30d0dbbaf0
It's currently unused and it doesn't fit the item based scene design.
1096 lines
36 KiB
C++
1096 lines
36 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: 2006 Lubos Lunak <l.lunak@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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/*
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Design:
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When compositing is turned on, XComposite extension is used to redirect
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drawing of windows to pixmaps and XDamage extension is used to get informed
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about damage (changes) to window contents. This code is mostly in composite.cpp .
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Compositor::performCompositing() starts one painting pass. Painting is done
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by painting the screen, which in turn paints every window. Painting can be affected
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using effects, which are chained. E.g. painting a screen means that actually
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paintScreen() of the first effect is called, which possibly does modifications
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and calls next effect's paintScreen() and so on, until Scene::finalPaintScreen()
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is called.
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There are 3 phases of every paint (not necessarily done together):
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The pre-paint phase, the paint phase and the post-paint phase.
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The pre-paint phase is used to find out about how the painting will be actually
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done (i.e. what the effects will do). For example when only a part of the screen
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needs to be updated and no effect will do any transformation it is possible to use
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an optimized paint function. How the painting will be done is controlled
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by the mask argument, see PAINT_WINDOW_* and PAINT_SCREEN_* flags in scene.h .
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For example an effect that decides to paint a normal windows as translucent
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will need to modify the mask in its prePaintWindow() to include
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the PAINT_WINDOW_TRANSLUCENT flag. The paintWindow() function will then get
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the mask with this flag turned on and will also paint using transparency.
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The paint pass does the actual painting, based on the information collected
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using the pre-paint pass. After running through the effects' paintScreen()
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either paintGenericScreen() or optimized paintSimpleScreen() are called.
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Those call paintWindow() on windows (not necessarily all), possibly using
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clipping to optimize performance and calling paintWindow() first with only
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PAINT_WINDOW_OPAQUE to paint the opaque parts and then later
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with PAINT_WINDOW_TRANSLUCENT to paint the transparent parts. Function
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paintWindow() again goes through effects' paintWindow() until
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finalPaintWindow() is called, which calls the window's performPaint() to
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do the actual painting.
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The post-paint can be used for cleanups and is also used for scheduling
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repaints during the next painting pass for animations. Effects wanting to
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repaint certain parts can manually damage them during post-paint and repaint
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of these parts will be done during the next paint pass.
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*/
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#include "scene.h"
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#include "abstract_output.h"
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#include "internal_client.h"
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#include "platform.h"
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#include "shadowitem.h"
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#include "surfaceitem.h"
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#include "unmanaged.h"
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#include "waylandclient.h"
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#include "windowitem.h"
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#include "x11client.h"
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#include <QQuickWindow>
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#include <QVector2D>
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#include "x11client.h"
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#include "deleted.h"
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#include "effects.h"
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#include "overlaywindow.h"
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#include "renderloop.h"
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#include "screens.h"
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#include "shadow.h"
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#include "wayland_server.h"
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#include "thumbnailitem.h"
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#include "composite.h"
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namespace KWin
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{
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//****************************************
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// Scene
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//****************************************
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Scene::Scene(QObject *parent)
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: QObject(parent)
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{
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if (kwinApp()->platform()->isPerScreenRenderingEnabled()) {
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connect(kwinApp()->platform(), &Platform::outputEnabled, this, &Scene::reallocRepaints);
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connect(kwinApp()->platform(), &Platform::outputDisabled, this, &Scene::reallocRepaints);
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}
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reallocRepaints();
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}
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Scene::~Scene()
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{
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Q_ASSERT(m_windows.isEmpty());
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}
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void Scene::addRepaint(const QRegion ®ion)
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{
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if (kwinApp()->platform()->isPerScreenRenderingEnabled()) {
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const QVector<AbstractOutput *> outputs = kwinApp()->platform()->enabledOutputs();
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if (m_repaints.count() != outputs.count()) {
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return; // Repaints haven't been reallocated yet, do nothing.
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}
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for (int screenId = 0; screenId < m_repaints.count(); ++screenId) {
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AbstractOutput *output = outputs[screenId];
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const QRegion dirtyRegion = region & output->geometry();
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if (!dirtyRegion.isEmpty()) {
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m_repaints[screenId] += dirtyRegion;
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output->renderLoop()->scheduleRepaint();
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}
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}
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} else {
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m_repaints[0] += region;
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kwinApp()->platform()->renderLoop()->scheduleRepaint();
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}
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}
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QRegion Scene::repaints(int screenId) const
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{
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const int index = screenId == -1 ? 0 : screenId;
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return m_repaints[index];
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}
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void Scene::resetRepaints(int screenId)
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{
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const int index = screenId == -1 ? 0 : screenId;
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m_repaints[index] = QRegion();
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}
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void Scene::reallocRepaints()
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{
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if (kwinApp()->platform()->isPerScreenRenderingEnabled()) {
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m_repaints.resize(kwinApp()->platform()->enabledOutputs().count());
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} else {
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m_repaints.resize(1);
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}
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m_repaints.fill(infiniteRegion());
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}
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// returns mask and possibly modified region
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void Scene::paintScreen(int* mask, const QRegion &damage, const QRegion &repaint,
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QRegion *updateRegion, QRegion *validRegion, RenderLoop *renderLoop,
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const QMatrix4x4 &projection)
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{
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const QSize &screenSize = screens()->size();
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const QRegion displayRegion(0, 0, screenSize.width(), screenSize.height());
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*mask = (damage == displayRegion) ? 0 : PAINT_SCREEN_REGION;
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const std::chrono::milliseconds presentTime =
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std::chrono::duration_cast<std::chrono::milliseconds>(renderLoop->nextPresentationTimestamp());
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if (Q_UNLIKELY(presentTime < m_expectedPresentTimestamp)) {
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qCDebug(KWIN_CORE, "Provided presentation timestamp is invalid: %ld (current: %ld)",
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presentTime.count(), m_expectedPresentTimestamp.count());
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} else {
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m_expectedPresentTimestamp = presentTime;
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}
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// preparation step
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static_cast<EffectsHandlerImpl*>(effects)->startPaint();
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QRegion region = damage;
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ScreenPrePaintData pdata;
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pdata.mask = *mask;
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pdata.paint = region;
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effects->prePaintScreen(pdata, m_expectedPresentTimestamp);
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*mask = pdata.mask;
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region = pdata.paint;
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if (*mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) {
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// Region painting is not possible with transformations,
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// because screen damage doesn't match transformed positions.
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*mask &= ~PAINT_SCREEN_REGION;
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region = infiniteRegion();
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} else if (*mask & PAINT_SCREEN_REGION) {
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// make sure not to go outside visible screen
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region &= displayRegion;
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} else {
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// whole screen, not transformed, force region to be full
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region = displayRegion;
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}
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painted_region = region;
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repaint_region = repaint;
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ScreenPaintData data(projection, effects->findScreen(painted_screen));
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effects->paintScreen(*mask, region, data);
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Q_EMIT frameRendered();
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Q_FOREACH (Window *w, stacking_order) {
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effects->postPaintWindow(effectWindow(w));
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}
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effects->postPaintScreen();
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// make sure not to go outside of the screen area
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*updateRegion = damaged_region;
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*validRegion = (region | painted_region) & displayRegion;
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repaint_region = QRegion();
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damaged_region = QRegion();
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m_paintScreenCount = 0;
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}
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// the function that'll be eventually called by paintScreen() above
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void Scene::finalPaintScreen(int mask, const QRegion ®ion, ScreenPaintData& data)
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{
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m_paintScreenCount++;
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if (mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS))
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paintGenericScreen(mask, data);
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else
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paintSimpleScreen(mask, region);
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}
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static void resetRepaintsHelper(Item *item, int screen)
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{
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item->resetRepaints(screen);
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const auto childItems = item->childItems();
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for (Item *childItem : childItems) {
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resetRepaintsHelper(childItem, screen);
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}
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}
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// The generic painting code that can handle even transformations.
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// It simply paints bottom-to-top.
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void Scene::paintGenericScreen(int orig_mask, const ScreenPaintData &)
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{
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QVector<Phase2Data> phase2;
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phase2.reserve(stacking_order.size());
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Q_FOREACH (Window * w, stacking_order) { // bottom to top
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// Let the scene window update the window pixmap tree.
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w->preprocess(w->windowItem());
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// Reset the repaint_region.
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// This has to be done here because many effects schedule a repaint for
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// the next frame within Effects::prePaintWindow.
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resetRepaintsHelper(w->windowItem(), painted_screen);
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WindowPrePaintData data;
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data.mask = orig_mask | (w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT);
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w->resetPaintingEnabled();
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data.paint = infiniteRegion(); // no clipping, so doesn't really matter
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data.clip = QRegion();
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data.quads = w->buildQuads();
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// preparation step
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effects->prePaintWindow(effectWindow(w), data, m_expectedPresentTimestamp);
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#if !defined(QT_NO_DEBUG)
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if (data.quads.isTransformed()) {
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qFatal("Pre-paint calls are not allowed to transform quads!");
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}
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#endif
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if (!w->isPaintingEnabled()) {
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continue;
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}
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phase2.append({w, infiniteRegion(), data.clip, data.mask, data.quads});
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}
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damaged_region = QRegion(QRect {{}, screens()->size()});
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if (m_paintScreenCount == 1) {
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aboutToStartPainting(painted_screen, damaged_region);
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if (orig_mask & PAINT_SCREEN_BACKGROUND_FIRST) {
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paintBackground(infiniteRegion());
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}
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}
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if (!(orig_mask & PAINT_SCREEN_BACKGROUND_FIRST)) {
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paintBackground(infiniteRegion());
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}
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Q_FOREACH (const Phase2Data & d, phase2) {
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paintWindow(d.window, d.mask, d.region, d.quads);
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}
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}
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static void accumulateRepaints(Item *item, int screen, QRegion *repaints)
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{
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*repaints += item->repaints(screen);
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item->resetRepaints(screen);
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const auto childItems = item->childItems();
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for (Item *childItem : childItems) {
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accumulateRepaints(childItem, screen, repaints);
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}
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}
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// The optimized case without any transformations at all.
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// It can paint only the requested region and can use clipping
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// to reduce painting and improve performance.
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void Scene::paintSimpleScreen(int orig_mask, const QRegion ®ion)
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{
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Q_ASSERT((orig_mask & (PAINT_SCREEN_TRANSFORMED
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| PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) == 0);
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QVector<Phase2Data> phase2data;
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phase2data.reserve(stacking_order.size());
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QRegion dirtyArea = region;
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bool opaqueFullscreen = false;
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// Traverse the scene windows from bottom to top.
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for (int i = 0; i < stacking_order.count(); ++i) {
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Window *window = stacking_order[i];
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Toplevel *toplevel = window->window();
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WindowPrePaintData data;
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data.mask = orig_mask | (window->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT);
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window->resetPaintingEnabled();
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data.paint = region;
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accumulateRepaints(window->windowItem(), painted_screen, &data.paint);
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// Let the scene window update the window pixmap tree.
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window->preprocess(window->windowItem());
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// Clip out the decoration for opaque windows; the decoration is drawn in the second pass
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opaqueFullscreen = false; // TODO: do we care about unmanged windows here (maybe input windows?)
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AbstractClient *client = dynamic_cast<AbstractClient *>(toplevel);
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if (window->isOpaque()) {
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if (client) {
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opaqueFullscreen = client->isFullScreen();
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}
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const SurfaceItem *surfaceItem = window->surfaceItem();
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if (surfaceItem) {
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data.clip |= surfaceItem->mapToGlobal(surfaceItem->shape());
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}
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} else if (toplevel->hasAlpha() && toplevel->opacity() == 1.0) {
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const SurfaceItem *surfaceItem = window->surfaceItem();
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if (surfaceItem) {
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const QRegion shape = surfaceItem->shape();
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const QRegion opaque = surfaceItem->opaque();
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data.clip = surfaceItem->mapToGlobal(shape & opaque);
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if (opaque == shape) {
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data.mask = orig_mask | PAINT_WINDOW_OPAQUE;
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}
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}
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} else {
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data.clip = QRegion();
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}
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if (client && !client->decorationHasAlpha() && toplevel->opacity() == 1.0) {
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data.clip |= window->decorationShape().translated(window->pos());
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}
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data.quads = window->buildQuads();
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// preparation step
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effects->prePaintWindow(effectWindow(window), data, m_expectedPresentTimestamp);
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#if !defined(QT_NO_DEBUG)
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if (data.quads.isTransformed()) {
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qFatal("Pre-paint calls are not allowed to transform quads!");
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}
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#endif
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if (!window->isPaintingEnabled()) {
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continue;
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}
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dirtyArea |= data.paint;
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// Schedule the window for painting
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phase2data.append({ window, data.paint, data.clip, data.mask, data.quads });
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}
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// Save the part of the repaint region that's exclusively rendered to
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// bring a reused back buffer up to date. Then union the dirty region
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// with the repaint region.
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const QRegion repaintClip = repaint_region - dirtyArea;
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dirtyArea |= repaint_region;
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const QSize &screenSize = screens()->size();
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const QRegion displayRegion(0, 0, screenSize.width(), screenSize.height());
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bool fullRepaint(dirtyArea == displayRegion); // spare some expensive region operations
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if (!fullRepaint) {
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extendPaintRegion(dirtyArea, opaqueFullscreen);
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fullRepaint = (dirtyArea == displayRegion);
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}
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QRegion allclips, upperTranslucentDamage;
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upperTranslucentDamage = repaint_region;
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// This is the occlusion culling pass
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for (int i = phase2data.count() - 1; i >= 0; --i) {
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Phase2Data *data = &phase2data[i];
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if (fullRepaint) {
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data->region = displayRegion;
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} else {
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data->region |= upperTranslucentDamage;
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}
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// subtract the parts which will possibly been drawn as part of
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// a higher opaque window
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data->region -= allclips;
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// Here we rely on WindowPrePaintData::setTranslucent() to remove
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// the clip if needed.
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if (!data->clip.isEmpty() && !(data->mask & PAINT_WINDOW_TRANSLUCENT)) {
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// clip away the opaque regions for all windows below this one
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allclips |= data->clip;
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// extend the translucent damage for windows below this by remaining (translucent) regions
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if (!fullRepaint) {
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upperTranslucentDamage |= data->region - data->clip;
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}
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} else if (!fullRepaint) {
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upperTranslucentDamage |= data->region;
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}
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}
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QRegion paintedArea;
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// Fill any areas of the root window not covered by opaque windows
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if (m_paintScreenCount == 1) {
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aboutToStartPainting(painted_screen, dirtyArea);
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if (orig_mask & PAINT_SCREEN_BACKGROUND_FIRST) {
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paintBackground(infiniteRegion());
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}
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}
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if (!(orig_mask & PAINT_SCREEN_BACKGROUND_FIRST)) {
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paintedArea = dirtyArea - allclips;
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paintBackground(paintedArea);
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}
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// Now walk the list bottom to top and draw the windows.
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for (int i = 0; i < phase2data.count(); ++i) {
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Phase2Data *data = &phase2data[i];
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// add all regions which have been drawn so far
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paintedArea |= data->region;
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data->region = paintedArea;
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paintWindow(data->window, data->mask, data->region, data->quads);
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}
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if (fullRepaint) {
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painted_region = displayRegion;
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damaged_region = displayRegion - repaintClip;
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} else {
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painted_region |= paintedArea;
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// Clip the repainted region from the damaged region.
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// It's important that we don't add the union of the damaged region
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// and the repainted region to the damage history. Otherwise the
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// repaint region will grow with every frame until it eventually
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// covers the whole back buffer, at which point we're always doing
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// full repaints.
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damaged_region = paintedArea - repaintClip;
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}
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}
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void Scene::addToplevel(Toplevel *c)
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{
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Q_ASSERT(!m_windows.contains(c));
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Scene::Window *w = createWindow(c);
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m_windows[ c ] = w;
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connect(c, &Toplevel::windowClosed, this, &Scene::windowClosed);
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c->effectWindow()->setSceneWindow(w);
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c->updateShadow();
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}
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void Scene::removeToplevel(Toplevel *toplevel)
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{
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Q_ASSERT(m_windows.contains(toplevel));
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delete m_windows.take(toplevel);
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toplevel->effectWindow()->setSceneWindow(nullptr);
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}
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void Scene::windowClosed(Toplevel *toplevel, Deleted *deleted)
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{
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if (!deleted) {
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removeToplevel(toplevel);
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return;
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}
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Q_ASSERT(m_windows.contains(toplevel));
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Window *window = m_windows.take(toplevel);
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window->updateToplevel(deleted);
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if (window->shadowItem()) {
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window->shadowItem()->shadow()->setToplevel(deleted);
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}
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m_windows[deleted] = window;
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}
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void Scene::createStackingOrder(const QList<Toplevel *> &toplevels)
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{
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// TODO: cache the stacking_order in case it has not changed
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Q_FOREACH (Toplevel *c, toplevels) {
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Q_ASSERT(m_windows.contains(c));
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stacking_order.append(m_windows[ c ]);
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}
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}
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void Scene::clearStackingOrder()
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{
|
|
stacking_order.clear();
|
|
}
|
|
|
|
static Scene::Window *s_recursionCheck = nullptr;
|
|
|
|
void Scene::paintWindow(Window* w, int mask, const QRegion &_region, const WindowQuadList &quads)
|
|
{
|
|
// no painting outside visible screen (and no transformations)
|
|
const QRegion region = _region & QRect({0, 0}, screens()->size());
|
|
if (region.isEmpty()) // completely clipped
|
|
return;
|
|
if (w->window()->isDeleted() && w->window()->skipsCloseAnimation()) {
|
|
// should not get painted
|
|
return;
|
|
}
|
|
|
|
if (s_recursionCheck == w) {
|
|
return;
|
|
}
|
|
|
|
WindowPaintData data(w->window()->effectWindow(), screenProjectionMatrix());
|
|
data.quads = quads;
|
|
effects->paintWindow(effectWindow(w), mask, region, data);
|
|
// paint thumbnails on top of window
|
|
paintWindowThumbnails(w, region, data.opacity(), data.brightness(), data.saturation());
|
|
// and desktop thumbnails
|
|
paintDesktopThumbnails(w);
|
|
}
|
|
|
|
static void adjustClipRegion(AbstractThumbnailItem *item, QRegion &clippingRegion)
|
|
{
|
|
if (item->clip() && item->clipTo()) {
|
|
// the x/y positions of the parent item are not correct. The margins are added, though the size seems fine
|
|
// that's why we have to get the offset by inspecting the anchors properties
|
|
QQuickItem *parentItem = item->clipTo();
|
|
QPointF offset;
|
|
QVariant anchors = parentItem->property("anchors");
|
|
if (anchors.isValid()) {
|
|
if (QObject *anchorsObject = anchors.value<QObject*>()) {
|
|
offset.setX(anchorsObject->property("leftMargin").toReal());
|
|
offset.setY(anchorsObject->property("topMargin").toReal());
|
|
}
|
|
}
|
|
QRectF rect = QRectF(parentItem->position() - offset, QSizeF(parentItem->width(), parentItem->height()));
|
|
if (QQuickItem *p = parentItem->parentItem()) {
|
|
rect = p->mapRectToScene(rect);
|
|
}
|
|
clippingRegion &= rect.adjusted(0,0,-1,-1).translated(item->window()->position()).toRect();
|
|
}
|
|
}
|
|
|
|
void Scene::paintWindowThumbnails(Scene::Window *w, const QRegion ®ion, qreal opacity, qreal brightness, qreal saturation)
|
|
{
|
|
EffectWindowImpl *wImpl = static_cast<EffectWindowImpl*>(effectWindow(w));
|
|
for (QHash<WindowThumbnailItem*, QPointer<EffectWindowImpl> >::const_iterator it = wImpl->thumbnails().constBegin();
|
|
it != wImpl->thumbnails().constEnd();
|
|
++it) {
|
|
if (it.value().isNull()) {
|
|
continue;
|
|
}
|
|
WindowThumbnailItem *item = it.key();
|
|
if (!item->isVisible()) {
|
|
continue;
|
|
}
|
|
EffectWindowImpl *thumb = it.value().data();
|
|
WindowPaintData thumbData(thumb, screenProjectionMatrix());
|
|
thumbData.setOpacity(opacity);
|
|
thumbData.setBrightness(brightness * item->brightness());
|
|
thumbData.setSaturation(saturation * item->saturation());
|
|
|
|
const QRect visualThumbRect(thumb->expandedGeometry());
|
|
|
|
QSizeF size = QSizeF(visualThumbRect.size());
|
|
size.scale(QSizeF(item->width(), item->height()), Qt::KeepAspectRatio);
|
|
if (size.width() > visualThumbRect.width() || size.height() > visualThumbRect.height()) {
|
|
size = QSizeF(visualThumbRect.size());
|
|
}
|
|
thumbData.setXScale(size.width() / static_cast<qreal>(visualThumbRect.width()));
|
|
thumbData.setYScale(size.height() / static_cast<qreal>(visualThumbRect.height()));
|
|
|
|
if (!item->window()) {
|
|
continue;
|
|
}
|
|
const QPointF point = item->mapToScene(QPointF(0,0));
|
|
qreal x = point.x() + w->x() + (item->width() - size.width())/2;
|
|
qreal y = point.y() + w->y() + (item->height() - size.height()) / 2;
|
|
x -= thumb->x();
|
|
y -= thumb->y();
|
|
// compensate shadow topleft padding
|
|
x += (thumb->x()-visualThumbRect.x())*thumbData.xScale();
|
|
y += (thumb->y()-visualThumbRect.y())*thumbData.yScale();
|
|
thumbData.setXTranslation(x);
|
|
thumbData.setYTranslation(y);
|
|
int thumbMask = PAINT_WINDOW_TRANSFORMED | PAINT_WINDOW_LANCZOS;
|
|
if (thumbData.opacity() == 1.0) {
|
|
thumbMask |= PAINT_WINDOW_OPAQUE;
|
|
} else {
|
|
thumbMask |= PAINT_WINDOW_TRANSLUCENT;
|
|
}
|
|
QRegion clippingRegion = region;
|
|
clippingRegion &= QRegion(wImpl->x(), wImpl->y(), wImpl->width(), wImpl->height());
|
|
adjustClipRegion(item, clippingRegion);
|
|
effects->drawWindow(thumb, thumbMask, clippingRegion, thumbData);
|
|
}
|
|
}
|
|
|
|
void Scene::paintDesktopThumbnails(Scene::Window *w)
|
|
{
|
|
EffectWindowImpl *wImpl = static_cast<EffectWindowImpl*>(effectWindow(w));
|
|
for (QList<DesktopThumbnailItem*>::const_iterator it = wImpl->desktopThumbnails().constBegin();
|
|
it != wImpl->desktopThumbnails().constEnd();
|
|
++it) {
|
|
DesktopThumbnailItem *item = *it;
|
|
if (!item->isVisible()) {
|
|
continue;
|
|
}
|
|
if (!item->window()) {
|
|
continue;
|
|
}
|
|
s_recursionCheck = w;
|
|
|
|
ScreenPaintData data;
|
|
const QSize &screenSize = screens()->size();
|
|
QSize size = screenSize;
|
|
|
|
size.scale(item->width(), item->height(), Qt::KeepAspectRatio);
|
|
data *= QVector2D(size.width() / double(screenSize.width()),
|
|
size.height() / double(screenSize.height()));
|
|
const QPointF point = item->mapToScene(item->position());
|
|
const qreal x = point.x() + w->x() + (item->width() - size.width())/2;
|
|
const qreal y = point.y() + w->y() + (item->height() - size.height()) / 2;
|
|
const QRect region = QRect(x, y, item->width(), item->height());
|
|
QRegion clippingRegion = region;
|
|
clippingRegion &= QRegion(wImpl->x(), wImpl->y(), wImpl->width(), wImpl->height());
|
|
adjustClipRegion(item, clippingRegion);
|
|
data += QPointF(x, y);
|
|
const int desktopMask = PAINT_SCREEN_TRANSFORMED | PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_BACKGROUND_FIRST;
|
|
paintDesktop(item->desktop(), desktopMask, clippingRegion, data);
|
|
s_recursionCheck = nullptr;
|
|
}
|
|
}
|
|
|
|
void Scene::paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data)
|
|
{
|
|
static_cast<EffectsHandlerImpl*>(effects)->paintDesktop(desktop, mask, region, data);
|
|
}
|
|
|
|
void Scene::aboutToStartPainting(int screenId, const QRegion &damage)
|
|
{
|
|
Q_UNUSED(screenId)
|
|
Q_UNUSED(damage)
|
|
}
|
|
|
|
// the function that'll be eventually called by paintWindow() above
|
|
void Scene::finalPaintWindow(EffectWindowImpl* w, int mask, const QRegion ®ion, WindowPaintData& data)
|
|
{
|
|
effects->drawWindow(w, mask, region, data);
|
|
}
|
|
|
|
// will be eventually called from drawWindow()
|
|
void Scene::finalDrawWindow(EffectWindowImpl* w, int mask, const QRegion ®ion, WindowPaintData& data)
|
|
{
|
|
if (waylandServer() && waylandServer()->isScreenLocked() && !w->window()->isLockScreen() && !w->window()->isInputMethod()) {
|
|
return;
|
|
}
|
|
w->sceneWindow()->performPaint(mask, region, data);
|
|
}
|
|
|
|
void Scene::extendPaintRegion(QRegion ®ion, bool opaqueFullscreen)
|
|
{
|
|
Q_UNUSED(region);
|
|
Q_UNUSED(opaqueFullscreen);
|
|
}
|
|
|
|
void Scene::screenGeometryChanged(const QSize &size)
|
|
{
|
|
if (!overlayWindow()) {
|
|
return;
|
|
}
|
|
overlayWindow()->resize(size);
|
|
}
|
|
|
|
bool Scene::makeOpenGLContextCurrent()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
void Scene::doneOpenGLContextCurrent()
|
|
{
|
|
}
|
|
|
|
bool Scene::supportsSurfacelessContext() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool Scene::supportsNativeFence() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
void Scene::triggerFence()
|
|
{
|
|
}
|
|
|
|
QMatrix4x4 Scene::screenProjectionMatrix() const
|
|
{
|
|
return QMatrix4x4();
|
|
}
|
|
|
|
QPainter *Scene::scenePainter() const
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
QImage *Scene::qpainterRenderBuffer(int screenId) const
|
|
{
|
|
Q_UNUSED(screenId)
|
|
return nullptr;
|
|
}
|
|
|
|
QVector<QByteArray> Scene::openGLPlatformInterfaceExtensions() const
|
|
{
|
|
return QVector<QByteArray>{};
|
|
}
|
|
|
|
PlatformSurfaceTexture *Scene::createPlatformSurfaceTextureInternal(SurfacePixmapInternal *pixmap)
|
|
{
|
|
Q_UNUSED(pixmap)
|
|
return nullptr;
|
|
}
|
|
|
|
PlatformSurfaceTexture *Scene::createPlatformSurfaceTextureX11(SurfacePixmapX11 *pixmap)
|
|
{
|
|
Q_UNUSED(pixmap)
|
|
return nullptr;
|
|
}
|
|
|
|
PlatformSurfaceTexture *Scene::createPlatformSurfaceTextureWayland(SurfacePixmapWayland *pixmap)
|
|
{
|
|
Q_UNUSED(pixmap)
|
|
return nullptr;
|
|
}
|
|
|
|
//****************************************
|
|
// Scene::Window
|
|
//****************************************
|
|
|
|
Scene::Window::Window(Toplevel *client, QObject *parent)
|
|
: QObject(parent)
|
|
, toplevel(client)
|
|
, filter(ImageFilterFast)
|
|
, disable_painting(0)
|
|
, cached_quad_list(nullptr)
|
|
{
|
|
if (qobject_cast<WaylandClient *>(client)) {
|
|
m_windowItem.reset(new WindowItemWayland(this));
|
|
} else if (qobject_cast<X11Client *>(client) || qobject_cast<Unmanaged *>(client)) {
|
|
m_windowItem.reset(new WindowItemX11(this));
|
|
} else if (qobject_cast<InternalClient *>(client)) {
|
|
m_windowItem.reset(new WindowItemInternal(this));
|
|
} else {
|
|
Q_UNREACHABLE();
|
|
}
|
|
|
|
connect(toplevel, &Toplevel::frameGeometryChanged, this, &Window::updateWindowPosition);
|
|
updateWindowPosition();
|
|
}
|
|
|
|
Scene::Window::~Window()
|
|
{
|
|
}
|
|
|
|
void Scene::Window::updateToplevel(Deleted *deleted)
|
|
{
|
|
toplevel = deleted;
|
|
}
|
|
|
|
void Scene::Window::referencePreviousPixmap()
|
|
{
|
|
if (surfaceItem()) {
|
|
referencePreviousPixmap_helper(surfaceItem());
|
|
}
|
|
}
|
|
|
|
void Scene::Window::referencePreviousPixmap_helper(SurfaceItem *item)
|
|
{
|
|
item->referencePreviousPixmap();
|
|
|
|
const QList<Item *> children = item->childItems();
|
|
for (Item *child : children) {
|
|
referencePreviousPixmap_helper(static_cast<SurfaceItem *>(child));
|
|
}
|
|
}
|
|
|
|
void Scene::Window::unreferencePreviousPixmap()
|
|
{
|
|
if (surfaceItem()) {
|
|
unreferencePreviousPixmap_helper(surfaceItem());
|
|
}
|
|
}
|
|
|
|
void Scene::Window::unreferencePreviousPixmap_helper(SurfaceItem *item)
|
|
{
|
|
item->unreferencePreviousPixmap();
|
|
|
|
const QList<Item *> children = item->childItems();
|
|
for (Item *child : children) {
|
|
unreferencePreviousPixmap_helper(static_cast<SurfaceItem *>(child));
|
|
}
|
|
}
|
|
|
|
QRegion Scene::Window::decorationShape() const
|
|
{
|
|
return QRegion(toplevel->rect()) - toplevel->transparentRect();
|
|
}
|
|
|
|
bool Scene::Window::isVisible() const
|
|
{
|
|
if (toplevel->isDeleted())
|
|
return false;
|
|
if (!toplevel->isOnCurrentDesktop())
|
|
return false;
|
|
if (!toplevel->isOnCurrentActivity())
|
|
return false;
|
|
if (AbstractClient *c = dynamic_cast<AbstractClient*>(toplevel))
|
|
return c->isShown(true);
|
|
return true; // Unmanaged is always visible
|
|
}
|
|
|
|
bool Scene::Window::isOpaque() const
|
|
{
|
|
return toplevel->opacity() == 1.0 && !toplevel->hasAlpha();
|
|
}
|
|
|
|
bool Scene::Window::isShaded() const
|
|
{
|
|
if (AbstractClient *client = qobject_cast<AbstractClient *>(toplevel))
|
|
return client->isShade();
|
|
return false;
|
|
}
|
|
|
|
bool Scene::Window::isPaintingEnabled() const
|
|
{
|
|
return !disable_painting;
|
|
}
|
|
|
|
void Scene::Window::resetPaintingEnabled()
|
|
{
|
|
disable_painting = 0;
|
|
if (toplevel->isDeleted())
|
|
disable_painting |= PAINT_DISABLED_BY_DELETE;
|
|
if (static_cast<EffectsHandlerImpl*>(effects)->isDesktopRendering()) {
|
|
if (!toplevel->isOnDesktop(static_cast<EffectsHandlerImpl*>(effects)->currentRenderedDesktop())) {
|
|
disable_painting |= PAINT_DISABLED_BY_DESKTOP;
|
|
}
|
|
} else {
|
|
if (!toplevel->isOnCurrentDesktop())
|
|
disable_painting |= PAINT_DISABLED_BY_DESKTOP;
|
|
}
|
|
if (!toplevel->isOnCurrentActivity())
|
|
disable_painting |= PAINT_DISABLED_BY_ACTIVITY;
|
|
if (AbstractClient *c = dynamic_cast<AbstractClient*>(toplevel)) {
|
|
if (c->isMinimized())
|
|
disable_painting |= PAINT_DISABLED_BY_MINIMIZE;
|
|
if (c->isHiddenInternal()) {
|
|
disable_painting |= PAINT_DISABLED;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Scene::Window::enablePainting(int reason)
|
|
{
|
|
disable_painting &= ~reason;
|
|
}
|
|
|
|
void Scene::Window::disablePainting(int reason)
|
|
{
|
|
disable_painting |= reason;
|
|
}
|
|
|
|
WindowQuadList Scene::Window::buildQuads(bool force) const
|
|
{
|
|
if (cached_quad_list != nullptr && !force)
|
|
return *cached_quad_list;
|
|
|
|
WindowQuadList *ret = new WindowQuadList;
|
|
|
|
if (!isShaded()) {
|
|
*ret += makeContentsQuads();
|
|
}
|
|
|
|
if (!toplevel->frameMargins().isNull()) {
|
|
QRect rects[4];
|
|
|
|
if (AbstractClient *client = qobject_cast<AbstractClient *>(toplevel)) {
|
|
client->layoutDecorationRects(rects[0], rects[1], rects[2], rects[3]);
|
|
} else if (Deleted *deleted = qobject_cast<Deleted *>(toplevel)) {
|
|
deleted->layoutDecorationRects(rects[0], rects[1], rects[2], rects[3]);
|
|
}
|
|
|
|
*ret += makeDecorationQuads(rects, decorationShape());
|
|
}
|
|
if (shadowItem() && toplevel->wantsShadowToBeRendered()) {
|
|
*ret << shadowItem()->shadow()->shadowQuads();
|
|
}
|
|
cached_quad_list.reset(ret);
|
|
return *ret;
|
|
}
|
|
|
|
WindowQuadList Scene::Window::makeDecorationQuads(const QRect *rects, const QRegion ®ion) const
|
|
{
|
|
WindowQuadList list;
|
|
|
|
const qreal textureScale = toplevel->screenScale();
|
|
const int padding = 1;
|
|
|
|
const QPoint topSpritePosition(padding, padding);
|
|
const QPoint bottomSpritePosition(padding, topSpritePosition.y() + rects[1].height() + 2 * padding);
|
|
const QPoint leftSpritePosition(bottomSpritePosition.y() + rects[3].height() + 2 * padding, padding);
|
|
const QPoint rightSpritePosition(leftSpritePosition.x() + rects[0].width() + 2 * padding, padding);
|
|
|
|
const QPoint offsets[4] = {
|
|
QPoint(-rects[0].x(), -rects[0].y()) + leftSpritePosition,
|
|
QPoint(-rects[1].x(), -rects[1].y()) + topSpritePosition,
|
|
QPoint(-rects[2].x(), -rects[2].y()) + rightSpritePosition,
|
|
QPoint(-rects[3].x(), -rects[3].y()) + bottomSpritePosition,
|
|
};
|
|
|
|
const Qt::Orientation orientations[4] = {
|
|
Qt::Vertical, // Left
|
|
Qt::Horizontal, // Top
|
|
Qt::Vertical, // Right
|
|
Qt::Horizontal, // Bottom
|
|
};
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
const QRegion intersectedRegion = (region & rects[i]);
|
|
for (const QRect &r : intersectedRegion) {
|
|
if (!r.isValid())
|
|
continue;
|
|
|
|
const bool swap = orientations[i] == Qt::Vertical;
|
|
|
|
const int x0 = r.x();
|
|
const int y0 = r.y();
|
|
const int x1 = r.x() + r.width();
|
|
const int y1 = r.y() + r.height();
|
|
|
|
const int u0 = (x0 + offsets[i].x()) * textureScale;
|
|
const int v0 = (y0 + offsets[i].y()) * textureScale;
|
|
const int u1 = (x1 + offsets[i].x()) * textureScale;
|
|
const int v1 = (y1 + offsets[i].y()) * textureScale;
|
|
|
|
WindowQuad quad(WindowQuadDecoration);
|
|
quad.setUVAxisSwapped(swap);
|
|
|
|
if (swap) {
|
|
quad[0] = WindowVertex(x0, y0, v0, u0); // Top-left
|
|
quad[1] = WindowVertex(x1, y0, v0, u1); // Top-right
|
|
quad[2] = WindowVertex(x1, y1, v1, u1); // Bottom-right
|
|
quad[3] = WindowVertex(x0, y1, v1, u0); // Bottom-left
|
|
} else {
|
|
quad[0] = WindowVertex(x0, y0, u0, v0); // Top-left
|
|
quad[1] = WindowVertex(x1, y0, u1, v0); // Top-right
|
|
quad[2] = WindowVertex(x1, y1, u1, v1); // Bottom-right
|
|
quad[3] = WindowVertex(x0, y1, u0, v1); // Bottom-left
|
|
}
|
|
|
|
list.append(quad);
|
|
}
|
|
}
|
|
|
|
return list;
|
|
}
|
|
|
|
WindowQuadList Scene::Window::makeContentsQuads() const
|
|
{
|
|
// TODO(vlad): What about the case where we need to build window quads for a deleted
|
|
// window? Presumably, the current window will be invalid so no window quads will be
|
|
// generated. Is it okay?
|
|
|
|
SurfaceItem *currentItem = surfaceItem();
|
|
if (!currentItem)
|
|
return WindowQuadList();
|
|
|
|
WindowQuadList quads;
|
|
int id = 0;
|
|
|
|
// We need to assign an id to each generated window quad in order to be able to match
|
|
// a list of window quads against a particular window pixmap. We traverse the window
|
|
// pixmap tree in the depth-first search manner and assign an id to each window quad.
|
|
// The id is the time when we visited the window pixmap.
|
|
|
|
QStack<SurfaceItem *> stack;
|
|
stack.push(currentItem);
|
|
|
|
while (!stack.isEmpty()) {
|
|
SurfaceItem *item = stack.pop();
|
|
|
|
const QRegion region = item->shape();
|
|
const int quadId = id++;
|
|
|
|
for (const QRectF rect : region) {
|
|
// Note that the window quad id is not unique if the window is shaped, i.e. the
|
|
// region contains more than just one rectangle. We assume that the "source" quad
|
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// had been subdivided.
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|
WindowQuad quad(WindowQuadContents, quadId);
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|
|
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const QPointF windowTopLeft = item->mapToWindow(rect.topLeft());
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const QPointF windowTopRight = item->mapToWindow(rect.topRight());
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const QPointF windowBottomRight = item->mapToWindow(rect.bottomRight());
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const QPointF windowBottomLeft = item->mapToWindow(rect.bottomLeft());
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|
|
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const QPointF bufferTopLeft = item->mapToBuffer(rect.topLeft());
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|
const QPointF bufferTopRight = item->mapToBuffer(rect.topRight());
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|
const QPointF bufferBottomRight = item->mapToBuffer(rect.bottomRight());
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|
const QPointF bufferBottomLeft = item->mapToBuffer(rect.bottomLeft());
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|
|
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quad[0] = WindowVertex(windowTopLeft, bufferTopLeft);
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|
quad[1] = WindowVertex(windowTopRight, bufferTopRight);
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|
quad[2] = WindowVertex(windowBottomRight, bufferBottomRight);
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|
quad[3] = WindowVertex(windowBottomLeft, bufferBottomLeft);
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|
|
|
quads << quad;
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|
}
|
|
|
|
// Push the child window pixmaps onto the stack, remember we're visiting the pixmaps
|
|
// in the depth-first search manner.
|
|
const QList<Item *> children = item->childItems();
|
|
for (auto it = children.rbegin(); it != children.rend(); ++it) {
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|
stack.push(static_cast<SurfaceItem *>(*it));
|
|
}
|
|
}
|
|
|
|
return quads;
|
|
}
|
|
|
|
void Scene::Window::discardQuads()
|
|
{
|
|
cached_quad_list.reset();
|
|
}
|
|
|
|
void Scene::Window::preprocess(Item *item)
|
|
{
|
|
item->preprocess();
|
|
|
|
const QList<Item *> children = item->childItems();
|
|
for (Item *child : children) {
|
|
preprocess(child);
|
|
}
|
|
}
|
|
|
|
WindowItem *Scene::Window::windowItem() const
|
|
{
|
|
return m_windowItem.data();
|
|
}
|
|
|
|
SurfaceItem *Scene::Window::surfaceItem() const
|
|
{
|
|
return m_windowItem->surfaceItem();
|
|
}
|
|
|
|
ShadowItem *Scene::Window::shadowItem() const
|
|
{
|
|
return m_windowItem->shadowItem();
|
|
}
|
|
|
|
void Scene::Window::updateWindowPosition()
|
|
{
|
|
m_windowItem->setPosition(pos());
|
|
}
|
|
|
|
//****************************************
|
|
// Scene::EffectFrame
|
|
//****************************************
|
|
Scene::EffectFrame::EffectFrame(EffectFrameImpl* frame)
|
|
: m_effectFrame(frame)
|
|
{
|
|
}
|
|
|
|
Scene::EffectFrame::~EffectFrame()
|
|
{
|
|
}
|
|
|
|
SceneFactory::SceneFactory(QObject *parent)
|
|
: QObject(parent)
|
|
{
|
|
}
|
|
|
|
SceneFactory::~SceneFactory()
|
|
{
|
|
}
|
|
|
|
} // namespace
|