kwin/lib/kwineffects.h
Rivo Laks 3f581b4d0c Add a method to subdivide the window into regular grid.
Will be used by wobbly windows effect.

svn path=/trunk/KDE/kdebase/workspace/; revision=781469
2008-03-02 22:28:50 +00:00

1068 lines
38 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWINEFFECTS_H
#define KWINEFFECTS_H
#include <kwinconfig.h>
#include <kwinglobals.h>
#include <QtCore/QPair>
#include <QtCore/QRect>
#include <QtGui/QRegion>
#include <QtGui/QFont>
#include <QtCore/QVector>
#include <QtCore/QList>
#include <QtCore/QHash>
#include <QtCore/QStack>
#include <KDE/KPluginFactory>
#include <KDE/KShortcutsEditor>
#include <assert.h>
#include <limits.h>
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
#include <X11/extensions/Xfixes.h>
#endif
class KLibrary;
class KConfigGroup;
class KActionCollection;
class QKeyEvent;
namespace KWin
{
class EffectWindow;
class EffectWindowGroup;
class Effect;
class WindowQuad;
class GLRenderTarget;
class GLShader;
class WindowQuadList;
class WindowPrePaintData;
class WindowPaintData;
class ScreenPrePaintData;
class ScreenPaintData;
typedef QPair< QString, Effect* > EffectPair;
typedef QPair< Effect*, Window > InputWindowPair;
typedef QList< EffectWindow* > EffectWindowList;
/** @defgroup kwineffects KWin effects library
* KWin effects library contains necessary classes for creating new KWin
* compositing effects.
*
* @section creating Creating new effects
* This example will demonstrate the basics of creating an effect. We'll use
* CoolEffect as the class name, cooleffect as internal name and
* "Cool Effect" as user-visible name of the effect.
*
* This example doesn't demonstrate how to write the effect's code. For that,
* see the documentation of the Effect class.
*
* @subsection creating-class CoolEffect class
* First you need to create CoolEffect class which has to be a subclass of
* @ref KWin::Effect. In that class you can reimplement various virtual
* methods to control how and where the windows are drawn.
*
* @subsection creating-macro KWIN_EFFECT macro
* To make KWin aware of your new effect, you first need to use the
* @ref KWIN_EFFECT macro to connect your effect's class to it's internal
* name. The internal name is used by KWin to identify your effect. It can be
* freely chosen (although it must be a single word), must be unique and won't
* be shown to the user. For our example, you would use the macro like this:
* @code
* KWIN_EFFECT(cooleffect, CoolEffect)
* @endcode
*
* @subsection creating-buildsystem Buildsystem
* To build the effect, you can use the KWIN_ADD_EFFECT() cmake macro which
* can be found in effects/CMakeLists.txt file in KWin's source. First
* argument of the macro is the name of the library that will contain
* your effect. Although not strictly required, it is usually a good idea to
* use the same name as your effect's internal name there. Following arguments
* to the macro are the files containing your effect's source. If our effect's
* source is in cooleffect.cpp, we'd use following:
* @code
* KWIN_ADD_EFFECT(cooleffect cooleffect.cpp)
* @endcode
*
* This macro takes care of compiling your effect. You'll also need to install
* your effect's .desktop file, so the example CMakeLists.txt file would be
* as follows:
* @code
* KWIN_ADD_EFFECT(cooleffect cooleffect.cpp)
* install( FILES cooleffect.desktop DESTINATION ${SERVICES_INSTALL_DIR}/kwin )
* @endcode
*
* @subsection creating-desktop Effect's .desktop file
* You will also need to create .desktop file to set name, description, icon
* and other properties of your effect. Important fields of the .desktop file
* are:
* @li Name User-visible name of your effect
* @li Icon Name of the icon of the effect
* @li Comment Short description of the effect
* @li Type must be "Service"
* @li X-KDE-ServiceTypes must be "KWin/Effect"
* @li X-KDE-PluginInfo-Name effect's internal name as passed to the KWIN_EFFECT macro plus "kwin4_effect_" prefix
* @li X-KDE-PluginInfo-Category effect's category. Should be one of Appearance, Accessibility, Window Management, Demos, Tests, Misc
* @li X-KDE-PluginInfo-EnabledByDefault whether the effect should be enabled by default (use sparingly). Default is false
* @li X-KDE-Library name of the library containing the effect. This is the first argument passed to the KWIN_ADD_EFFECT macro in cmake file plus "kwin4_effect_" prefix.
*
* Example cooleffect.desktop file follows:
* @code
[Desktop Entry]
Name=Cool Effect
Comment=The coolest effect you've ever seen
Icon=preferences-system-windows-effect-cooleffect
Type=Service
X-KDE-ServiceTypes=KWin/Effect
X-KDE-PluginInfo-Author=My Name
X-KDE-PluginInfo-Email=my@email.here
X-KDE-PluginInfo-Name=kwin4_effect_cooleffect
X-KDE-PluginInfo-Category=Misc
X-KDE-Library=kwin4_effect_cooleffect
* @endcode
*
*
* @section accessing Accessing windows and workspace
* Effects can gain access to the properties of windows and workspace via
* EffectWindow and EffectsHandler classes.
*
* There is one global EffectsHandler object which you can access using the
* @ref effects pointer.
* For each window, there is an EffectWindow object which can be used to read
* window properties such as position and also to change them.
*
* For more information about this, see the documentation of the corresponding
* classes.
*
* @{
**/
#define KWIN_EFFECT_API_MAKE_VERSION( major, minor ) (( major ) << 8 | ( minor ))
#define KWIN_EFFECT_API_VERSION_MAJOR 0
#define KWIN_EFFECT_API_VERSION_MINOR 7
#define KWIN_EFFECT_API_VERSION KWIN_EFFECT_API_MAKE_VERSION( \
KWIN_EFFECT_API_VERSION_MAJOR, KWIN_EFFECT_API_VERSION_MINOR )
/**
* Infinite region (i.e. a special region type saying that everything needs to be painted).
*/
KWIN_EXPORT inline
QRect infiniteRegion()
{ // INT_MIN / 2 because width/height is used (INT_MIN+INT_MAX==-1)
return QRect( INT_MIN / 2, INT_MIN / 2, INT_MAX, INT_MAX );
}
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
/**
* Convert QRegion to XserverRegion.
*/
KWIN_EXPORT XserverRegion toXserverRegion( QRegion region );
#endif
/**
* @short Base class for all KWin effects
*
* This is the base class for all effects. By reimplementing virtual methods
* of this class, you can customize how the windows are painted.
*
* The virtual methods of this class can broadly be divided into two
* categories: the methods used for painting and those you can use to be
* notified and react to certain events, e.g. that a window was closed.
*
* @section Chaining
* Most methods of this class are called in chain style. This means that when
* effects A and B area active then first e.g. A::paintWindow() is called and
* then from within that method B::paintWindow() is called (although
* indirectly). To achieve this, you need to make sure to call corresponding
* method in EffectsHandler class from each such method (using @ref effects
* pointer):
* @code
* void MyEffect::postPaintScreen()
* {
* // Do your own processing here
* ...
* // Call corresponding EffectsHandler method
* effects->postPaintScreen();
* }
* @endcode
*
* @section Effectsptr Effects pointer
* @ref effects pointer points to the global EffectsHandler object that you can
* use to interact with the windows.
*
* @section painting Painting stages
* Painting of windows is done in three stages:
* @li First, the prepaint pass.<br>
* Here you can specify how the windows will be painted, e.g. that they will
* be translucent and transformed.
* @li Second, the paint pass.<br>
* Here the actual painting takes place. You can change attributes such as
* opacity of windows as well as apply transformations to them. You can also
* paint something onto the screen yourself.
* @li Finally, the postpaint pass.<br>
* Here you can mark windows, part of windows or even the entire screen for
* repainting to create animations.
*
* For each stage there are *Screen() and *Window() methods. The window method
* is called for every window which the screen method is usually called just
* once.
**/
class KWIN_EXPORT Effect
{
public:
/** Flags controlling how painting is done. */
// TODO: is that ok here?
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,
/**
* The whole screen will be painted with transformed geometry.
* Forces the entire screen to be painted.
**/
PAINT_SCREEN_TRANSFORMED = 1 << 4,
/**
* At least one window will be painted with transformed geometry.
* Forces the entire screen to be painted.
**/
PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
/**
* Clear whole background as the very first step, without optimizing it
**/
PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6
};
/**
* Constructs new Effect object.
**/
Effect();
/**
* Destructs the Effect object.
**/
virtual ~Effect();
/**
* Called before starting to paint the screen.
* In this method you can:
* @li set whether the windows or the entire screen will be transformed
* @li change the region of the screen that will be painted
* @li do various housekeeping tasks such as initing your effect's variables
for the upcoming paint pass or updating animation's progress
**/
virtual void prePaintScreen( ScreenPrePaintData& data, int time );
/**
* In this method you can:
* @li paint something on top of the windows (by painting after calling
* effects->paintScreen())
* @li paint multiple desktops and/or multiple copies of the same desktop
* by calling effects->paintScreen() multiple times
**/
virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data );
/**
* Called after all the painting has been finished.
* In this method you can:
* @li schedule next repaint in case of animations
* You shouldn't paint anything here.
**/
virtual void postPaintScreen();
/**
* Called for every window before the actual paint pass
* In this method you can:
* @li enable or disable painting of the window (e.g. enable paiting of minimized window)
* @li set window to be painted with translucency
* @li set window to be transformed
* @li request the window to be divided into multiple parts
**/
virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time );
/**
* This is the main method for painting windows.
* In this method you can:
* @li do various transformations
* @li change opacity of the window
* @li change brightness and/or saturation, if it's supported
**/
virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
/**
* Called for every window after all painting has been finished.
* In this method you can:
* @li schedule next repaint for individual window(s) in case of animations
* You shouldn't paint anything here.
**/
virtual void postPaintWindow( EffectWindow* w );
/**
* Can be called to draw multiple copies (e.g. thumbnails) of a window.
* You can change window's opacity/brightness/etc here, but you can't
* do any transformations
**/
virtual void drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
/**
* This function is used e.g. by the shadow effect which adds area around windows
* that needs to be painted as well - e.g. when a window is hidden and the workspace needs
* to be repainted at that area, shadow's transformWindowDamage() adds the shadow area
* to it, so that it is repainted as well.
**/
virtual QRect transformWindowDamage( EffectWindow* w, const QRect& r );
/** called when moved/resized or once after it's finished */
virtual void windowUserMovedResized( EffectWindow* c, bool first, bool last );
virtual void windowOpacityChanged( EffectWindow* c, double old_opacity );
virtual void windowAdded( EffectWindow* c );
virtual void windowClosed( EffectWindow* c );
virtual void windowDeleted( EffectWindow* c );
virtual void windowActivated( EffectWindow* c );
virtual void windowMinimized( EffectWindow* c );
virtual void windowUnminimized( EffectWindow* c );
virtual void windowInputMouseEvent( Window w, QEvent* e );
virtual void desktopChanged( int old );
virtual void windowDamaged( EffectWindow* w, const QRect& r );
virtual void windowGeometryShapeChanged( EffectWindow* w, const QRect& old );
virtual void mouseChanged( const QPoint& pos, const QPoint& oldpos,
Qt::MouseButtons buttons, Qt::MouseButtons oldbuttons,
Qt::KeyboardModifiers modifiers, Qt::KeyboardModifiers oldmodifiers );
virtual void grabbedKeyboardEvent( QKeyEvent* e );
/**
Receives events registered for using EffectsHandler::registerPropertyType().
Use readProperty() to get the property data.
Note that the property may be already set on the window, so doing the same
processing from windowAdded() (e.g. simply calling propertyNotify() from it)
is usually needed.
*/
virtual void propertyNotify( EffectWindow* w, long atom );
virtual void tabBoxAdded( int mode );
virtual void tabBoxClosed();
virtual void tabBoxUpdated();
virtual bool borderActivated( ElectricBorder border );
static int displayWidth();
static int displayHeight();
static QPoint cursorPos();
/**
* Linearly interpolates between @p x and @p y.
*
* Returns @p x when @p a = 0; returns @p y when @p a = 1.
**/
static double interpolate(double x, double y, double a)
{
return x * (1 - a) + y * a;
}
/** Helper to set WindowPaintData and QRegion to necessary transformations so that
* a following drawWindow() would put the window at the requested geometry (useful for thumbnails)
**/
static void setPositionTransformations( WindowPaintData& data, QRect& region, EffectWindow* w,
const QRect& r, Qt::AspectRatioMode aspect );
};
/**
* Defines the class to be used for effect with given name.
* The name must be same as effect's X-KDE-PluginInfo-Name values in .desktop
* file, but without the "kwin4_effect_" prefix.
* E.g. KWIN_EFFECT( flames, MyFlameEffect )
* In this case object of MyFlameEffect class would be created when effect
* "flames" (which has X-KDE-PluginInfo-Name=kwin4_effect_flames in .desktop
* file) is loaded.
**/
#define KWIN_EFFECT( name, classname ) \
extern "C" { \
KWIN_EXPORT Effect* effect_create_kwin4_effect_##name() { return new classname; } \
KWIN_EXPORT int effect_version_kwin4_effect_##name() { return KWIN_EFFECT_API_VERSION; } \
}
/**
* Defines the function used to check whether an effect is supported
* E.g. KWIN_EFFECT_SUPPORTED( flames, MyFlameEffect::supported() )
**/
#define KWIN_EFFECT_SUPPORTED( name, function ) \
extern "C" { \
KWIN_EXPORT bool effect_supported_kwin4_effect_##name() { return function; } \
}
/**
* Defines the function used to retrieve an effect's config widget
* E.g. KWIN_EFFECT_CONFIG( flames, MyFlameEffectConfig )
**/
#define KWIN_EFFECT_CONFIG( name, classname ) \
K_PLUGIN_FACTORY(name##_factory, registerPlugin<classname>();) \
K_EXPORT_PLUGIN(name##_factory("kcm_kwineffect_" #name))
/**
* The declaration of the factory to export the effect
**/
#define KWIN_EFFECT_CONFIG_FACTORY K_PLUGIN_FACTORY_DECLARATION(EffectFactory)
/**
* @short Manager class that handles all the effects.
*
* This class creates Effect objects and calls it's appropriate methods.
*
* Effect objects can call methods of this class to interact with the
* workspace, e.g. to activate or move a specific window, change current
* desktop or create a special input window to receive mouse and keyboard
* events.
**/
class KWIN_EXPORT EffectsHandler
{
friend class Effect;
public:
EffectsHandler(CompositingType type);
virtual ~EffectsHandler();
// for use by effects
virtual void prePaintScreen( ScreenPrePaintData& data, int time ) = 0;
virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data ) = 0;
virtual void postPaintScreen() = 0;
virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time ) = 0;
virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) = 0;
virtual void postPaintWindow( EffectWindow* w ) = 0;
virtual void drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) = 0;
virtual QRect transformWindowDamage( EffectWindow* w, const QRect& r );
// Functions for handling input - e.g. when an Expose-like effect is shown, an input window
// covering the whole screen is created and all mouse events will be intercepted by it.
// The effect's windowInputMouseEvent() will get called with such events.
virtual Window createInputWindow( Effect* e, int x, int y, int w, int h, const QCursor& cursor ) = 0;
Window createInputWindow( Effect* e, const QRect& r, const QCursor& cursor );
virtual Window createFullScreenInputWindow( Effect* e, const QCursor& cursor );
virtual void destroyInputWindow( Window w ) = 0;
virtual QPoint cursorPos() const = 0;
virtual bool grabKeyboard( Effect* effect ) = 0;
virtual void ungrabKeyboard() = 0;
virtual void checkElectricBorder(const QPoint &pos, Time time) = 0;
virtual void reserveElectricBorder( ElectricBorder border ) = 0;
virtual void unreserveElectricBorder( ElectricBorder border ) = 0;
virtual void reserveElectricBorderSwitching( bool reserve ) = 0;
// functions that allow controlling windows/desktop
virtual void activateWindow( EffectWindow* c ) = 0;
virtual EffectWindow* activeWindow() const = 0 ;
virtual void moveWindow( EffectWindow* w, const QPoint& pos ) = 0;
virtual void windowToDesktop( EffectWindow* w, int desktop ) = 0;
//
virtual int currentDesktop() const = 0;
virtual int numberOfDesktops() const = 0;
virtual void setCurrentDesktop( int desktop ) = 0;
virtual QString desktopName( int desktop ) const = 0;
virtual int activeScreen() const = 0; // Xinerama
virtual QRect clientArea( clientAreaOption, int screen, int desktop ) const = 0;
virtual QRect clientArea( clientAreaOption, const EffectWindow* c ) const = 0;
virtual QRect clientArea( clientAreaOption, const QPoint& p, int desktop ) const = 0;
virtual void calcDesktopLayout(int* x, int* y, Qt::Orientation* orientation) const = 0;
virtual bool optionRollOverDesktops() const = 0;
virtual int desktopToLeft( int desktop, bool wrap ) const = 0;
virtual int desktopToRight( int desktop, bool wrap ) const = 0;
virtual int desktopUp( int desktop, bool wrap ) const = 0;
virtual int desktopDown( int desktop, bool wrap ) const = 0;
virtual EffectWindow* findWindow( WId id ) const = 0;
virtual EffectWindowList stackingOrder() const = 0;
// window will be temporarily painted as if being at the top of the stack
virtual void setElevatedWindow( EffectWindow* w, bool set ) = 0;
virtual void setTabBoxWindow(EffectWindow*) = 0;
virtual void setTabBoxDesktop(int) = 0;
virtual EffectWindowList currentTabBoxWindowList() const = 0;
virtual void refTabBox() = 0;
virtual void unrefTabBox() = 0;
virtual void closeTabBox() = 0;
virtual QList< int > currentTabBoxDesktopList() const = 0;
virtual int currentTabBoxDesktop() const = 0;
virtual EffectWindow* currentTabBoxWindow() const = 0;
virtual void setActiveFullScreenEffect( Effect* e ) = 0;
virtual Effect* activeFullScreenEffect() const = 0;
virtual void pushRenderTarget(GLRenderTarget* target) = 0;
virtual GLRenderTarget* popRenderTarget() = 0;
/**
* Schedules the entire workspace to be repainted next time.
* If you call it during painting (including prepaint) then it does not
* affect the current painting.
**/
virtual void addRepaintFull() = 0;
virtual void addRepaint( const QRect& r ) = 0;
virtual void addRepaint( int x, int y, int w, int h ) = 0;
CompositingType compositingType() const;
virtual unsigned long xrenderBufferPicture() = 0;
virtual void reconfigure() = 0;
/**
Makes KWin core watch PropertyNotify events for the given atom,
or stops watching if reg is false (must be called the same number
of times as registering). Events are sent using Effect::propertyNotify().
Note that even events that haven't been registered for can be received.
*/
virtual void registerPropertyType( long atom, bool reg ) = 0;
/**
* Paints given text onto screen, possibly in elided form
* @param text
* @param center center point of the painted text
* @param maxwidth if text is longer than this, is will be elided
* @param color color of the text, may contain alpha
* @param font font for the text
**/
bool paintText( const QString& text, const QPoint& center, int maxwidth,
const QColor& color, const QFont& font = QFont() );
bool paintTextWithBackground( const QString& text, const QPoint& center, int maxwidth,
const QColor& color, const QColor& bgcolor,
const QFont& font = QFont() );
/**
* Sends message over DCOP to reload given effect.
* @param effectname effect's name without "kwin4_effect_" prefix.
* Can be called from effect's config module to apply config changes.
**/
static void sendReloadMessage( const QString& effectname );
/**
* @return @ref KConfigGroup which holds given effect's config options
**/
static KConfigGroup effectConfig( const QString& effectname );
protected:
QVector< EffectPair > loaded_effects;
QHash< QString, KLibrary* > effect_libraries;
QList< InputWindowPair > input_windows;
//QHash< QString, EffectFactory* > effect_factories;
int current_paint_screen;
int current_paint_window;
int current_draw_window;
int current_transform;
CompositingType compositing_type;
};
/**
* @short Representation of a window used by/for Effect classes.
*
* The purpose is to hide internal data and also to serve as a single
* representation for the case when Client/Unmanaged becomes Deleted.
**/
class KWIN_EXPORT EffectWindow
{
public:
/** 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
};
EffectWindow();
virtual ~EffectWindow();
virtual void enablePainting( int reason ) = 0;
virtual void disablePainting( int reason ) = 0;
virtual bool isPaintingEnabled() = 0;
virtual void addRepaint( const QRect& r ) = 0;
virtual void addRepaint( int x, int y, int w, int h ) = 0;
virtual void addRepaintFull() = 0;
virtual void refWindow() = 0;
virtual void unrefWindow() = 0;
virtual bool isDeleted() const = 0;
virtual bool isMinimized() const = 0;
virtual double opacity() const = 0;
virtual bool isOnDesktop( int d ) const;
virtual bool isOnCurrentDesktop() const;
virtual bool isOnAllDesktops() const = 0;
virtual int desktop() const = 0; // prefer isOnXXX()
virtual int x() const = 0;
virtual int y() const = 0;
virtual int width() const = 0;
virtual int height() const = 0;
virtual QRect geometry() const = 0;
virtual QRegion shape() const = 0;
/** @internal Do not use */
virtual bool hasOwnShape() const = 0; // only for shadow effect, for now
virtual QPoint pos() const = 0;
virtual QSize size() const = 0;
virtual QRect rect() const = 0;
virtual bool isMovable() const = 0;
virtual bool isUserMove() const = 0;
virtual bool isUserResize() const = 0;
virtual QRect iconGeometry() const = 0;
/**
* Geometry of the actual window contents inside the whole (including decorations) window.
*/
virtual QRect contentsRect() const = 0;
bool hasDecoration() const;
virtual QByteArray readProperty( long atom, long type, int format ) const = 0;
virtual QString caption() const = 0;
virtual QPixmap icon() const = 0;
virtual QString windowClass() const = 0;
virtual QString windowRole() const = 0;
virtual const EffectWindowGroup* group() const = 0;
virtual bool isDesktop() const = 0;
virtual bool isDock() const = 0;
virtual bool isToolbar() const = 0;
virtual bool isTopMenu() const = 0;
virtual bool isMenu() const = 0;
virtual bool isNormalWindow() const = 0; // normal as in 'NET::Normal or NET::Unknown non-transient'
virtual bool isSpecialWindow() const = 0;
virtual bool isDialog() const = 0;
virtual bool isSplash() const = 0;
virtual bool isUtility() const = 0;
virtual bool isDropdownMenu() const = 0;
virtual bool isPopupMenu() const = 0; // a context popup, not dropdown, not torn-off
virtual bool isTooltip() const = 0;
virtual bool isNotification() const = 0;
virtual bool isComboBox() const = 0;
virtual bool isDNDIcon() const = 0;
virtual bool isManaged() const = 0; // whether it's managed or override-redirect
virtual bool isModal() const = 0;
virtual EffectWindow* findModal() = 0;
virtual EffectWindowList mainWindows() const = 0;
// TODO internal?
virtual WindowQuadList buildQuads() const = 0;
};
class KWIN_EXPORT EffectWindowGroup
{
public:
virtual ~EffectWindowGroup();
virtual EffectWindowList members() const = 0;
};
class KWIN_EXPORT GlobalShortcutsEditor : public KShortcutsEditor
{
public:
GlobalShortcutsEditor( QWidget *parent );
};
/**
* @short Vertex class
*
* A vertex is one position in a window. WindowQuad consists of four WindowVertex objects
* and represents one part of a window.
**/
class KWIN_EXPORT WindowVertex
{
public:
double x() const;
double y() const;
void move( double x, double y );
void setX( double x );
void setY( double y );
double originalX() const;
double originalY() const;
WindowVertex();
WindowVertex( double x, double y, double tx, double ty );
private:
friend class WindowQuad;
friend class WindowQuadList;
double px, py; // position
double ox, oy; // origional position
double tx, ty; // texture coords
};
enum WindowQuadType
{
WindowQuadError, // for the stupid default ctor
WindowQuadContents,
WindowQuadDecoration
};
/**
* @short Class representing one area of a window.
*
* WindowQuads consists of four WindowVertex objects and represents one part of a window.
*/
// NOTE: This class expects the (original) vertices to be in the clockwise order starting from topleft.
class KWIN_EXPORT WindowQuad
{
public:
explicit WindowQuad( WindowQuadType type );
WindowQuad makeSubQuad( double x1, double y1, double x2, double y2 ) const;
WindowVertex& operator[]( int index );
const WindowVertex& operator[]( int index ) const;
bool decoration() const;
double left() const;
double right() const;
double top() const;
double bottom() const;
double originalLeft() const;
double originalRight() const;
double originalTop() const;
double originalBottom() const;
bool smoothNeeded() const;
bool isTransformed() const;
private:
friend class WindowQuadList;
WindowVertex verts[ 4 ];
WindowQuadType type; // 0 - contents, 1 - decoration
};
class KWIN_EXPORT WindowQuadList
: public QList< WindowQuad >
{
public:
WindowQuadList splitAtX( double x ) const;
WindowQuadList splitAtY( double y ) const;
WindowQuadList makeGrid( int maxquadsize ) const;
WindowQuadList makeRegularGrid( int xSubdivisions, int ySubdivisions ) const;
WindowQuadList select( WindowQuadType type ) const;
WindowQuadList filterOut( WindowQuadType type ) const;
bool smoothNeeded() const;
void makeArrays( float** vertices, float** texcoords ) const;
};
class KWIN_EXPORT WindowPrePaintData
{
public:
int mask;
/**
* Region that will be painted, in screen coordinates.
**/
QRegion paint;
/**
* The clip region will be substracted from paint region of following windows.
* I.e. window will definitely cover it's clip region
**/
QRegion clip;
WindowQuadList quads;
/**
* Simple helper that sets data to say the window will be painted as non-opaque.
* Takes also care of changing the regions.
*/
void setTranslucent();
/**
* Helper to mark that this window will be transformed
**/
void setTransformed();
};
class KWIN_EXPORT WindowPaintData
{
public:
WindowPaintData( EffectWindow* w );
/**
* Window opacity, in range 0 = transparent to 1 = fully opaque
* Opacity for contents is opacity*contents_opacity, the same
* way for decoration.
*/
double opacity;
double contents_opacity;
double decoration_opacity;
double xScale;
double yScale;
int xTranslate;
int yTranslate;
/**
* Saturation of the window, in range [0; 1]
* 1 means that the window is unchanged, 0 means that it's completely
* unsaturated (greyscale). 0.5 would make the colors less intense,
* but not completely grey
**/
double saturation;
/**
* Brightness of the window, in range [0; 1]
* 1 means that the window is unchanged, 0 means that it's completely
* black. 0.5 would make it 50% darker than usual
**/
double brightness;
WindowQuadList quads;
/**
* Shader to be used for rendering, if any.
*/
GLShader* shader;
};
class KWIN_EXPORT ScreenPaintData
{
public:
ScreenPaintData();
double xScale;
double yScale;
int xTranslate;
int yTranslate;
};
class KWIN_EXPORT ScreenPrePaintData
{
public:
int mask;
QRegion paint;
};
/**
* @short Helper class for restricting painting area only to allowed area.
*
* This helper class helps specifying areas that should be painted, clipping
* out the rest. The simplest usage is creating an object on the stack
* and giving it the area that is allowed to be painted to. When the object
* is destroyed, the restriction will be removed.
* Note that all painting code must use paintArea() to actually perform the clipping.
*/
class KWIN_EXPORT PaintClipper
{
public:
/**
* Calls push().
*/
PaintClipper( const QRegion& allowed_area );
/**
* Calls pop().
*/
~PaintClipper();
/**
* Allows painting only in the given area. When areas have been already
* specified, painting is allowed only in the intersection of all areas.
*/
static void push( const QRegion& allowed_area );
/**
* Removes the given area. It must match the top item in the stack.
*/
static void pop( const QRegion& allowed_area );
/**
* Returns true if any clipping should be performed.
*/
static bool clip();
/**
* If clip() returns true, this function gives the resulting area in which
* painting is allowed. It is usually simpler to use the helper Iterator class.
*/
static QRegion paintArea();
/**
* Helper class to perform the clipped painting. The usage is:
* @code
* for( PaintClipper::Iterator iterator;
* !iterator.isDone();
* iterator.next())
* { // do the painting, possibly use iterator.boundingRect()
* }
* @endcode
*/
class KWIN_EXPORT Iterator
{
public:
Iterator();
~Iterator();
bool isDone();
void next();
QRect boundingRect() const;
private:
struct Data;
Data* data;
};
private:
QRegion area;
static QStack< QRegion >* areas;
};
/**
* Pointer to the global EffectsHandler object.
**/
extern KWIN_EXPORT EffectsHandler* effects;
/***************************************************************
WindowVertex
***************************************************************/
inline
WindowVertex::WindowVertex()
: px( 0 ), py( 0 ), tx( 0 ), ty( 0 )
{
}
inline
WindowVertex::WindowVertex( double _x, double _y, double _tx, double _ty )
: px( _x ), py( _y ), ox( _x ), oy( _y ), tx( _tx ), ty( _ty )
{
}
inline
double WindowVertex::x() const
{
return px;
}
inline
double WindowVertex::y() const
{
return py;
}
inline
double WindowVertex::originalX() const
{
return ox;
}
inline
double WindowVertex::originalY() const
{
return oy;
}
inline
void WindowVertex::move( double x, double y )
{
px = x;
py = y;
}
inline
void WindowVertex::setX( double x )
{
px = x;
}
inline
void WindowVertex::setY( double y )
{
py = y;
}
/***************************************************************
WindowQuad
***************************************************************/
inline
WindowQuad::WindowQuad( WindowQuadType t )
: type( t )
{
}
inline
WindowVertex& WindowQuad::operator[]( int index )
{
assert( index >= 0 && index < 4 );
return verts[ index ];
}
inline
const WindowVertex& WindowQuad::operator[]( int index ) const
{
assert( index >= 0 && index < 4 );
return verts[ index ];
}
inline
bool WindowQuad::decoration() const
{
assert( type != WindowQuadError );
return type == WindowQuadDecoration;
}
inline
bool WindowQuad::isTransformed() const
{
return !( verts[ 0 ].px == verts[ 0 ].ox && verts[ 0 ].py == verts[ 0 ].oy
&& verts[ 1 ].px == verts[ 1 ].ox && verts[ 1 ].py == verts[ 1 ].oy
&& verts[ 2 ].px == verts[ 2 ].ox && verts[ 2 ].py == verts[ 2 ].oy
&& verts[ 3 ].px == verts[ 3 ].ox && verts[ 3 ].py == verts[ 3 ].oy );
}
inline
double WindowQuad::left() const
{
return qMin( verts[ 0 ].px, qMin( verts[ 1 ].px, qMin( verts[ 2 ].px, verts[ 3 ].px )));
}
inline
double WindowQuad::right() const
{
return qMax( verts[ 0 ].px, qMax( verts[ 1 ].px, qMax( verts[ 2 ].px, verts[ 3 ].px )));
}
inline
double WindowQuad::top() const
{
return qMin( verts[ 0 ].py, qMin( verts[ 1 ].py, qMin( verts[ 2 ].py, verts[ 3 ].py )));
}
inline
double WindowQuad::bottom() const
{
return qMax( verts[ 0 ].py, qMax( verts[ 1 ].py, qMax( verts[ 2 ].py, verts[ 3 ].py )));
}
inline
double WindowQuad::originalLeft() const
{
return verts[ 0 ].ox;
}
inline
double WindowQuad::originalRight() const
{
return verts[ 2 ].ox;
}
inline
double WindowQuad::originalTop() const
{
return verts[ 0 ].oy;
}
inline
double WindowQuad::originalBottom() const
{
return verts[ 2 ].oy;
}
} // namespace
/** @} */
#endif // KWINEFFECTS_H