86bb4e68ef
The scene items depend on the scene windows for caching window quads. The goal of this change is to move window quads management to item. Merging window quads in one list and then splitting them is inefficient, it will be highly desirable if window quads are removed from the public api so we can optimize window quad management. With this change, the window quad type becomes irrelevant to render backends for the most part. Note that the Xrender backend is a bit nitpicky about window quads, so the shadow item doesn't create generic "WindowQuadShadow" quads anymore.
170 lines
4.9 KiB
C++
170 lines
4.9 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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SPDX-FileCopyrightText: 2011 Martin Gräßlin <mgraesslin@kde.org>
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SPDX-FileCopyrightText: 2020 Vlad Zahorodnii <vlad.zahorodnii@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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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 <QObject>
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#include <QPixmap>
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#include <kwineffects.h>
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namespace KDecoration2
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{
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class Decoration;
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class DecorationShadow;
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}
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namespace KWaylandServer
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{
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class ShadowInterface;
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}
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namespace KWin {
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class Toplevel;
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/**
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* @short Class representing a Window's Shadow to be rendered by the Compositor.
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*
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* This class holds all information about the Shadow to be rendered together with the
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* window during the Compositing stage. The Shadow consists of several pixmaps and offsets.
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* For a complete description please refer to https://community.kde.org/KWin/Shadow
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*
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* To create a Shadow instance use the static factory method createShadow which will
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* create an instance for the currently used Compositing Backend. It will read the X11 Property
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* and create the Shadow and all required data (such as WindowQuads). If there is no Shadow
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* defined for the Toplevel the factory method returns @c NULL.
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*
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* @author Martin Gräßlin <mgraesslin@kde.org>
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* @todo React on Toplevel size changes.
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*/
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class KWIN_EXPORT Shadow : public QObject
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{
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Q_OBJECT
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public:
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~Shadow() override;
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/**
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* @return Region of the shadow.
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*/
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const QRegion &shadowRegion() const {
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return m_shadowRegion;
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};
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/**
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* This method updates the Shadow when the property has been changed.
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* It is the responsibility of the owner of the Shadow to call this method
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* whenever the owner receives a PropertyNotify event.
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* This method will invoke a re-read of the Property. In case the Property has
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* been withdrawn the method returns @c false. In that case the owner should
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* delete the Shadow.
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* @returns @c true when the shadow has been updated, @c false if the property is not set anymore.
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*/
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virtual bool updateShadow();
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/**
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* Factory Method to create the shadow from the property.
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* This method takes care of creating an instance of the
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* Shadow class for the current Compositing Backend.
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*
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* If there is no shadow defined for @p toplevel this method
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* will return @c NULL.
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* @param toplevel The Toplevel for which the shadow should be created
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* @return Created Shadow or @c NULL in case there is no shadow defined.
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*/
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static Shadow *createShadow(Toplevel *toplevel);
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/**
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* Reparents the shadow to @p toplevel.
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* Used when a window is deleted.
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* @param toplevel The new parent
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*/
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void setToplevel(Toplevel *toplevel);
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bool hasDecorationShadow() const {
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return !m_decorationShadow.isNull();
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}
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QImage decorationShadowImage() const;
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QWeakPointer<KDecoration2::DecorationShadow> decorationShadow() const {
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return m_decorationShadow.toWeakRef();
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}
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enum ShadowElements {
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ShadowElementTop,
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ShadowElementTopRight,
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ShadowElementRight,
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ShadowElementBottomRight,
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ShadowElementBottom,
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ShadowElementBottomLeft,
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ShadowElementLeft,
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ShadowElementTopLeft,
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ShadowElementsCount
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};
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QSize elementSize(ShadowElements element) const;
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int topOffset() const {
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return m_topOffset;
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};
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int rightOffset() const {
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return m_rightOffset;
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};
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int bottomOffset() const {
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return m_bottomOffset;
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};
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int leftOffset() const {
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return m_leftOffset;
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};
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Q_SIGNALS:
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void regionChanged();
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void textureChanged();
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public Q_SLOTS:
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void geometryChanged();
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protected:
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Shadow(Toplevel *toplevel);
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inline const QPixmap &shadowPixmap(ShadowElements element) const {
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return m_shadowElements[element];
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};
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void updateShadowRegion();
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virtual bool prepareBackend() = 0;
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void setShadowElement(const QPixmap &shadow, ShadowElements element);
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private:
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static Shadow *createShadowFromX11(Toplevel *toplevel);
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static Shadow *createShadowFromDecoration(Toplevel *toplevel);
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static Shadow *createShadowFromWayland(Toplevel *toplevel);
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static Shadow *createShadowFromInternalWindow(Toplevel *toplevel);
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static QVector<uint32_t> readX11ShadowProperty(xcb_window_t id);
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bool init(const QVector<uint32_t> &data);
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bool init(KDecoration2::Decoration *decoration);
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bool init(const QPointer<KWaylandServer::ShadowInterface> &shadow);
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bool init(const QWindow *window);
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Toplevel *m_topLevel;
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// shadow pixmaps
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QPixmap m_shadowElements[ShadowElementsCount];
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// shadow offsets
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int m_topOffset;
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int m_rightOffset;
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int m_bottomOffset;
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int m_leftOffset;
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// caches
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QRegion m_shadowRegion;
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QSize m_cachedSize;
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// Decoration based shadows
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QSharedPointer<KDecoration2::DecorationShadow> m_decorationShadow;
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};
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}
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#endif // KWIN_SHADOW_H
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