01bf6cbb4c
being v2+ (right now it says just GPL, which according to GPL itself means any GPL). Decoration clients will come later. CCMAIL: kwin@kde.org svn path=/trunk/KDE/kdebase/workspace/; revision=742302
59 lines
2 KiB
C++
59 lines
2 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#ifndef KWIN_SHADOW_H
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#define KWIN_SHADOW_H
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#include <kwineffects.h>
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namespace KWin
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{
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class GLTexture;
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class ShadowEffect
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: public Effect
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{
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public:
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ShadowEffect();
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virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time );
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virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
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virtual void postPaintWindow( EffectWindow* w );
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virtual QRect transformWindowDamage( EffectWindow* w, const QRect& r );
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virtual void windowClosed( EffectWindow* c );
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private:
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void drawShadow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
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void addQuadVertices(QVector<float>& verts, float x1, float y1, float x2, float y2) const;
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// transforms window rect -> shadow rect
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QRect shadowRectangle(const QRect& windowRectangle) const;
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bool useShadow( EffectWindow* w ) const;
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int shadowXOffset, shadowYOffset;
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double shadowOpacity;
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int shadowFuzzyness;
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int shadowSize;
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bool intensifyActiveShadow;
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GLTexture* mShadowTexture;
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};
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} // namespace
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#endif
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