0ae5a772e7
to hide the change from Client/Unmanaged and eventually also act as the only API available to effects. svn path=/branches/work/kwin_composite/; revision=626360
220 lines
6.4 KiB
C++
220 lines
6.4 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 "scene.h"
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#include <qpair.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 EffectWindow;
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class WindowPaintData
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{
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public:
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WindowPaintData();
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/**
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* Window opacity, in range 0 = transparent to 1 = fully opaque
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*/
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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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* Saturation of the window, in range [0; 1]
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* 1 means that the window is unchanged, 0 means that it's completely
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* unsaturated (greyscale). 0.5 would make the colors less intense,
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* but not completely grey
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**/
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float saturation;
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/**
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* Brightness of the window, in range [0; 1]
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* 1 means that the window is unchanged, 0 means that it's completely
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* black. 0.5 would make it 50% darker than usual
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**/
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float brightness;
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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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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 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 postPaintScreen();
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virtual void prePaintWindow( EffectWindow* w, int* mask, QRegion* region, int time );
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virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
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virtual void postPaintWindow( EffectWindow* w );
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// called when moved/resized or once after it's finished
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virtual void windowUserMovedResized( EffectWindow* c, bool first, bool last );
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virtual void windowAdded( EffectWindow* c );
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virtual void windowClosed( EffectWindow* c );
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virtual void windowDeleted( EffectWindow* c );
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virtual void windowActivated( EffectWindow* c );
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virtual void windowMinimized( EffectWindow* c );
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virtual void windowUnminimized( EffectWindow* c );
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virtual void windowInputMouseEvent( Window w, QEvent* e );
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// Interpolates between x and y
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static float interpolate(float x, float y, float a)
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{
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return x * (1 - a) + y * a;
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}
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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 prePaintScreen( int* mask, QRegion* region, int time );
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void paintScreen( int mask, QRegion region, ScreenPaintData& data );
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void postPaintScreen();
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void prePaintWindow( EffectWindow* w, int* mask, QRegion* region, int time );
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void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
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void postPaintWindow( EffectWindow* w );
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// Functions for handling input - e.g. when an Expose-like effect is shown, an input window
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// covering the whole screen is created and all mouse events will be intercepted by it.
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// The effect's windowInputMouseEvent() will get called with such events.
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Window createInputWindow( Effect* e, int x, int y, int w, int h, const QCursor& cursor );
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Window createInputWindow( Effect* e, const QRect& r, const QCursor& cursor );
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void destroyInputWindow( Window w );
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// functions that allow controlling windows/desktop
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void activateWindow( EffectWindow* c );
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// internal (used by kwin core or compositing code)
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void startPaint();
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void windowUserMovedResized( EffectWindow* c, bool first, bool last );
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void windowAdded( EffectWindow* c );
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void windowClosed( EffectWindow* c );
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void windowDeleted( EffectWindow* c );
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void windowActivated( EffectWindow* c );
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void windowMinimized( EffectWindow* c );
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void windowUnminimized( EffectWindow* c );
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bool checkInputWindowEvent( XEvent* e );
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void checkInputWindowStacking();
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private:
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QVector< Effect* > effects;
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typedef QPair< Effect*, Window > InputWindowPair;
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QList< InputWindowPair > input_windows;
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int current_paint_window;
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int current_paint_screen;
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};
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// This class is a representation of a window used by/for Effect classes.
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// The purpose is to hide internal data and also to serve as a single
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// representation for the case when Client/Unmanaged becomes Deleted.
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class EffectWindow
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{
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public:
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const Toplevel* window() const;
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Toplevel* window();
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void setWindow( Toplevel* w ); // internal
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void setSceneWindow( Scene::Window* w ); // internal
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Scene::Window* sceneWindow(); // internal
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private:
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Toplevel* tw;
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Scene::Window* sw; // This one is used only during paint pass.
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};
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EffectWindow* effectWindow( Toplevel* w );
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EffectWindow* effectWindow( Scene::Window* w );
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extern EffectsHandler* effects;
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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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, saturation( 1 )
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, brightness( 1 )
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{
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}
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inline
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ScreenPaintData::ScreenPaintData()
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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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const Toplevel* EffectWindow::window() const
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{
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return tw;
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}
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inline
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Toplevel* EffectWindow::window()
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{
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return tw;
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}
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inline
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void EffectWindow::setWindow( Toplevel* w )
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{
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tw = w;
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}
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inline
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void EffectWindow::setSceneWindow( Scene::Window* w )
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{
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sw = w;
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}
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inline
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Scene::Window* EffectWindow::sceneWindow()
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{
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return sw;
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}
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inline
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EffectWindow* effectWindow( Toplevel* w )
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{
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EffectWindow* ret = w->effectWindow();
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ret->setSceneWindow( NULL ); // just in case
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return ret;
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}
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inline
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EffectWindow* effectWindow( Scene::Window* w )
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{
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EffectWindow* ret = w->window()->effectWindow();
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ret->setSceneWindow( w );
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return ret;
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}
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} // namespace
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#endif
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