitAtX(double x) const;
|
|
WindowQuadList splitAtY(double y) const;
|
|
WindowQuadList makeGrid(int maxquadsize) const;
|
|
WindowQuadList makeRegularGrid(int xSubdivisions, int ySubdivisions) const;
|
|
WindowQuadList select(WindowQuadType type) const;
|
|
WindowQuadList filterOut(WindowQuadType type) const;
|
|
bool smoothNeeded() const;
|
|
void makeArrays(float** vertices, float** texcoords) const;
|
|
bool isTransformed() const;
|
|
};
|
|
|
|
class KWIN_EXPORT WindowPrePaintData
|
|
{
|
|
public:
|
|
int mask;
|
|
/**
|
|
* Region that will be painted, in screen coordinates.
|
|
**/
|
|
QRegion paint;
|
|
/**
|
|
* The clip region will be substracted from paint region of following windows.
|
|
* I.e. window will definitely cover it's clip region
|
|
**/
|
|
QRegion clip;
|
|
WindowQuadList quads;
|
|
/**
|
|
* Simple helper that sets data to say the window will be painted as non-opaque.
|
|
* Takes also care of changing the regions.
|
|
*/
|
|
void setTranslucent();
|
|
/**
|
|
* Helper to mark that this window will be transformed
|
|
**/
|
|
void setTransformed();
|
|
};
|
|
|
|
class KWIN_EXPORT WindowPaintData
|
|
{
|
|
public:
|
|
WindowPaintData(EffectWindow* w);
|
|
/**
|
|
* Window opacity, in range 0 = transparent to 1 = fully opaque
|
|
* Opacity for contents is opacity*contents_opacity, the same
|
|
* way for decoration.
|
|
*/
|
|
double opacity;
|
|
double contents_opacity;
|
|
double decoration_opacity;
|
|
double xScale;
|
|
double yScale;
|
|
double zScale;
|
|
int xTranslate;
|
|
int yTranslate;
|
|
double zTranslate;
|
|
/**
|
|
* Saturation of the window, in range [0; 1]
|
|
* 1 means that the window is unchanged, 0 means that it's completely
|
|
* unsaturated (greyscale). 0.5 would make the colors less intense,
|
|
* but not completely grey
|
|
* Use EffectsHandler::saturationSupported() to find out whether saturation
|
|
* is supported by the system, otherwise this value has no effect.
|
|
**/
|
|
double saturation;
|
|
/**
|
|
* Brightness of the window, in range [0; 1]
|
|
* 1 means that the window is unchanged, 0 means that it's completely
|
|
* black. 0.5 would make it 50% darker than usual
|
|
**/
|
|
double brightness;
|
|
WindowQuadList quads;
|
|
/**
|
|
* Shader to be used for rendering, if any.
|
|
*/
|
|
GLShader* shader;
|
|
RotationData* rotation;
|
|
};
|
|
|
|
class KWIN_EXPORT ScreenPaintData
|
|
{
|
|
public:
|
|
ScreenPaintData();
|
|
double xScale;
|
|
double yScale;
|
|
double zScale;
|
|
int xTranslate;
|
|
int yTranslate;
|
|
double zTranslate;
|
|
RotationData* rotation;
|
|
};
|
|
|
|
class KWIN_EXPORT ScreenPrePaintData
|
|
{
|
|
public:
|
|
int mask;
|
|
QRegion paint;
|
|
};
|
|
|
|
class KWIN_EXPORT RotationData
|
|
{
|
|
public:
|
|
RotationData();
|
|
enum RotationAxis {
|
|
XAxis,
|
|
YAxis,
|
|
ZAxis
|
|
};
|
|
RotationAxis axis;
|
|
float angle;
|
|
float xRotationPoint;
|
|
float yRotationPoint;
|
|
float zRotationPoint;
|
|
};
|
|
|
|
/**
|
|
* @short Helper class for restricting painting area only to allowed area.
|
|
*
|
|
* This helper class helps specifying areas that should be painted, clipping
|
|
* out the rest. The simplest usage is creating an object on the stack
|
|
* and giving it the area that is allowed to be painted to. When the object
|
|
* is destroyed, the restriction will be removed.
|
|
* Note that all painting code must use paintArea() to actually perform the clipping.
|
|
*/
|
|
class KWIN_EXPORT PaintClipper
|
|
{
|
|
public:
|
|
/**
|
|
* Calls push().
|
|
*/
|
|
PaintClipper(const QRegion& allowed_area);
|
|
/**
|
|
* Calls pop().
|
|
*/
|
|
~PaintClipper();
|
|
/**
|
|
* Allows painting only in the given area. When areas have been already
|
|
* specified, painting is allowed only in the intersection of all areas.
|
|
*/
|
|
static void push(const QRegion& allowed_area);
|
|
/**
|
|
* Removes the given area. It must match the top item in the stack.
|
|
*/
|
|
static void pop(const QRegion& allowed_area);
|
|
/**
|
|
* Returns true if any clipping should be performed.
|
|
*/
|
|
static bool clip();
|
|
/**
|
|
* If clip() returns true, this function gives the resulting area in which
|
|
* painting is allowed. It is usually simpler to use the helper Iterator class.
|
|
*/
|
|
static QRegion paintArea();
|
|
/**
|
|
* Helper class to perform the clipped painting. The usage is:
|
|
* @code
|
|
* for ( PaintClipper::Iterator iterator;
|
|
* !iterator.isDone();
|
|
* iterator.next())
|
|
* { // do the painting, possibly use iterator.boundingRect()
|
|
* }
|
|
* @endcode
|
|
*/
|
|
class KWIN_EXPORT Iterator
|
|
{
|
|
public:
|
|
Iterator();
|
|
~Iterator();
|
|
bool isDone();
|
|
void next();
|
|
QRect boundingRect() const;
|
|
private:
|
|
struct Data;
|
|
Data* data;
|
|
};
|
|
private:
|
|
QRegion area;
|
|
static QStack< QRegion >* areas;
|
|
};
|
|
|
|
|
|
/**
|
|
* @short Wrapper class for using timelines in KWin effects.
|
|
*
|
|
* This class provides an easy and specialized interface for
|
|
* effects that want a non-linear timeline. Currently, most
|
|
* it does is wrapping QTimeLine. In the future, this class
|
|
* could help using physics animations in KWin.
|
|
*
|
|
* KWin effects will usually use this feature by keeping one
|
|
* TimeLine per animation, for example per effect (when only
|
|
* one animation is done by the effect) or per windows (in
|
|
* the case that multiple animations can take place at the
|
|
* same time (such as minizing multiple windows with a short
|
|
* time offset. Increasing the internal time state of the
|
|
* TimeLine is done either by changing the 'current' time in
|
|
* the TimeLine, which is an int value between 0 and the
|
|
* duration set (defaulting to 250msec). The current time
|
|
* can also be changed by setting the 'progress' of the
|
|
* TimeLine, a double between 0.0 and 1.0. setProgress(),
|
|
* addProgress(), addTime(), removeTime() can all be used to
|
|
* manipulate the 'current' time (and at the same time
|
|
* progress) of the TimeLine.
|
|
*
|
|
* The internal state of the TimeLine is determined by the
|
|
* duration of the TimeLine, int in milliseconds, defaulting.
|
|
* the 'current' time and the current 'progress' are
|
|
* interchangeable, both determine the x-axis of a graph
|
|
* of a TimeLine. The value() returned represents the y-axis
|
|
* in this graph.
|
|
*
|
|
* m_TimeLine.setProgress(0.5) would change the 'current'
|
|
* time of a default TimeLine to 125 msec. m_TimeLine.value()
|
|
* would then return the progress value (a double between 0.0
|
|
* and 1.0), which can be lower than 0.5 in case the animation
|
|
* should start slowly, such as for the EaseInCurve.
|
|
* In KWin effect, the prePaintWindow() or prePaintScreen()
|
|
* methods have int time as one of their arguments. This int
|
|
* can be used to increase the 'current' time in the TimeLine.
|
|
* The double the is subsequently returned by value() (usually
|
|
* in paintWindow() or paintScreen() methods can then be used
|
|
* to manipulate windows, or their positions.
|
|
*/
|
|
class KWIN_EXPORT TimeLine
|
|
{
|
|
|
|
//Q_ENUMS( CurveShape ) // Requires Q_OBJECT
|
|
|
|
public:
|
|
/**
|
|
* The CurveShape describes the relationship between time
|
|
* and values. We can pass some of them through to QTimeLine
|
|
* but also invent our own ones.
|
|
*/
|
|
enum CurveShape {
|
|
EaseInCurve = 0,
|
|
EaseOutCurve,
|
|
EaseInOutCurve,
|
|
LinearCurve,
|
|
SineCurve
|
|
};
|
|
|
|
/**
|
|
* Creates a TimeLine and computes the progress data. Usually, for larger
|
|
* animations you want to choose values more towards 300 milliseconds.
|
|
* For small animations, values around 150 milliseconds are sensible.
|
|
* Note that duration 0 is not valid.
|
|
*/
|
|
explicit TimeLine(const int duration = 0);
|
|
|
|
/**
|
|
* Creates a copy of the TimeLine so we can have the state copied
|
|
* as well.
|
|
*/
|
|
TimeLine(const TimeLine &other);
|
|
/**
|
|
* Cleans up.
|
|
*/
|
|
~TimeLine();
|
|
/**
|
|
* Returns the duration of the timeline in msec.
|
|
*/
|
|
int duration() const;
|
|
/**
|
|
* Set the duration of the TimeLine.
|
|
*/
|
|
void setDuration(const int msec);
|
|
/**
|
|
* Returns the Value at the time set, this method will
|
|
* usually be used to get the progress in the paintWindow()
|
|
* and related methods. The value represents the y-axis' value
|
|
* corresponding to the current progress (or time) set by
|
|
* setProgress(), addProgress(), addTime(), removeTime()
|
|
*/
|
|
double value() const;
|
|
/**
|
|
* Returns the Value at the time provided, this method will
|
|
* usually be used to get the progress in the paintWindow()
|
|
* and related methods, the y value of the current state x.
|
|
*/
|
|
double valueForTime(const int msec) const;
|
|
/**
|
|
* Returns the current time of the TimeLine, between 0 and duration()
|
|
* The value returned is equivalent to the x-axis on a curve.
|
|
*/
|
|
int time() const;
|
|
/**
|
|
* Returns the progress of the TimeLine, between 0.0 and 1.0.
|
|
* The value returned is equivalent to the y-axis on a curve.
|
|
*/
|
|
double progress() const;
|
|
/**
|
|
* Increases the internal progress accounting of the timeline.
|
|
*/
|
|
void addProgress(const double progress);
|
|
/**
|
|
* Increases the internal counter, this is usually done in
|
|
* prePaintWindow().
|
|
*/
|
|
void addTime(const int msec);
|
|
/**
|
|
* Decreases the internal counter, this is usually done in
|
|
* prePaintWindow(). This function comes handy for reverse
|
|
* animations.
|
|
*/
|
|
void removeTime(const int msec);
|
|
/**
|
|
* Set the time to progress * duration. This will change the
|
|
* internal time in the TimeLine. It's usually used in
|
|
* prePaintWindow() or prePaintScreen() so the value()
|
|
* taken in paint* is increased.
|
|
*/
|
|
void setProgress(const double progress);
|
|
/**
|
|
* Set the CurveShape. The CurveShape describes the relation
|
|
* between the value and the time. progress is between 0 and 1
|
|
* It's used as input for the timeline, the x axis of the curve.
|
|
*/
|
|
void setCurveShape(CurveShape curveShape);
|
|
/**
|
|
* Set the CurveShape. The CurveShape describes the relation
|
|
* between the value and the time.
|
|
*/
|
|
//void setCurveShape(CurveShape curveShape);
|
|
|
|
private:
|
|
QTimeLine* m_TimeLine;
|
|
int m_Time;
|
|
double m_Progress;
|
|
int m_Duration;
|
|
CurveShape m_CurveShape;
|
|
//Q_DISABLE_COPY(TimeLine)
|
|
};
|
|
|
|
/**
|
|
* @internal
|
|
*/
|
|
template <typename T>
|
|
class KWIN_EXPORT Motion
|
|
{
|
|
public:
|
|
/**
|
|
* Creates a new motion object. "Strength" is the amount of
|
|
* acceleration that is applied to the object when the target
|
|
* changes and "smoothness" relates to how fast the object
|
|
* can change its direction and speed.
|
|
*/
|
|
explicit Motion(T initial, double strength, double smoothness);
|
|
/**
|
|
* Creates an exact copy of another motion object, including
|
|
* position, target and velocity.
|
|
*/
|
|
Motion(const Motion<T> &other);
|
|
~Motion();
|
|
|
|
inline T value() const {
|
|
return m_value;
|
|
}
|
|
inline void setValue(const T value) {
|
|
m_value = value;
|
|
}
|
|
inline T target() const {
|
|
return m_target;
|
|
}
|
|
inline void setTarget(const T target) {
|
|
m_target = target;
|
|
}
|
|
inline T velocity() const {
|
|
return m_velocity;
|
|
}
|
|
inline void setVelocity(const T velocity) {
|
|
m_velocity = velocity;
|
|
}
|
|
|
|
inline double strength() const {
|
|
return m_strength;
|
|
}
|
|
inline void setStrength(const double strength) {
|
|
m_strength = strength;
|
|
}
|
|
inline double smoothness() const {
|
|
return m_smoothness;
|
|
}
|
|
inline void setSmoothness(const double smoothness) {
|
|
m_smoothness = smoothness;
|
|
}
|
|
|
|
/**
|
|
* The distance between the current position and the target.
|
|
*/
|
|
inline T distance() const {
|
|
return m_target - m_value;
|
|
}
|
|
|
|
/**
|
|
* Calculates the new position if not at the target. Called
|
|
* once per frame only.
|
|
*/
|
|
void calculate(const int msec);
|
|
/**
|
|
* Place the object on top of the target immediately,
|
|
* bypassing all movement calculation.
|
|
*/
|
|
void finish();
|
|
|
|
private:
|
|
T m_value;
|
|
|
|
T m_target;
|
|
T m_velocity;
|
|
double m_strength;
|
|
double m_smoothness;
|
|
};
|
|
|
|
/**
|
|
* @short A single 1D motion dynamics object.
|
|
*
|
|
* This class represents a single object that can be moved around a
|
|
* 1D space. Although it can be used directly by itself it is
|
|
* recommended to use a motion manager instead.
|
|
*/
|
|
class KWIN_EXPORT Motion1D : public Motion<double>
|
|
{
|
|
public:
|
|
explicit Motion1D(double initial = 0.0, double strength = 0.08, double smoothness = 4.0);
|
|
Motion1D(const Motion1D &other);
|
|
~Motion1D();
|
|
};
|
|
|
|
/**
|
|
* @short A single 2D motion dynamics object.
|
|
*
|
|
* This class represents a single object that can be moved around a
|
|
* 2D space. Although it can be used directly by itself it is
|
|
* recommended to use a motion manager instead.
|
|
*/
|
|
class KWIN_EXPORT Motion2D : public Motion<QPointF>
|
|
{
|
|
public:
|
|
explicit Motion2D(QPointF initial = QPointF(), double strength = 0.08, double smoothness = 4.0);
|
|
Motion2D(const Motion2D &other);
|
|
~Motion2D();
|
|
};
|
|
|
|
/**
|
|
* @short Helper class for motion dynamics in KWin effects.
|
|
*
|
|
* This motion manager class is intended to help KWin effect authors
|
|
* move windows across the screen smoothly and naturally. Once
|
|
* windows are registered by the manager the effect can issue move
|
|
* commands with the moveWindow() methods. The position of any
|
|
* managed window can be determined in realtime by the
|
|
* transformedGeometry() method. As the manager knows if any windows
|
|
* are moving at any given time it can also be used as a notifier as
|
|
* to see whether the effect is active or not.
|
|
*/
|
|
class KWIN_EXPORT WindowMotionManager
|
|
{
|
|
public:
|
|
/**
|
|
* Creates a new window manager object.
|
|
*/
|
|
explicit WindowMotionManager(bool useGlobalAnimationModifier = true);
|
|
~WindowMotionManager();
|
|
|
|
/**
|
|
* Register a window for managing.
|
|
*/
|
|
void manage(EffectWindow *w);
|
|
/**
|
|
* Register a list of windows for managing.
|
|
*/
|
|
inline void manage(EffectWindowList list) {
|
|
for (int i = 0; i < list.size(); i++)
|
|
manage(list.at(i));
|
|
}
|
|
/**
|
|
* Deregister a window. All transformations applied to the
|
|
* window will be permanently removed and cannot be recovered.
|
|
*/
|
|
void unmanage(EffectWindow *w);
|
|
/**
|
|
* Deregister all windows, returning the manager to its
|
|
* originally initiated state.
|
|
*/
|
|
void unmanageAll();
|
|
/**
|
|
* Determine the new positions for windows that have not
|
|
* reached their target. Called once per frame, usually in
|
|
* prePaintScreen(). Remember to set the
|
|
* Effect::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS flag.
|
|
*/
|
|
void calculate(int time);
|
|
/**
|
|
* Modify a registered window's paint data to make it appear
|
|
* at its real location on the screen. Usually called in
|
|
* paintWindow(). Remember to flag the window as having been
|
|
* transformed in prePaintWindow() by calling
|
|
* WindowPrePaintData::setTransformed()
|
|
*/
|
|
void apply(EffectWindow *w, WindowPaintData &data);
|
|
/**
|
|
* Set all motion targets and values back to where the
|
|
* windows were before transformations. The same as
|
|
* unmanaging then remanaging all windows.
|
|
*/
|
|
void reset();
|
|
/**
|
|
* Resets the motion target and current value of a single
|
|
* window.
|
|
*/
|
|
void reset(EffectWindow *w);
|
|
|
|
/**
|
|
* Ask the manager to move the window to the target position
|
|
* with the specified scale. If `yScale` is not provided or
|
|
* set to 0.0, `scale` will be used as the scale in the
|
|
* vertical direction as well as in the horizontal direction.
|
|
*/
|
|
void moveWindow(EffectWindow *w, QPoint target, double scale = 1.0, double yScale = 0.0);
|
|
/**
|
|
* This is an overloaded method, provided for convenience.
|
|
*
|
|
* Ask the manager to move the window to the target rectangle.
|
|
* Automatically determines scale.
|
|
*/
|
|
inline void moveWindow(EffectWindow *w, QRect target) {
|
|
// TODO: Scale might be slightly different in the comparison due to rounding
|
|
moveWindow(w, target.topLeft(),
|
|
target.width() / double(w->width()), target.height() / double(w->height()));
|
|
}
|
|
|
|
/**
|
|
* Retrieve the current tranformed geometry of a registered
|
|
* window.
|
|
*/
|
|
QRectF transformedGeometry(EffectWindow *w) const;
|
|
/**
|
|
* Sets the current transformed geometry of a registered window to the given geometry.
|
|
* @see transformedGeometry
|
|
* @since 4.5
|
|
*/
|
|
void setTransformedGeometry(EffectWindow *w, const QRectF &geometry);
|
|
/**
|
|
* Retrieve the current target geometry of a registered
|
|
* window.
|
|
*/
|
|
QRectF targetGeometry(EffectWindow *w) const;
|
|
/**
|
|
* Return the window that has its transformed geometry under
|
|
* the specified point. It is recommended to use the stacking
|
|
* order as it's what the user sees, but it is slightly
|
|
* slower to process.
|
|
*/
|
|
EffectWindow* windowAtPoint(QPoint point, bool useStackingOrder = true) const;
|
|
|
|
/**
|
|
* Return a list of all currently registered windows.
|
|
*/
|
|
inline EffectWindowList managedWindows() const {
|
|
return m_managedWindows.keys();
|
|
}
|
|
/**
|
|
* Returns whether or not a specified window is being managed
|
|
* by this manager object.
|
|
*/
|
|
inline bool isManaging(EffectWindow *w) {
|
|
return m_managedWindows.contains(w);
|
|
}
|
|
/**
|
|
* Returns whether or not this manager object is actually
|
|
* managing any windows or not.
|
|
*/
|
|
inline bool managingWindows() {
|
|
return !m_managedWindows.empty();
|
|
}
|
|
/**
|
|
* Returns whether all windows have reached their targets yet
|
|
* or not. Can be used to see if an effect should be
|
|
* processed and displayed or not.
|
|
*/
|
|
inline bool areWindowsMoving() {
|
|
return !m_movingWindowsSet.isEmpty();
|
|
}
|
|
|
|
private:
|
|
bool m_useGlobalAnimationModifier;
|
|
struct WindowMotion {
|
|
// TODO: Rotation, etc?
|
|
Motion2D translation; // Absolute position
|
|
Motion2D scale; // xScale and yScale
|
|
};
|
|
QHash<EffectWindow*, WindowMotion> m_managedWindows;
|
|
QSet<EffectWindow*> m_movingWindowsSet;
|
|
};
|
|
|
|
/**
|
|
* @short Helper class for displaying text and icons in frames.
|
|
*
|
|
* Paints text and/or and icon with an optional frame around them. The
|
|
* available frames includes one that follows the default Plasma theme and
|
|
* another that doesn't.
|
|
* It is recommended to use this class whenever displaying text.
|
|
*/
|
|
class KWIN_EXPORT EffectFrame
|
|
{
|
|
public:
|
|
EffectFrame();
|
|
virtual ~EffectFrame();
|
|
|
|
/**
|
|
* Delete any existing textures to free up graphics memory. They will
|
|
* be automatically recreated the next time they are required.
|
|
*/
|
|
virtual void free() = 0;
|
|
|
|
/**
|
|
* Render the frame.
|
|
*/
|
|
virtual void render(QRegion region = infiniteRegion(), double opacity = 1.0, double frameOpacity = 1.0) = 0;
|
|
|
|
virtual void setPosition(const QPoint& point) = 0;
|
|
/**
|
|
* Set the text alignment for static frames and the position alignment
|
|
* for non-static.
|
|
*/
|
|
virtual void setAlignment(Qt::Alignment alignment) = 0;
|
|
virtual Qt::Alignment alignment() const = 0;
|
|
virtual void setGeometry(const QRect& geometry, bool force = false) = 0;
|
|
virtual const QRect& geometry() const = 0;
|
|
|
|
virtual void setText(const QString& text) = 0;
|
|
virtual const QString& text() const = 0;
|
|
virtual void setFont(const QFont& font) = 0;
|
|
virtual const QFont& font() const = 0;
|
|
/**
|
|
* Set the icon that will appear on the left-hand size of the frame.
|
|
*/
|
|
virtual void setIcon(const QPixmap& icon) = 0;
|
|
virtual const QPixmap& icon() const = 0;
|
|
virtual void setIconSize(const QSize& size) = 0;
|
|
virtual const QSize& iconSize() const = 0;
|
|
|
|
/**
|
|
* Sets the geometry of a selection.
|
|
* To remove the selection set a null rect.
|
|
* This is only available if the an styled EffectFrame is used.
|
|
* @param selection The geometry of the selection in screen coordinates.
|
|
**/
|
|
virtual void setSelection(const QRect& selection) = 0;
|
|
|
|
/**
|
|
* @param shader The GLShader for rendering.
|
|
**/
|
|
virtual void setShader(GLShader* shader) = 0;
|
|
/**
|
|
* @returns The GLShader used for rendering or null if none.
|
|
**/
|
|
virtual GLShader* shader() const = 0;
|
|
|
|
/**
|
|
* The foreground text color as specified by the default Plasma theme.
|
|
*/
|
|
static QColor styledTextColor();
|
|
|
|
/**
|
|
* If @p enable is @c true cross fading between icons and text is enabled
|
|
* By default disabled. Use setCrossFadeProgress to cross fade.
|
|
* Cross Fading is currently only available if OpenGL is used.
|
|
* @param enable @c true enables cross fading, @c false disables it again
|
|
* @see isCrossFade
|
|
* @see setCrossFadeProgress
|
|
* @since 4.6
|
|
**/
|
|
void enableCrossFade(bool enable);
|
|
/**
|
|
* @returns @c true if cross fading is enabled, @c false otherwise
|
|
* @see enableCrossFade
|
|
* @since 4.6
|
|
**/
|
|
bool isCrossFade() const;
|
|
/**
|
|
* Sets the current progress for cross fading the last used icon/text
|
|
* with current icon/text to @p progress.
|
|
* A value of 0.0 means completely old icon/text, a value of 1.0 means
|
|
* completely current icon/text.
|
|
* Default value is 1.0. You have to enable cross fade before using it.
|
|
* Cross Fading is currently only available if OpenGL is used.
|
|
* @see enableCrossFade
|
|
* @see isCrossFade
|
|
* @see crossFadeProgress
|
|
* @since 4.6
|
|
**/
|
|
void setCrossFadeProgress(qreal progress);
|
|
/**
|
|
* @returns The current progress for cross fading
|
|
* @see setCrossFadeProgress
|
|
* @see enableCrossFade
|
|
* @see isCrossFade
|
|
* @since 4.6
|
|
**/
|
|
qreal crossFadeProgress() const;
|
|
|
|
private:
|
|
EffectFramePrivate* const d;
|
|
};
|
|
|
|
/**
|
|
* Pointer to the global EffectsHandler object.
|
|
**/
|
|
extern KWIN_EXPORT EffectsHandler* effects;
|
|
|
|
/***************************************************************
|
|
WindowVertex
|
|
***************************************************************/
|
|
|
|
inline
|
|
WindowVertex::WindowVertex()
|
|
: px(0), py(0), tx(0), ty(0)
|
|
{
|
|
}
|
|
|
|
inline
|
|
WindowVertex::WindowVertex(double _x, double _y, double _tx, double _ty)
|
|
: px(_x), py(_y), ox(_x), oy(_y), tx(_tx), ty(_ty)
|
|
{
|
|
}
|
|
|
|
inline
|
|
double WindowVertex::x() const
|
|
{
|
|
return px;
|
|
}
|
|
|
|
inline
|
|
double WindowVertex::y() const
|
|
{
|
|
return py;
|
|
}
|
|
|
|
inline
|
|
double WindowVertex::originalX() const
|
|
{
|
|
return ox;
|
|
}
|
|
|
|
inline
|
|
double WindowVertex::originalY() const
|
|
{
|
|
return oy;
|
|
}
|
|
|
|
inline
|
|
double WindowVertex::textureX() const
|
|
{
|
|
return tx;
|
|
}
|
|
|
|
inline
|
|
double WindowVertex::textureY() const
|
|
{
|
|
return ty;
|
|
}
|
|
|
|
inline
|
|
void WindowVertex::move(double x, double y)
|
|
{
|
|
px = x;
|
|
py = y;
|
|
}
|
|
|
|
inline
|
|
void WindowVertex::setX(double x)
|
|
{
|
|
px = x;
|
|
}
|
|
|
|
inline
|
|
void WindowVertex::setY(double y)
|
|
{
|
|
py = y;
|
|
}
|
|
|
|
/***************************************************************
|
|
WindowQuad
|
|
***************************************************************/
|
|
|
|
inline
|
|
WindowQuad::WindowQuad(WindowQuadType t, int id)
|
|
: quadType(t)
|
|
, quadID(id)
|
|
{
|
|
}
|
|
|
|
inline
|
|
WindowVertex& WindowQuad::operator[](int index)
|
|
{
|
|
assert(index >= 0 && index < 4);
|
|
return verts[ index ];
|
|
}
|
|
|
|
inline
|
|
const WindowVertex& WindowQuad::operator[](int index) const
|
|
{
|
|
assert(index >= 0 && index < 4);
|
|
return verts[ index ];
|
|
}
|
|
|
|
inline
|
|
WindowQuadType WindowQuad::type() const
|
|
{
|
|
assert(quadType != WindowQuadError);
|
|
return quadType;
|
|
}
|
|
|
|
inline
|
|
int WindowQuad::id() const
|
|
{
|
|
return quadID;
|
|
}
|
|
|
|
inline
|
|
bool WindowQuad::decoration() const
|
|
{
|
|
assert(quadType != WindowQuadError);
|
|
return quadType == WindowQuadDecoration;
|
|
}
|
|
|
|
inline
|
|
bool WindowQuad::effect() const
|
|
{
|
|
assert(quadType != WindowQuadError);
|
|
return quadType >= EFFECT_QUAD_TYPE_START;
|
|
}
|
|
|
|
inline
|
|
bool WindowQuad::isTransformed() const
|
|
{
|
|
return !(verts[ 0 ].px == verts[ 0 ].ox && verts[ 0 ].py == verts[ 0 ].oy
|
|
&& verts[ 1 ].px == verts[ 1 ].ox && verts[ 1 ].py == verts[ 1 ].oy
|
|
&& verts[ 2 ].px == verts[ 2 ].ox && verts[ 2 ].py == verts[ 2 ].oy
|
|
&& verts[ 3 ].px == verts[ 3 ].ox && verts[ 3 ].py == verts[ 3 ].oy);
|
|
}
|
|
|
|
inline
|
|
double WindowQuad::left() const
|
|
{
|
|
return qMin(verts[ 0 ].px, qMin(verts[ 1 ].px, qMin(verts[ 2 ].px, verts[ 3 ].px)));
|
|
}
|
|
|
|
inline
|
|
double WindowQuad::right() const
|
|
{
|
|
return qMax(verts[ 0 ].px, qMax(verts[ 1 ].px, qMax(verts[ 2 ].px, verts[ 3 ].px)));
|
|
}
|
|
|
|
inline
|
|
double WindowQuad::top() const
|
|
{
|
|
return qMin(verts[ 0 ].py, qMin(verts[ 1 ].py, qMin(verts[ 2 ].py, verts[ 3 ].py)));
|
|
}
|
|
|
|
inline
|
|
double WindowQuad::bottom() const
|
|
{
|
|
return qMax(verts[ 0 ].py, qMax(verts[ 1 ].py, qMax(verts[ 2 ].py, verts[ 3 ].py)));
|
|
}
|
|
|
|
inline
|
|
double WindowQuad::originalLeft() const
|
|
{
|
|
return verts[ 0 ].ox;
|
|
}
|
|
|
|
inline
|
|
double WindowQuad::originalRight() const
|
|
{
|
|
return verts[ 2 ].ox;
|
|
}
|
|
|
|
inline
|
|
double WindowQuad::originalTop() const
|
|
{
|
|
return verts[ 0 ].oy;
|
|
}
|
|
|
|
inline
|
|
double WindowQuad::originalBottom() const
|
|
{
|
|
return verts[ 2 ].oy;
|
|
}
|
|
|
|
/***************************************************************
|
|
Motion
|
|
***************************************************************/
|
|
|
|
template <typename T>
|
|
Motion<T>::Motion(T initial, double strength, double smoothness)
|
|
: m_value(initial)
|
|
, m_target(initial)
|
|
, m_velocity()
|
|
, m_strength(strength)
|
|
, m_smoothness(smoothness)
|
|
{
|
|
}
|
|
|
|
template <typename T>
|
|
Motion<T>::Motion(const Motion &other)
|
|
: m_value(other.value())
|
|
, m_target(other.target())
|
|
, m_velocity(other.velocity())
|
|
, m_strength(other.strength())
|
|
, m_smoothness(other.smoothness())
|
|
{
|
|
}
|
|
|
|
template <typename T>
|
|
Motion<T>::~Motion()
|
|
{
|
|
}
|
|
|
|
template <typename T>
|
|
void Motion<T>::calculate(const int msec)
|
|
{
|
|
if (m_value == m_target && m_velocity == T()) // At target and not moving
|
|
return;
|
|
|
|
// Poor man's time independent calculation
|
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int steps = qMax(1, msec / 5);
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for (int i = 0; i < steps; i++) {
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T diff = m_target - m_value;
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T strength = diff * m_strength;
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m_velocity = (m_smoothness * m_velocity + strength) / (m_smoothness + 1.0);
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m_value += m_velocity;
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}
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}
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template <typename T>
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void Motion<T>::finish()
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{
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m_value = m_target;
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m_velocity = T();
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}
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} // namespace
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/** @} */
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#endif // KWINEFFECTS_H
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