3f4b77e0ea
CCBUG: 188352 svn path=/trunk/KDE/kdebase/workspace/; revision=956600
104 lines
3.9 KiB
C++
104 lines
3.9 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) 2007 Lubos Lunak <l.lunak@kde.org>
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Copyright (C) 2008 Lucas Murray <lmurray@undefinedfire.com>
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Copyright (C) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com>
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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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#ifndef KWIN_SHADOW_H
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#define KWIN_SHADOW_H
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#include <kwineffects.h>
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#include <kwinxrenderutils.h>
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namespace KWin
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{
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class GLTexture;
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class ShadowEffect
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: public QObject, public Effect
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{
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Q_OBJECT
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public:
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ShadowEffect();
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virtual ~ShadowEffect();
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virtual void reconfigure( ReconfigureFlags );
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virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time );
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virtual void drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
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virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data );
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virtual void windowClosed( EffectWindow* c );
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virtual void buildQuads( EffectWindow* w, WindowQuadList& quadList );
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virtual QRect transformWindowDamage( EffectWindow* w, const QRect& r );
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private slots:
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void updateShadowColor();
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private:
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void prepareRenderStates( GLTexture *texture, double opacity, double brightness, double saturation );
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void restoreRenderStates( GLTexture *texture, double opacity, double brightness, double saturation );
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void drawShadowQuadOpenGL( GLTexture *texture, QVector<float> verts, QVector<float> texCoords,
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QRegion region, float opacity, float brightness, float saturation, GLShader* shader );
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void drawShadowQuadXRender( XRenderPicture *picture, QRect rect, float xScale, float yScale,
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QColor color, float opacity, float brightness, float saturation );
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void drawShadow( EffectWindow* w, int mask, QRegion region, const WindowPaintData& data );
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void addQuadVertices(QVector<float>& verts, float x1, float y1, float x2, float y2) const;
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// transforms window rect -> shadow rect
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QRect shadowRectangle( EffectWindow* w, const QRect& windowRectangle ) const;
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bool useShadow( EffectWindow* w ) const;
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void drawQueuedShadows( EffectWindow* behindWindow );
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int shadowXOffset, shadowYOffset;
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double shadowOpacity;
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int shadowFuzzyness;
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int shadowSize;
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bool intensifyActiveShadow;
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QColor shadowColor;
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bool forceDecorated;
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bool forceUndecorated;
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bool forceOther;
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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QList< QList<GLTexture*> > mShadowTextures;
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QList<GLTexture*> mDefaultShadowTextures;
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#endif
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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QList< QList<XRenderPicture*> > mShadowPics;
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QList<XRenderPicture*> mDefaultShadowPics;
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#endif
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QList<WindowQuadType> mShadowQuadTypes;
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WindowQuadType mDefaultShadowQuadType;
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struct ShadowData
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{
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ShadowData(EffectWindow* _w, WindowPaintData& _data) : w(_w), data(_data) {}
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EffectWindow* w;
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QRegion clip;
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int mask;
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QRegion region;
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WindowPaintData data;
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};
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QList<ShadowData> shadowDatas;
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};
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} // namespace
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#endif
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