10b31e7222
svn path=/branches/work/kwin_composite/; revision=598831
200 lines
6.2 KiB
C++
200 lines
6.2 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) 2006 Lubos Lunak <l.lunak@kde.org>
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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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// TODO MIT or some other licence, perhaps move to some lib
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#ifndef KWIN_EFFECTS_H
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#define KWIN_EFFECTS_H
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#include <qmap.h>
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#include <qpoint.h>
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#include <qtimer.h>
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#include "scene.h"
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namespace KWinInternal
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{
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class Toplevel;
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class Workspace;
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class WindowPaintData
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{
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public:
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WindowPaintData();
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double opacity;
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double xScale;
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double yScale;
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int xTranslate;
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int yTranslate;
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};
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class ScreenPaintData
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{
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public:
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ScreenPaintData();
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int xTranslate;
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int yTranslate;
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};
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class Effect
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{
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public:
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virtual ~Effect();
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virtual void prePaintScreen( int* mask, QRegion* region, int time );
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virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data );
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virtual void prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time );
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virtual void paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data );
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// called when moved/resized or once after it's finished
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virtual void windowUserMovedResized( Toplevel* c, bool first, bool last );
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virtual void windowAdded( Toplevel* c );
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virtual void windowDeleted( Toplevel* c );
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};
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class EffectsHandler
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{
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public:
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EffectsHandler( Workspace* ws );
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~EffectsHandler();
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// for use by effects
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void nextPrePaintScreen( int* mask, QRegion* region, int time );
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void nextPaintScreen( int mask, QRegion region, ScreenPaintData& data );
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void nextPrePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time );
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void nextPaintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data );
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// internal (used by kwin core or compositing code)
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void prePaintScreen( int* mask, QRegion* region, int time, Effect* final );
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void paintScreen( int mask, QRegion region, ScreenPaintData& data, Effect* final );
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void prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time, Effect* final );
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void paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data, Effect* final );
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void windowUserMovedResized( Toplevel* c, bool first, bool last );
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void windowAdded( Toplevel* c );
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void windowDeleted( Toplevel* c );
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private:
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QVector< Effect* > effects;
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int current_paint_window;
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int current_paint_screen;
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};
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extern EffectsHandler* effects;
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class MakeHalfTransparent
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: public Effect
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{
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public:
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virtual void windowUserMovedResized( Toplevel* c, bool first, bool last );
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virtual void prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time );
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virtual void paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data );
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};
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class ShakyMove
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: public QObject, public Effect
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{
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Q_OBJECT
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public:
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ShakyMove();
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virtual void windowUserMovedResized( Toplevel* c, bool first, bool last );
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virtual void prePaintScreen( int* mask, QRegion* region, int time );
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virtual void prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time );
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virtual void paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data );
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virtual void windowDeleted( Toplevel* c );
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private slots:
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void tick();
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private:
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QMap< const Toplevel*, int > windows;
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QTimer timer;
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};
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#if 0
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class GrowMove
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: public Effect
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{
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public:
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virtual void windowUserMovedResized( Toplevel* c, bool first, bool last );
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virtual void transformWindow( Toplevel* c, Matrix& m, EffectData& data );
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};
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#endif
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class ShiftWorkspaceUp
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: public QObject, public Effect
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{
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Q_OBJECT
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public:
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ShiftWorkspaceUp( Workspace* ws );
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virtual void prePaintScreen( int* mask, QRegion* region, int time );
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virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data );
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private slots:
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void tick();
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private:
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QTimer timer;
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bool up;
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int diff;
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Workspace* wspace;
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};
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class FadeIn
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: public Effect
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{
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public:
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virtual void prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time );
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virtual void paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data );
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// TODO react also on virtual desktop changes
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virtual void windowAdded( Toplevel* c );
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virtual void windowDeleted( Toplevel* c );
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private:
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QMap< const Toplevel*, double > windows;
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};
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class ScaleIn
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: public Effect
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{
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public:
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virtual void prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time );
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virtual void paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data );
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// TODO react also on virtual desktop changes
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virtual void windowAdded( Toplevel* c );
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virtual void windowDeleted( Toplevel* c );
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private:
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QMap< const Toplevel*, double > windows;
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};
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// a special effect that is last in the order that'll actually call the painting functions
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// TODO this should actually be in scene.h
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class Scene::WrapperEffect
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: public Effect
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{
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public:
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virtual ~WrapperEffect();
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virtual void prePaintScreen( int* mask, QRegion* region, int time );
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virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data );
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virtual void prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time );
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virtual void paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data );
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};
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inline
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WindowPaintData::WindowPaintData()
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: opacity( 1.0 )
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, xScale( 1 )
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, yScale( 1 )
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, xTranslate( 0 )
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, yTranslate( 0 )
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{
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}
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inline
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ScreenPaintData::ScreenPaintData()
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: xTranslate( 0 )
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, yTranslate( 0 )
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{
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}
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} // namespace
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#endif
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