a145fa564c
Damaged windows for which painting is disabled should not be considered.
584 lines
22 KiB
C++
584 lines
22 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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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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/*
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(NOTE: The compositing code is work in progress. As such this design
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documentation may get outdated in some areas.)
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The base class for compositing, implementing shared functionality
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between the OpenGL and XRender backends.
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Design:
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When compositing is turned on, XComposite extension is used to redirect
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drawing of windows to pixmaps and XDamage extension is used to get informed
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about damage (changes) to window contents. This code is mostly in composite.cpp .
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Workspace::performCompositing() starts one painting pass. Painting is done
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by painting the screen, which in turn paints every window. Painting can be affected
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using effects, which are chained. E.g. painting a screen means that actually
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paintScreen() of the first effect is called, which possibly does modifications
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and calls next effect's paintScreen() and so on, until Scene::finalPaintScreen()
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is called.
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There are 3 phases of every paint (not necessarily done together):
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The pre-paint phase, the paint phase and the post-paint phase.
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The pre-paint phase is used to find out about how the painting will be actually
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done (i.e. what the effects will do). For example when only a part of the screen
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needs to be updated and no effect will do any transformation it is possible to use
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an optimized paint function. How the painting will be done is controlled
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by the mask argument, see PAINT_WINDOW_* and PAINT_SCREEN_* flags in scene.h .
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For example an effect that decides to paint a normal windows as translucent
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will need to modify the mask in its prePaintWindow() to include
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the PAINT_WINDOW_TRANSLUCENT flag. The paintWindow() function will then get
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the mask with this flag turned on and will also paint using transparency.
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The paint pass does the actual painting, based on the information collected
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using the pre-paint pass. After running through the effects' paintScreen()
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either paintGenericScreen() or optimized paintSimpleScreen() are called.
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Those call paintWindow() on windows (not necessarily all), possibly using
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clipping to optimize performance and calling paintWindow() first with only
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PAINT_WINDOW_OPAQUE to paint the opaque parts and then later
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with PAINT_WINDOW_TRANSLUCENT to paint the transparent parts. Function
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paintWindow() again goes through effects' paintWindow() until
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finalPaintWindow() is called, which calls the window's performPaint() to
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do the actual painting.
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The post-paint can be used for cleanups and is also used for scheduling
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repaints during the next painting pass for animations. Effects wanting to
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repaint certain parts can manually damage them during post-paint and repaint
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of these parts will be done during the next paint pass.
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*/
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#include "scene.h"
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#include <X11/extensions/shape.h>
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#include "client.h"
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#include "deleted.h"
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#include "effects.h"
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#include "lanczosfilter.h"
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#include "overlaywindow.h"
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#include "shadow.h"
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#include <kephal/screens.h>
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namespace KWin
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{
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//****************************************
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// Scene
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//****************************************
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Scene* scene = 0;
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Scene::Scene(Workspace* ws)
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: QObject(ws)
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, wspace(ws)
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, has_waitSync(false)
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, lanczos_filter(new LanczosFilter())
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, m_overlayWindow(new OverlayWindow())
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{
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}
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Scene::~Scene()
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{
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delete lanczos_filter;
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delete m_overlayWindow;
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}
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// returns mask and possibly modified region
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void Scene::paintScreen(int* mask, QRegion* region)
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{
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*mask = (*region == QRegion(0, 0, displayWidth(), displayHeight()))
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? 0 : PAINT_SCREEN_REGION;
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updateTimeDiff();
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// preparation step
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static_cast<EffectsHandlerImpl*>(effects)->startPaint();
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ScreenPrePaintData pdata;
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pdata.mask = *mask;
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pdata.paint = *region;
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// region only includes all workspace-specific repaints but some effect (e.g. blur)
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// rely on the full damaged area
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QRegion dirtyArea;
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foreach (Window * w, stacking_order) { // bottom to top
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Toplevel* topw = w->window();
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dirtyArea |= topw->repaints().translated(topw->pos());
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dirtyArea |= topw->decorationPendingRegion();
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}
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pdata.paint |= dirtyArea;
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effects->prePaintScreen(pdata, time_diff);
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*mask = pdata.mask;
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// Subtract the dirty region and let finalPaintScreen decide which areas have to be drawn
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*region |= pdata.paint - dirtyArea;
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if (*mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) {
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// Region painting is not possible with transformations,
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// because screen damage doesn't match transformed positions.
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*mask &= ~PAINT_SCREEN_REGION;
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*region = infiniteRegion();
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} else if (*mask & PAINT_SCREEN_REGION) {
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// make sure not to go outside visible screen
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*region &= QRegion(0, 0, displayWidth(), displayHeight());
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} else {
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// whole screen, not transformed, force region to be full
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*region = QRegion(0, 0, displayWidth(), displayHeight());
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}
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painted_region = *region;
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if (*mask & PAINT_SCREEN_BACKGROUND_FIRST)
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paintBackground(*region);
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ScreenPaintData data;
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effects->paintScreen(*mask, *region, data);
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foreach (Window * w, stacking_order)
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effects->postPaintWindow(effectWindow(w));
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effects->postPaintScreen();
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*region |= painted_region;
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// make sure not to go outside of the screen area
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*region &= QRegion(0, 0, displayWidth(), displayHeight());
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// make sure all clipping is restored
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Q_ASSERT(!PaintClipper::clip());
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}
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// Compute time since the last painting pass.
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void Scene::updateTimeDiff()
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{
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if (last_time.isNull()) {
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// Painting has been idle (optimized out) for some time,
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// which means time_diff would be huge and would break animations.
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// Simply set it to one (zero would mean no change at all and could
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// cause problems).
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time_diff = 1;
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} else
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time_diff = last_time.elapsed();
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if (time_diff < 0) // check time rollback
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time_diff = 1;
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last_time.start();;
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}
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// Painting pass is optimized away.
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void Scene::idle()
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{
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// Don't break time since last paint for the next pass.
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last_time = QTime();
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}
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// the function that'll be eventually called by paintScreen() above
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void Scene::finalPaintScreen(int mask, QRegion region, ScreenPaintData& data)
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{
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if (mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS
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| PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS))
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paintGenericScreen(mask, data);
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else
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paintSimpleScreen(mask, region);
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}
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// The generic painting code that can handle even transformations.
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// It simply paints bottom-to-top.
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void Scene::paintGenericScreen(int orig_mask, ScreenPaintData)
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{
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if (!(orig_mask & PAINT_SCREEN_BACKGROUND_FIRST))
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paintBackground(infiniteRegion());
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QList< Phase2Data > phase2;
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foreach (Window * w, stacking_order) { // bottom to top
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Toplevel* topw = w->window();
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painted_region |= topw->repaints().translated(topw->pos());
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painted_region |= topw->decorationPendingRegion();
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// Reset the repaint_region.
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// This has to be done here because many effects schedule a repaint for
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// the next frame within Effects::prePaintWindow.
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topw->resetRepaints(topw->decorationRect());
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if (topw->hasShadow()) {
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topw->resetRepaints(topw->shadow()->shadowRegion().boundingRect());
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}
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WindowPrePaintData data;
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data.mask = orig_mask | (w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT);
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w->resetPaintingEnabled();
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data.paint = infiniteRegion(); // no clipping, so doesn't really matter
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data.clip = QRegion();
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data.quads = w->buildQuads();
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// preparation step
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effects->prePaintWindow(effectWindow(w), data, time_diff);
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#ifndef NDEBUG
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foreach (const WindowQuad & q, data.quads)
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if (q.isTransformed())
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kFatal(1212) << "Pre-paint calls are not allowed to transform quads!" ;
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#endif
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if (!w->isPaintingEnabled())
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continue;
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phase2.append(Phase2Data(w, infiniteRegion(), data.clip, data.mask, data.quads));
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// transformations require window pixmap
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w->suspendUnredirect(data.mask
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& (PAINT_WINDOW_TRANSLUCENT | PAINT_SCREEN_TRANSFORMED | PAINT_WINDOW_TRANSFORMED));
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}
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foreach (const Phase2Data & d, phase2)
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paintWindow(d.window, d.mask, d.region, d.quads);
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}
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// The optimized case without any transformations at all.
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// It can paint only the requested region and can use clipping
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// to reduce painting and improve performance.
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void Scene::paintSimpleScreen(int orig_mask, QRegion region)
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{
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// TODO PAINT_WINDOW_* flags don't belong here, that's why it's in the assert,
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// perhaps the two enums should be separated
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assert((orig_mask & (PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED
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| PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS
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| PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS
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| PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_OPAQUE)) == 0);
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QHash< Window*, Phase2Data > phase2data;
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QRegion dirtyArea = region;
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for (int i = 0; // do prePaintWindow bottom to top
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i < stacking_order.count();
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++i) {
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Window* w = stacking_order[ i ];
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Toplevel* topw = w->window();
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WindowPrePaintData data;
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data.mask = orig_mask | (w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT);
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w->resetPaintingEnabled();
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data.paint = region;
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data.paint |= topw->repaints().translated(topw->pos());
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data.paint |= topw->decorationPendingRegion();
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// Reset the repaint_region.
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// This has to be done here because many effects schedule a repaint for
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// the next frame within Effects::prePaintWindow.
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topw->resetRepaints(topw->decorationRect());
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if (topw->hasShadow()) {
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topw->resetRepaints(topw->shadow()->shadowRegion().boundingRect());
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}
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// Clip out the decoration for opaque windows; the decoration is drawn in the second pass
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data.clip = w->isOpaque() ? w->clientShape().translated(w->x(), w->y()) : QRegion();
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data.quads = w->buildQuads();
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// preparation step
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effects->prePaintWindow(effectWindow(w), data, time_diff);
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#ifndef NDEBUG
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foreach (const WindowQuad & q, data.quads)
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if (q.isTransformed())
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kFatal(1212) << "Pre-paint calls are not allowed to transform quads!" ;
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if (data.mask & PAINT_WINDOW_TRANSFORMED)
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kFatal(1212) << "PAINT_WINDOW_TRANSFORMED without PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS!";
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#endif
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if (!w->isPaintingEnabled()) {
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w->suspendUnredirect(true);
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continue;
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}
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dirtyArea |= data.paint;
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// Schedule the window for painting
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phase2data[w] = Phase2Data(w, data.paint, data.clip, data.mask, data.quads);
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// no transformations, but translucency requires window pixmap
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w->suspendUnredirect(data.mask & PAINT_WINDOW_TRANSLUCENT);
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}
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// Do the actual painting
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// First opaque windows, top to bottom
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// This also calculates correct paint regions for windows, also taking
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// care of clipping
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QRegion allclips, upperTranslucentDamage;
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for (int i = stacking_order.count() - 1; i >= 0; --i) {
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QHash< Window*, Phase2Data >::iterator data = phase2data.find(stacking_order[ i ]);
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if (data == phase2data.end())
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continue;
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Toplevel *tlw = data.key()->window();
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// In case there is a window with a higher stackposition which has translucent regions
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// (e.g. decorations) that still have to be drawn, we also have to repaint the current window
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// in these particular regions
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data->region |= (upperTranslucentDamage & tlw->decorationRect().translated(tlw->pos()));
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// subtract the parts which have possibly been drawn already as part of
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// a higher opaque window
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data->region -= allclips;
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if (!(data->mask & PAINT_WINDOW_TRANSLUCENT)) {
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// clip away this region for all windows below this one
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allclips |= data->clip;
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// Paint the opaque window
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data->painted_1stpass = data->clip & data->region;
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paintWindow(data->window, data->mask, data->painted_1stpass, data->quads);
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painted_region |= data->painted_1stpass;
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// Clip out the client area, so we only draw the rest in the next pass
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data->region -= data->clip;
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// if prePaintWindow didnt change the clipping area we only have to paint
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// the decoration
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if (data-> clip == data.key()->clientShape().translated(data.key()->x(), data.key()->y())) {
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data->mask |= PAINT_DECORATION_ONLY;
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}
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}
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// extend the translucent damage for windows below this by remaining (translucent) regions
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upperTranslucentDamage |= data->region;
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}
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QRegion painted_2ndpass;
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// Fill any areas of the root window not covered by opaque windows
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if (!(orig_mask & PAINT_SCREEN_BACKGROUND_FIRST)) {
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painted_2ndpass = dirtyArea - allclips;
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paintBackground(painted_2ndpass);
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}
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// Now walk the list bottom to top, drawing translucent windows.
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QRegion lowerOpaqueDamage;
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for (int i = 0; i < stacking_order.count(); i++) {
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QHash< Window*, Phase2Data >::iterator data = phase2data.find(stacking_order[ i ]);
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if (data == phase2data.end())
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continue;
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Toplevel *tlw = data.key()->window();
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// add all regions of the lower windows which have already be drawn in the 1st pass
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data->region |= (lowerOpaqueDamage & tlw->decorationRect().translated(tlw->pos()));
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// and extend that region by opaque parts of ourself
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lowerOpaqueDamage |= data->painted_1stpass;
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// add all regions which have been drawn so far in the 2nd pass
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painted_2ndpass |= data->region;
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data->region = painted_2ndpass;
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paintWindow(data->window, data->mask, data->region, data->quads);
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}
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painted_region |= painted_2ndpass;
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}
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void Scene::paintWindow(Window* w, int mask, QRegion region, WindowQuadList quads)
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{
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// no painting outside visible screen (and no transformations)
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region &= QRect(0, 0, displayWidth(), displayHeight());
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if (region.isEmpty()) // completely clipped
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return;
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WindowPaintData data(w->window()->effectWindow());
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data.quads = quads;
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effects->paintWindow(effectWindow(w), mask, region, data);
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}
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// the function that'll be eventually called by paintWindow() above
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void Scene::finalPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data)
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{
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effects->drawWindow(w, mask, region, data);
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}
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// will be eventually called from drawWindow()
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void Scene::finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data)
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{
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if (mask & PAINT_WINDOW_LANCZOS)
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lanczos_filter->performPaint(w, mask, region, data);
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else
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w->sceneWindow()->performPaint(mask, region, data);
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}
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OverlayWindow* Scene::overlayWindow()
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{
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return m_overlayWindow;
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}
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//****************************************
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// Scene::Window
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//****************************************
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Scene::Window::Window(Toplevel * c)
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: toplevel(c)
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, filter(ImageFilterFast)
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, m_shadow(NULL)
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, disable_painting(0)
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, shape_valid(false)
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, cached_quad_list(NULL)
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{
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}
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Scene::Window::~Window()
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{
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delete cached_quad_list;
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delete m_shadow;
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}
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void Scene::Window::discardShape()
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{
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// it is created on-demand and cached, simply
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// reset the flag
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shape_valid = false;
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delete cached_quad_list;
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cached_quad_list = NULL;
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}
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// Find out the shape of the window using the XShape extension
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// or if shape is not set then simply it's the window geometry.
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QRegion Scene::Window::shape() const
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{
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if (!shape_valid) {
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Client* c = dynamic_cast< Client* >(toplevel);
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if (toplevel->shape() || (c != NULL && !c->mask().isEmpty())) {
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int count, order;
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XRectangle* rects = XShapeGetRectangles(display(), toplevel->frameId(),
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ShapeBounding, &count, &order);
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if (rects) {
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shape_region = QRegion();
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for (int i = 0;
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i < count;
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++i)
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shape_region += QRegion(rects[ i ].x, rects[ i ].y,
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rects[ i ].width, rects[ i ].height);
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XFree(rects);
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// make sure the shape is sane (X is async, maybe even XShape is broken)
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shape_region &= QRegion(0, 0, width(), height());
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} else
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shape_region = QRegion();
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} else
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shape_region = QRegion(0, 0, width(), height());
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shape_valid = true;
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}
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return shape_region;
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}
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QRegion Scene::Window::clientShape() const
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{
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Client *c = dynamic_cast< Client* >(toplevel);
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if (c && c->isShade())
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return QRegion();
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const QRegion r = shape() & QRect(toplevel->clientPos(), toplevel->clientSize());
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return r.isEmpty() ? QRegion() : r;
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}
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bool Scene::Window::isVisible() const
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{
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if (dynamic_cast< Deleted* >(toplevel) != NULL)
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return false;
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if (!toplevel->isOnCurrentDesktop())
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return false;
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if (!toplevel->isOnCurrentActivity())
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return false;
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if (Client* c = dynamic_cast< Client* >(toplevel))
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return c->isShown(true);
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|
return true; // Unmanaged is always visible
|
|
// TODO there may be transformations, so ignore this for now
|
|
return !toplevel->geometry()
|
|
.intersected(QRect(0, 0, displayWidth(), displayHeight()))
|
|
.isEmpty();
|
|
}
|
|
|
|
bool Scene::Window::isOpaque() const
|
|
{
|
|
return toplevel->opacity() == 1.0 && !toplevel->hasAlpha();
|
|
}
|
|
|
|
bool Scene::Window::isPaintingEnabled() const
|
|
{
|
|
return !disable_painting;
|
|
}
|
|
|
|
void Scene::Window::resetPaintingEnabled()
|
|
{
|
|
disable_painting = 0;
|
|
if (dynamic_cast< Deleted* >(toplevel) != NULL)
|
|
disable_painting |= PAINT_DISABLED_BY_DELETE;
|
|
if (!toplevel->isOnCurrentDesktop())
|
|
disable_painting |= PAINT_DISABLED_BY_DESKTOP;
|
|
if (!toplevel->isOnCurrentActivity())
|
|
disable_painting |= PAINT_DISABLED_BY_ACTIVITY;
|
|
if (Client* c = dynamic_cast< Client* >(toplevel)) {
|
|
if (c->isMinimized())
|
|
disable_painting |= PAINT_DISABLED_BY_MINIMIZE;
|
|
if (c->clientGroup() && c != c->clientGroup()->visible())
|
|
disable_painting |= PAINT_DISABLED_BY_CLIENT_GROUP;
|
|
else if (c->isHiddenInternal())
|
|
disable_painting |= PAINT_DISABLED;
|
|
}
|
|
}
|
|
|
|
void Scene::Window::enablePainting(int reason)
|
|
{
|
|
disable_painting &= ~reason;
|
|
}
|
|
|
|
void Scene::Window::disablePainting(int reason)
|
|
{
|
|
disable_painting |= reason;
|
|
}
|
|
|
|
WindowQuadList Scene::Window::buildQuads(bool force) const
|
|
{
|
|
if (cached_quad_list != NULL && !force)
|
|
return *cached_quad_list;
|
|
WindowQuadList ret;
|
|
if (toplevel->clientPos() == QPoint(0, 0) && toplevel->clientSize() == toplevel->visibleRect().size())
|
|
ret = makeQuads(WindowQuadContents, shape()); // has no decoration
|
|
else {
|
|
Client *client = dynamic_cast<Client*>(toplevel);
|
|
QRegion contents = clientShape();
|
|
QRegion center = toplevel->transparentRect();
|
|
QRegion decoration = (client && Workspace::self()->decorationHasAlpha() ?
|
|
QRegion(client->decorationRect()) : shape()) - center;
|
|
ret = makeQuads(WindowQuadContents, contents);
|
|
if (!client || !(center.isEmpty() || client->isShade()))
|
|
ret += makeQuads(WindowQuadDecoration, decoration);
|
|
else {
|
|
// this is a shaded client, we have to create four decoartion quads
|
|
QRect left, top, right, bottom;
|
|
client->layoutDecorationRects(left, top, right, bottom, Client::WindowRelative);
|
|
ret += makeQuads(WindowQuadDecoration, top);
|
|
ret += makeQuads(WindowQuadDecoration, bottom);
|
|
ret += makeQuads(WindowQuadDecoration, left);
|
|
ret += makeQuads(WindowQuadDecoration, right);
|
|
}
|
|
}
|
|
if (m_shadow) {
|
|
ret << m_shadow->shadowQuads();
|
|
}
|
|
effects->buildQuads(static_cast<Client*>(toplevel)->effectWindow(), ret);
|
|
cached_quad_list = new WindowQuadList(ret);
|
|
return ret;
|
|
}
|
|
|
|
WindowQuadList Scene::Window::makeQuads(WindowQuadType type, const QRegion& reg) const
|
|
{
|
|
WindowQuadList ret;
|
|
foreach (const QRect & r, reg.rects()) {
|
|
WindowQuad quad(type);
|
|
// TODO asi mam spatne pravy dolni roh - bud tady, nebo v jinych castech
|
|
quad[ 0 ] = WindowVertex(r.x(), r.y(), r.x(), r.y());
|
|
quad[ 1 ] = WindowVertex(r.x() + r.width(), r.y(), r.x() + r.width(), r.y());
|
|
quad[ 2 ] = WindowVertex(r.x() + r.width(), r.y() + r.height(), r.x() + r.width(), r.y() + r.height());
|
|
quad[ 3 ] = WindowVertex(r.x(), r.y() + r.height(), r.x(), r.y() + r.height());
|
|
ret.append(quad);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
//****************************************
|
|
// Scene::EffectFrame
|
|
//****************************************
|
|
Scene::EffectFrame::EffectFrame(EffectFrameImpl* frame)
|
|
: m_effectFrame(frame)
|
|
{
|
|
}
|
|
|
|
Scene::EffectFrame::~EffectFrame()
|
|
{
|
|
}
|
|
|
|
} // namespace
|