kwin/scene.h
Luboš Luňák 5faa397849 Vertex redesign - redo the way windows are split into smaller parts
for use in effects (and not only). Now a list of window quads (=window areas)
is created at the beginning of the paint pass, prepaint calls can modify
the split itself (i.e. divide it into more parts). The actual paint calls
can then modify these quads (i.e. transform their geometry). This will allow
better control of how the split is done and also allow painting e.g. only
the decoration differently. Still work in progress, but it works.
Also pass data to prepaint functions in a struct, as there is
already quite a number of them.


svn path=/trunk/KDE/kdebase/workspace/; revision=684893
2007-07-07 14:01:32 +00:00

256 lines
8.6 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#ifndef KWIN_SCENE_H
#define KWIN_SCENE_H
#include <qdatetime.h>
#include "toplevel.h"
#include "utils.h"
#include "kwineffects.h"
namespace KWin
{
class Workspace;
class Deleted;
class EffectWindowImpl;
// The base class for compositing backends.
class Scene
{
public:
Scene( Workspace* ws );
virtual ~Scene() = 0;
class Window;
// Returns true if the ctor failed to properly initialize.
virtual bool initFailed() const = 0;
virtual CompositingType compositingType() const = 0;
// Repaints the given screen areas, windows provides the stacking order.
// The entry point for the main part of the painting pass.
virtual void paint( QRegion damage, ToplevelList windows ) = 0;
// Notification function - KWin core informs about changes.
// Used to mainly discard cached data.
// shape/size of a window changed
virtual void windowGeometryShapeChanged( Toplevel* ) = 0;
// opacity of a window changed
virtual void windowOpacityChanged( Toplevel* ) = 0;
// a new window has been created
virtual void windowAdded( Toplevel* ) = 0;
// a window has been closed
virtual void windowClosed( Toplevel*, Deleted* ) = 0;
// a window has been destroyed
virtual void windowDeleted( Deleted* ) = 0;
// Flags controlling how painting is done.
enum
{
// Window (or at least part of it) will be painted opaque.
PAINT_WINDOW_OPAQUE = 1 << 0,
// Window (or at least part of it) will be painted translucent.
PAINT_WINDOW_TRANSLUCENT = 1 << 1,
// Window will be painted with transformed geometry.
PAINT_WINDOW_TRANSFORMED = 1 << 2,
// Paint only a region of the screen (can be optimized, cannot
// be used together with TRANSFORMED flags).
PAINT_SCREEN_REGION = 1 << 3,
// Whole screen will be painted with transformed geometry.
PAINT_SCREEN_TRANSFORMED = 1 << 4,
// At least one window will be painted with transformed geometry.
PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
// Clear whole background as the very first step, without optimizing it
PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6
};
// types of filtering available
enum ImageFilterType { ImageFilterFast, ImageFilterGood };
// there's nothing to paint (adjust time_diff later)
void idle();
bool waitSyncAvailable() { return has_waitSync; }
protected:
// shared implementation, starts painting the screen
void paintScreen( int* mask, QRegion* region );
friend class EffectsHandlerImpl;
// called after all effects had their paintScreen() called
void finalPaintScreen( int mask, QRegion region, ScreenPaintData& data );
// shared implementation of painting the screen in the generic
// (unoptimized) way
virtual void paintGenericScreen( int mask, ScreenPaintData data );
// shared implementation of painting the screen in an optimized way
virtual void paintSimpleScreen( int mask, QRegion region );
// paint the background (not the desktop background - the whole background)
virtual void paintBackground( QRegion region ) = 0;
// called after all effects had their paintWindow() called
void finalPaintWindow( EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data );
// shared implementation, starts painting the window
virtual void paintWindow( Window* w, int mask, QRegion region, WindowQuadList quads );
// called after all effects had their drawWindow() called
void finalDrawWindow( EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data );
// creates initial quad list for a window
virtual WindowQuadList buildQuads( const Window* w );
// infinite region, i.e. everything
static QRegion infiniteRegion();
// compute time since the last repaint
void updateTimeDiff();
// saved data for 2nd pass of optimized screen painting
struct Phase2Data
{
Phase2Data( Window* w, QRegion r, int m, const WindowQuadList& q )
: window( w ), region( r ), mask( m ), quads( q ) {}
Window* window;
QRegion region;
int mask;
WindowQuadList quads;
};
// windows in their stacking order
QVector< Window* > stacking_order;
// The region which actually has been painted by paintScreen() and should be
// copied from the buffer to the screen. I.e. the region returned from Scene::paintScreen().
// Since prePaintWindow() can extend areas to paint, these changes would have to propagate
// up all the way from paintSimpleScreen() up to paintScreen(), so save them here rather
// than propagate them up in arguments.
QRegion painted_region;
// time since last repaint
int time_diff;
QTime last_time;
Workspace* wspace;
bool has_waitSync;
};
// The base class for windows representations in composite backends
class Scene::Window
{
public:
Window( Toplevel* c );
virtual ~Window();
// perform the actual painting of the window
virtual void performPaint( int mask, QRegion region, WindowPaintData data ) = 0;
virtual void prepareForPainting() {}
// do any cleanup needed when the window's composite pixmap is discarded
virtual void pixmapDiscarded() {}
int x() const;
int y() const;
int width() const;
int height() const;
QRect geometry() const;
QPoint pos() const;
QSize size() const;
QRect rect() const;
// access to the internal window class
// TODO eventually get rid of this
Toplevel* window();
// should the window be painted
bool isPaintingEnabled() const;
void resetPaintingEnabled();
// Flags explaining why painting should be disabled
enum
{
// Window will not be painted
PAINT_DISABLED = 1 << 0,
// Window will not be painted because it is deleted
PAINT_DISABLED_BY_DELETE = 1 << 1,
// Window will not be painted because of which desktop it's on
PAINT_DISABLED_BY_DESKTOP = 1 << 2,
// Window will not be painted because it is minimized
PAINT_DISABLED_BY_MINIMIZE = 1 << 3
};
void enablePainting( int reason );
void disablePainting( int reason );
// is the window visible at all
bool isVisible() const;
// is the window fully opaque
bool isOpaque() const;
// shape of the window
QRegion shape() const;
void discardShape();
void updateToplevel( Toplevel* c );
protected:
Toplevel* toplevel;
ImageFilterType filter;
private:
int disable_painting;
mutable QRegion shape_region;
mutable bool shape_valid;
Q_DISABLE_COPY(Window)
};
extern Scene* scene;
inline
QRegion Scene::infiniteRegion()
{ // INT_MIN / 2 because width/height is used (INT_MIN+INT_MAX==-1)
return QRegion( INT_MIN / 2, INT_MIN / 2, INT_MAX, INT_MAX );
}
inline
int Scene::Window::x() const
{
return toplevel->x();
}
inline
int Scene::Window::y() const
{
return toplevel->y();
}
inline
int Scene::Window::width() const
{
return toplevel->width();
}
inline
int Scene::Window::height() const
{
return toplevel->height();
}
inline
QRect Scene::Window::geometry() const
{
return toplevel->geometry();
}
inline
QSize Scene::Window::size() const
{
return toplevel->size();
}
inline
QPoint Scene::Window::pos() const
{
return toplevel->pos();
}
inline
QRect Scene::Window::rect() const
{
return toplevel->rect();
}
inline
Toplevel* Scene::Window::window()
{
return toplevel;
}
inline
void Scene::Window::updateToplevel( Toplevel* c )
{
toplevel = c;
}
} // namespace
#endif