kwin/scene_xrender.h
Martin Gräßlin 5d3d8834ab Pass creation of Scene::EffectFrame to the Scene
Instead of having the EffectFrameImpl check the compositor type and do
the decision which Scene::EffectFrame to create, a pure virtual method
in Scene is called which returns the specific Scene::EffectFrame.
2014-01-07 15:34:19 +01:00

205 lines
5.9 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 KWIN_SCENE_XRENDER_H
#define KWIN_SCENE_XRENDER_H
#include "scene.h"
#include "shadow.h"
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
namespace KWin
{
class SceneXrender
: public Scene
{
Q_OBJECT
public:
class EffectFrame;
explicit SceneXrender(Workspace* ws);
virtual ~SceneXrender();
virtual bool initFailed() const;
virtual CompositingType compositingType() const {
return XRenderCompositing;
}
virtual qint64 paint(QRegion damage, ToplevelList windows);
virtual void windowAdded(Toplevel*);
virtual void windowDeleted(Deleted*);
virtual Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame);
virtual void screenGeometryChanged(const QSize &size);
xcb_render_picture_t bufferPicture();
virtual OverlayWindow *overlayWindow() {
return m_overlayWindow;
}
protected:
virtual void paintBackground(QRegion region);
virtual void paintGenericScreen(int mask, ScreenPaintData data);
virtual void paintDesktop(int desktop, int mask, const QRegion &region, ScreenPaintData &data);
public Q_SLOTS:
virtual void windowGeometryShapeChanged(KWin::Toplevel* c);
virtual void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted);
private:
void createBuffer();
void present(int mask, QRegion damage);
void initXRender(bool createOverlay);
xcb_render_pictformat_t format;
xcb_render_picture_t front;
static xcb_render_picture_t buffer;
static ScreenPaintData screen_paint;
class Window;
QHash< Toplevel*, Window* > windows;
OverlayWindow* m_overlayWindow;
bool init_ok;
};
class SceneXrender::Window
: public Scene::Window
{
public:
Window(Toplevel* c);
virtual ~Window();
virtual void performPaint(int mask, QRegion region, WindowPaintData data);
QRegion transformedShape() const;
void setTransformedShape(const QRegion& shape);
static void cleanup();
protected:
virtual WindowPixmap* createWindowPixmap();
private:
QRect mapToScreen(int mask, const WindowPaintData &data, const QRect &rect) const;
QPoint mapToScreen(int mask, const WindowPaintData &data, const QPoint &point) const;
void prepareTempPixmap();
void setPictureFilter(xcb_render_picture_t pic, ImageFilterType filter);
xcb_render_pictformat_t format;
double alpha_cached_opacity;
QRegion transformed_shape;
static QRect temp_visibleRect;
static XRenderPicture *s_tempPicture;
};
class XRenderWindowPixmap : public WindowPixmap
{
public:
explicit XRenderWindowPixmap(Scene::Window *window, xcb_render_pictformat_t format);
virtual ~XRenderWindowPixmap();
xcb_render_picture_t picture() const;
virtual void create();
private:
xcb_render_picture_t m_picture;
xcb_render_pictformat_t m_format;
};
class SceneXrender::EffectFrame
: public Scene::EffectFrame
{
public:
EffectFrame(EffectFrameImpl* frame);
virtual ~EffectFrame();
virtual void free();
virtual void freeIconFrame();
virtual void freeTextFrame();
virtual void freeSelection();
virtual void crossFadeIcon();
virtual void crossFadeText();
virtual void render(QRegion region, double opacity, double frameOpacity);
static void cleanup();
private:
void updatePicture();
void updateTextPicture();
void renderUnstyled(xcb_render_picture_t pict, const QRect &rect, qreal opacity);
XRenderPicture* m_picture;
XRenderPicture* m_textPicture;
XRenderPicture* m_iconPicture;
XRenderPicture* m_selectionPicture;
static XRenderPicture* s_effectFrameCircle;
};
inline
xcb_render_picture_t SceneXrender::bufferPicture()
{
return buffer;
}
inline
QRegion SceneXrender::Window::transformedShape() const
{
return transformed_shape;
}
inline
void SceneXrender::Window::setTransformedShape(const QRegion& shape)
{
transformed_shape = shape;
}
inline
xcb_render_picture_t XRenderWindowPixmap::picture() const
{
return m_picture;
}
/**
* @short XRender implementation of Shadow.
*
* This class extends Shadow by the elements required for XRender rendering.
* @author Jacopo De Simoi <wilderkde@gmail.org>
**/
class SceneXRenderShadow
: public Shadow
{
public:
explicit SceneXRenderShadow(Toplevel *toplevel);
using Shadow::ShadowElements;
using Shadow::ShadowElementTop;
using Shadow::ShadowElementTopRight;
using Shadow::ShadowElementRight;
using Shadow::ShadowElementBottomRight;
using Shadow::ShadowElementBottom;
using Shadow::ShadowElementBottomLeft;
using Shadow::ShadowElementLeft;
using Shadow::ShadowElementTopLeft;
using Shadow::ShadowElementsCount;
using Shadow::shadowPixmap;
virtual ~SceneXRenderShadow();
void layoutShadowRects(QRect& top, QRect& topRight,
QRect& right, QRect& bottomRight,
QRect& bottom, QRect& bottomLeft,
QRect& Left, QRect& topLeft);
xcb_render_picture_t picture(ShadowElements element) const;
protected:
virtual void buildQuads();
virtual bool prepareBackend();
private:
XRenderPicture* m_pictures[ShadowElementsCount];
};
} // namespace
#endif
#endif