kwin/effects.h
Luboš Luňák 0ae5a772e7 Add EffectWindow as a window representation for effects,
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
2007-01-22 22:57:22 +00:00

220 lines
6.4 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.
******************************************************************/
// TODO MIT or some other licence, perhaps move to some lib
#ifndef KWIN_EFFECTS_H
#define KWIN_EFFECTS_H
#include "scene.h"
#include <qpair.h>
namespace KWinInternal
{
class Toplevel;
class Workspace;
class EffectWindow;
class WindowPaintData
{
public:
WindowPaintData();
/**
* Window opacity, in range 0 = transparent to 1 = fully opaque
*/
double 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
**/
float 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
**/
float brightness;
};
class ScreenPaintData
{
public:
ScreenPaintData();
double xScale;
double yScale;
int xTranslate;
int yTranslate;
};
class Effect
{
public:
virtual ~Effect();
virtual void prePaintScreen( int* mask, QRegion* region, int time );
virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data );
virtual void postPaintScreen();
virtual void prePaintWindow( EffectWindow* w, int* mask, QRegion* region, int time );
virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
virtual void postPaintWindow( EffectWindow* w );
// called when moved/resized or once after it's finished
virtual void windowUserMovedResized( EffectWindow* c, bool first, bool last );
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 );
// Interpolates between x and y
static float interpolate(float x, float y, float a)
{
return x * (1 - a) + y * a;
}
};
class EffectsHandler
{
public:
EffectsHandler( Workspace* ws );
~EffectsHandler();
// for use by effects
void prePaintScreen( int* mask, QRegion* region, int time );
void paintScreen( int mask, QRegion region, ScreenPaintData& data );
void postPaintScreen();
void prePaintWindow( EffectWindow* w, int* mask, QRegion* region, int time );
void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
void postPaintWindow( EffectWindow* w );
// 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.
Window createInputWindow( Effect* e, int x, int y, int w, int h, const QCursor& cursor );
Window createInputWindow( Effect* e, const QRect& r, const QCursor& cursor );
void destroyInputWindow( Window w );
// functions that allow controlling windows/desktop
void activateWindow( EffectWindow* c );
// internal (used by kwin core or compositing code)
void startPaint();
void windowUserMovedResized( EffectWindow* c, bool first, bool last );
void windowAdded( EffectWindow* c );
void windowClosed( EffectWindow* c );
void windowDeleted( EffectWindow* c );
void windowActivated( EffectWindow* c );
void windowMinimized( EffectWindow* c );
void windowUnminimized( EffectWindow* c );
bool checkInputWindowEvent( XEvent* e );
void checkInputWindowStacking();
private:
QVector< Effect* > effects;
typedef QPair< Effect*, Window > InputWindowPair;
QList< InputWindowPair > input_windows;
int current_paint_window;
int current_paint_screen;
};
// This class is a 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 EffectWindow
{
public:
const Toplevel* window() const;
Toplevel* window();
void setWindow( Toplevel* w ); // internal
void setSceneWindow( Scene::Window* w ); // internal
Scene::Window* sceneWindow(); // internal
private:
Toplevel* tw;
Scene::Window* sw; // This one is used only during paint pass.
};
EffectWindow* effectWindow( Toplevel* w );
EffectWindow* effectWindow( Scene::Window* w );
extern EffectsHandler* effects;
inline
WindowPaintData::WindowPaintData()
: opacity( 1.0 )
, xScale( 1 )
, yScale( 1 )
, xTranslate( 0 )
, yTranslate( 0 )
, saturation( 1 )
, brightness( 1 )
{
}
inline
ScreenPaintData::ScreenPaintData()
: xScale( 1 )
, yScale( 1 )
, xTranslate( 0 )
, yTranslate( 0 )
{
}
inline
const Toplevel* EffectWindow::window() const
{
return tw;
}
inline
Toplevel* EffectWindow::window()
{
return tw;
}
inline
void EffectWindow::setWindow( Toplevel* w )
{
tw = w;
}
inline
void EffectWindow::setSceneWindow( Scene::Window* w )
{
sw = w;
}
inline
Scene::Window* EffectWindow::sceneWindow()
{
return sw;
}
inline
EffectWindow* effectWindow( Toplevel* w )
{
EffectWindow* ret = w->effectWindow();
ret->setSceneWindow( NULL ); // just in case
return ret;
}
inline
EffectWindow* effectWindow( Scene::Window* w )
{
EffectWindow* ret = w->window()->effectWindow();
ret->setSceneWindow( w );
return ret;
}
} // namespace
#endif