239d5757f2
This patch adds a new function Toplevel::addLayerRepaint, that in contrast to addWorkspaceRepaint does not invalidate every blur texture cache that overlaps with that region. As the name suggests it rather invalidates the to the window associated layer at that position. This is especially useful in the case of move/resize events in combination with oxygen-transparent, where the altered window is almost always the topmost window and the blur texture cache of the windows underneath are unchanged. For the case of fully opaque windows the behaviour of addLayerRepaint and addWorkspaceRepaint should be same. REVIEW: 103906
91 lines
3 KiB
C++
91 lines
3 KiB
C++
/*
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* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
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*
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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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*
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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 GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; see the file COPYING. if not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifndef BLUR_H
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#define BLUR_H
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#include <kwineffects.h>
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#include <kwinglplatform.h>
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#include <kwinglutils.h>
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#include <QVector>
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#include <QVector2D>
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namespace KWin
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{
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class BlurShader;
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class BlurEffect : public KWin::Effect
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{
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Q_OBJECT
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public:
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BlurEffect();
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~BlurEffect();
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static bool supported();
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static bool enabledByDefault();
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void reconfigure(ReconfigureFlags flags);
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void prePaintScreen(ScreenPrePaintData &data, int time);
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void prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time);
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void drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data);
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void paintEffectFrame(EffectFrame *frame, QRegion region, double opacity, double frameOpacity);
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public Q_SLOTS:
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void slotWindowAdded(EffectWindow *w);
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void slotWindowDeleted(EffectWindow *w);
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void slotPropertyNotify(EffectWindow *w, long atom);
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void slotScreenGeometryChanged();
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private:
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QRect expand(const QRect &rect) const;
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QRegion expand(const QRegion ®ion) const;
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QRegion blurRegion(const EffectWindow *w) const;
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bool shouldBlur(const EffectWindow *w, int mask, const WindowPaintData &data) const;
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void updateBlurRegion(EffectWindow *w) const;
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void drawRegion(const QRegion ®ion);
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void doBlur(const QRegion &shape, const QRect &screen, const float opacity);
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void doCachedBlur(EffectWindow *w, const QRegion& region, const float opacity);
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private:
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BlurShader *shader;
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QVector<QVector2D> vertices;
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GLRenderTarget *target;
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GLTexture tex;
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long net_wm_blur_region;
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QRegion m_damagedArea; // keeps track of the area which has been damaged (from bottom to top)
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QRegion m_paintedArea; // actually painted area which is greater than m_damagedArea
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QRegion m_currentBlur; // keeps track of the currently blured area of non-caching windows(from bottom to top)
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bool m_shouldCache;
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struct BlurWindowInfo {
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GLTexture blurredBackground; // keeps the horizontally blurred background
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QRegion damagedRegion;
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QPoint windowPos;
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bool dropCache;
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};
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QHash< const EffectWindow*, BlurWindowInfo > windows;
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};
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} // namespace KWin
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#endif
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