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


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

59 lines
2 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWIN_SHADOW_H
#define KWIN_SHADOW_H
#include <kwineffects.h>
namespace KWin
{
class GLTexture;
class ShadowEffect
: public Effect
{
public:
ShadowEffect();
virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time );
virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
virtual void postPaintWindow( EffectWindow* w );
virtual QRect transformWindowDamage( EffectWindow* w, const QRect& r );
virtual void windowClosed( EffectWindow* c );
private:
void drawShadow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
void addQuadVertices(QVector<float>& verts, float x1, float y1, float x2, float y2) const;
// transforms window rect -> shadow rect
QRect shadowRectangle(const QRect& windowRectangle) const;
bool useShadow( EffectWindow* w ) const;
int shadowXOffset, shadowYOffset;
double shadowOpacity;
int shadowFuzzyness;
int shadowSize;
bool intensifyActiveShadow;
GLTexture* mShadowTexture;
};
} // namespace
#endif