kwin/shadow.h
Martin Gräßlin df1146bfa6 [wayland] Shadow gains support for a Wayland protocol
For Wayland clients we now are able to get shadows.

Internally this reuses large parts of the X11 implementation. This
could be improved to make the Scene's better aware of the Wayland
shadow, so that less memory is needed.
2015-07-15 11:25:16 +02:00

193 lines
5.8 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2011 Martin Gräßlin <mgraesslin@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_SHADOW_H
#define KWIN_SHADOW_H
#include <QObject>
#include <QtGui/QPixmap>
#include <kwineffects.h>
#include <qvarlengtharray.h>
namespace KDecoration2
{
class Decoration;
class DecorationShadow;
}
namespace KWayland
{
namespace Server
{
class ShadowInterface;
}
}
namespace KWin {
class Toplevel;
/**
* @short Class representing a Window's Shadow to be rendered by the Compositor.
*
* This class holds all information about the Shadow to be rendered together with the
* window during the Compositing stage. The Shadow consists of several pixmaps and offsets.
* For a complete description please refer to http://community.kde.org/KWin/Shadow
*
* To create a Shadow instance use the static factory method @link createShadow which will
* create an instance for the currently used Compositing Backend. It will read the X11 Property
* and create the Shadow and all required data (such as WindowQuads). If there is no Shadow
* defined for the Toplevel the factory method returns @c NULL.
*
* @author Martin Gräßlin <mgraesslin@kde.org>
* @todo React on Toplevel size changes.
**/
class Shadow : public QObject
{
Q_OBJECT
public:
virtual ~Shadow();
/**
* @return Region of the shadow.
**/
const QRegion &shadowRegion() const {
return m_shadowRegion;
};
/**
* @return Cached Shadow Quads
**/
const WindowQuadList &shadowQuads() const {
return m_shadowQuads;
};
WindowQuadList &shadowQuads() {
return m_shadowQuads;
};
/**
* This method updates the Shadow when the property has been changed.
* It is the responsibility of the owner of the Shadow to call this method
* whenever the owner receives a PropertyNotify event.
* This method will invoke a re-read of the Property. In case the Property has
* been withdrawn the method returns @c false. In that case the owner should
* delete the Shadow.
* @returns @c true when the shadow has been updated, @c false if the property is not set anymore.
**/
virtual bool updateShadow();
/**
* Factory Method to create the shadow from the property.
* This method takes care of creating an instance of the
* Shadow class for the current Compositing Backend.
*
* If there is no shadow defined for @p toplevel this method
* will return @c NULL.
* @param toplevel The Toplevel for which the shadow should be created
* @return Created Shadow or @c NULL in case there is no shadow defined.
**/
static Shadow *createShadow(Toplevel *toplevel);
/**
* Reparents the shadow to @p toplevel.
* Used when a window is deleted.
* @param toplevel The new parent
**/
void setToplevel(Toplevel *toplevel);
bool hasDecorationShadow() const {
return !m_decorationShadow.isNull();
}
QImage decorationShadowImage() const;
QWeakPointer<KDecoration2::DecorationShadow> decorationShadow() const {
return m_decorationShadow.toWeakRef();
}
public Q_SLOTS:
void geometryChanged();
protected:
Shadow(Toplevel *toplevel);
enum ShadowElements {
ShadowElementTop,
ShadowElementTopRight,
ShadowElementRight,
ShadowElementBottomRight,
ShadowElementBottom,
ShadowElementBottomLeft,
ShadowElementLeft,
ShadowElementTopLeft,
ShadowElementsCount
};
inline const QPixmap &shadowPixmap(ShadowElements element) const {
return m_shadowElements[element];
};
QSize elementSize(ShadowElements element) const;
int topOffset() const {
return m_topOffset;
};
int rightOffset() const {
return m_rightOffset;
};
int bottomOffset() const {
return m_bottomOffset;
};
int leftOffset() const {
return m_leftOffset;
};
virtual void buildQuads();
void updateShadowRegion();
Toplevel *topLevel() {
return m_topLevel;
};
void setShadowRegion(const QRegion &region) {
m_shadowRegion = region;
};
virtual bool prepareBackend() = 0;
WindowQuadList m_shadowQuads;
void setShadowElement(const QPixmap &shadow, ShadowElements element);
private:
static Shadow *createShadowFromX11(Toplevel *toplevel);
static Shadow *crateShadowFromDecoration(Toplevel *toplevel);
static Shadow *createShadowFromWayland(Toplevel *toplevel);
static QVector<uint32_t> readX11ShadowProperty(xcb_window_t id);
bool init(const QVector<uint32_t> &data);
bool init(KDecoration2::Decoration *decoration);
bool init(const QPointer<KWayland::Server::ShadowInterface> &shadow);
Toplevel *m_topLevel;
// shadow pixmaps
QPixmap m_shadowElements[ShadowElementsCount];
// shadow offsets
int m_topOffset;
int m_rightOffset;
int m_bottomOffset;
int m_leftOffset;
// caches
QRegion m_shadowRegion;
QSize m_cachedSize;
// Decoration based shadows
QSharedPointer<KDecoration2::DecorationShadow> m_decorationShadow;
};
}
#endif // KWIN_SHADOW_H