kwin/effects/shadow/shadow.h
2009-04-20 11:33:06 +00:00

104 lines
3.9 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2008 Lucas Murray <lmurray@undefinedfire.com>
Copyright (C) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com>
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_SHADOW_H
#define KWIN_SHADOW_H
#include <kwineffects.h>
#include <kwinxrenderutils.h>
namespace KWin
{
class GLTexture;
class ShadowEffect
: public QObject, public Effect
{
Q_OBJECT
public:
ShadowEffect();
virtual ~ShadowEffect();
virtual void reconfigure( ReconfigureFlags );
virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time );
virtual void drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data );
virtual void windowClosed( EffectWindow* c );
virtual void buildQuads( EffectWindow* w, WindowQuadList& quadList );
virtual QRect transformWindowDamage( EffectWindow* w, const QRect& r );
private slots:
void updateShadowColor();
private:
void prepareRenderStates( GLTexture *texture, double opacity, double brightness, double saturation );
void restoreRenderStates( GLTexture *texture, double opacity, double brightness, double saturation );
void drawShadowQuadOpenGL( GLTexture *texture, QVector<float> verts, QVector<float> texCoords,
QRegion region, float opacity, float brightness, float saturation, GLShader* shader );
void drawShadowQuadXRender( XRenderPicture *picture, QRect rect, float xScale, float yScale,
QColor color, float opacity, float brightness, float saturation );
void drawShadow( EffectWindow* w, int mask, QRegion region, const WindowPaintData& data );
void addQuadVertices(QVector<float>& verts, float x1, float y1, float x2, float y2) const;
// transforms window rect -> shadow rect
QRect shadowRectangle( EffectWindow* w, const QRect& windowRectangle ) const;
bool useShadow( EffectWindow* w ) const;
void drawQueuedShadows( EffectWindow* behindWindow );
int shadowXOffset, shadowYOffset;
double shadowOpacity;
int shadowFuzzyness;
int shadowSize;
bool intensifyActiveShadow;
QColor shadowColor;
bool forceDecorated;
bool forceUndecorated;
bool forceOther;
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
QList< QList<GLTexture*> > mShadowTextures;
QList<GLTexture*> mDefaultShadowTextures;
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
QList< QList<XRenderPicture*> > mShadowPics;
QList<XRenderPicture*> mDefaultShadowPics;
#endif
QList<WindowQuadType> mShadowQuadTypes;
WindowQuadType mDefaultShadowQuadType;
struct ShadowData
{
ShadowData(EffectWindow* _w, WindowPaintData& _data) : w(_w), data(_data) {}
EffectWindow* w;
QRegion clip;
int mask;
QRegion region;
WindowPaintData data;
};
QList<ShadowData> shadowDatas;
};
} // namespace
#endif