3be6ff9f12
The screen projection matrix is needed if an effect wants to customize the modelview projection matrix while rendering a window and keeping the currently applied screen projection and transformation.
594 lines
19 KiB
C++
594 lines
19 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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#ifndef KWIN_SCENE_H
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#define KWIN_SCENE_H
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#include "toplevel.h"
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#include "utils.h"
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#include "kwineffects.h"
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#include <QElapsedTimer>
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#include <QMatrix4x4>
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class QOpenGLFramebufferObject;
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namespace KWayland
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{
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namespace Server
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{
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class BufferInterface;
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}
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}
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namespace KWin
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{
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namespace Decoration
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{
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class DecoratedClientImpl;
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class Renderer;
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}
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class AbstractThumbnailItem;
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class Deleted;
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class EffectFrameImpl;
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class EffectWindowImpl;
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class OverlayWindow;
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class Shadow;
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class WindowPixmap;
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// The base class for compositing backends.
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class Scene : public QObject
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{
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Q_OBJECT
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public:
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explicit Scene(QObject *parent = nullptr);
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virtual ~Scene() = 0;
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class EffectFrame;
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class Window;
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// Returns true if the ctor failed to properly initialize.
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virtual bool initFailed() const = 0;
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virtual CompositingType compositingType() const = 0;
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virtual bool hasPendingFlush() const { return false; }
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// Repaints the given screen areas, windows provides the stacking order.
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// The entry point for the main part of the painting pass.
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// returns the time since the last vblank signal - if there's one
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// ie. "what of this frame is lost to painting"
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virtual qint64 paint(QRegion damage, ToplevelList windows) = 0;
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// Notification function - KWin core informs about changes.
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// Used to mainly discard cached data.
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// a new window has been created
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void windowAdded(Toplevel*);
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/**
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* @brief Creates the Scene backend of an EffectFrame.
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*
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* @param frame The EffectFrame this Scene::EffectFrame belongs to.
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*/
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virtual Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame) = 0;
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/**
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* @brief Creates the Scene specific Shadow subclass.
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*
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* An implementing class has to create a proper instance. It is not allowed to
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* return @c null.
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*
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* @param toplevel The Toplevel for which the Shadow needs to be created.
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*/
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virtual Shadow *createShadow(Toplevel *toplevel) = 0;
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/**
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* Method invoked when the screen geometry is changed.
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* Reimplementing classes should also invoke the parent method
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* as it takes care of resizing the overlay window.
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* @param size The new screen geometry size
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**/
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virtual void screenGeometryChanged(const QSize &size);
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// Flags controlling how painting is done.
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enum {
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// Window (or at least part of it) will be painted opaque.
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PAINT_WINDOW_OPAQUE = 1 << 0,
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// Window (or at least part of it) will be painted translucent.
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PAINT_WINDOW_TRANSLUCENT = 1 << 1,
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// Window will be painted with transformed geometry.
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PAINT_WINDOW_TRANSFORMED = 1 << 2,
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// Paint only a region of the screen (can be optimized, cannot
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// be used together with TRANSFORMED flags).
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PAINT_SCREEN_REGION = 1 << 3,
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// Whole screen will be painted with transformed geometry.
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PAINT_SCREEN_TRANSFORMED = 1 << 4,
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// At least one window will be painted with transformed geometry.
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PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
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// Clear whole background as the very first step, without optimizing it
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PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
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// PAINT_DECORATION_ONLY = 1 << 7 has been removed
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// Window will be painted with a lanczos filter.
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PAINT_WINDOW_LANCZOS = 1 << 8
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// PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9 has been removed
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};
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// types of filtering available
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enum ImageFilterType { ImageFilterFast, ImageFilterGood };
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// there's nothing to paint (adjust time_diff later)
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virtual void idle();
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virtual bool blocksForRetrace() const;
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virtual bool syncsToVBlank() const;
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virtual OverlayWindow* overlayWindow() = 0;
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virtual bool makeOpenGLContextCurrent();
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virtual void doneOpenGLContextCurrent();
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virtual QMatrix4x4 screenProjectionMatrix() const;
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/**
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* Whether the Scene uses an X11 overlay window to perform compositing.
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*/
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virtual bool usesOverlayWindow() const = 0;
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virtual void triggerFence();
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virtual Decoration::Renderer *createDecorationRenderer(Decoration::DecoratedClientImpl *) = 0;
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public Q_SLOTS:
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// a window has been destroyed
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void windowDeleted(KWin::Deleted*);
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// shape/size of a window changed
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void windowGeometryShapeChanged(KWin::Toplevel* c);
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// a window has been closed
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void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted);
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protected:
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virtual Window *createWindow(Toplevel *toplevel) = 0;
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void createStackingOrder(ToplevelList toplevels);
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void clearStackingOrder();
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// shared implementation, starts painting the screen
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void paintScreen(int *mask, const QRegion &damage, const QRegion &repaint,
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QRegion *updateRegion, QRegion *validRegion, const QMatrix4x4 &projection = QMatrix4x4());
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friend class EffectsHandlerImpl;
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// called after all effects had their paintScreen() called
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void finalPaintScreen(int mask, QRegion region, ScreenPaintData& data);
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// shared implementation of painting the screen in the generic
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// (unoptimized) way
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virtual void paintGenericScreen(int mask, ScreenPaintData data);
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// shared implementation of painting the screen in an optimized way
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virtual void paintSimpleScreen(int mask, QRegion region);
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// paint the background (not the desktop background - the whole background)
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virtual void paintBackground(QRegion region) = 0;
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// called after all effects had their paintWindow() called
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void finalPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
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// shared implementation, starts painting the window
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virtual void paintWindow(Window* w, int mask, QRegion region, WindowQuadList quads);
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// called after all effects had their drawWindow() called
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virtual void finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
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// let the scene decide whether it's better to paint more of the screen, eg. in order to allow a buffer swap
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// the default is NOOP
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virtual void extendPaintRegion(QRegion ®ion, bool opaqueFullscreen);
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virtual void paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data);
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// compute time since the last repaint
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void updateTimeDiff();
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// saved data for 2nd pass of optimized screen painting
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struct Phase2Data {
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Phase2Data(Window* w, QRegion r, QRegion c, int m, const WindowQuadList& q)
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: window(w), region(r), clip(c), mask(m), quads(q) {}
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Phase2Data() {
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window = 0;
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mask = 0;
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}
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Window* window;
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QRegion region;
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QRegion clip;
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int mask;
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WindowQuadList quads;
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};
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// The region which actually has been painted by paintScreen() and should be
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// copied from the buffer to the screen. I.e. the region returned from Scene::paintScreen().
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// Since prePaintWindow() can extend areas to paint, these changes would have to propagate
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// up all the way from paintSimpleScreen() up to paintScreen(), so save them here rather
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// than propagate them up in arguments.
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QRegion painted_region;
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// Additional damage that needs to be repaired to bring a reused back buffer up to date
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QRegion repaint_region;
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// The dirty region before it was unioned with repaint_region
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QRegion damaged_region;
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// time since last repaint
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int time_diff;
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QElapsedTimer last_time;
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private:
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void paintWindowThumbnails(Scene::Window *w, QRegion region, qreal opacity, qreal brightness, qreal saturation);
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void paintDesktopThumbnails(Scene::Window *w);
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QHash< Toplevel*, Window* > m_windows;
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// windows in their stacking order
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QVector< Window* > stacking_order;
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};
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// The base class for windows representations in composite backends
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class Scene::Window
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{
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public:
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Window(Toplevel* c);
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virtual ~Window();
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// perform the actual painting of the window
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virtual void performPaint(int mask, QRegion region, WindowPaintData data) = 0;
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// do any cleanup needed when the window's composite pixmap is discarded
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void pixmapDiscarded();
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int x() const;
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int y() const;
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int width() const;
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int height() const;
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QRect geometry() const;
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QPoint pos() const;
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QSize size() const;
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QRect rect() const;
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// access to the internal window class
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// TODO eventually get rid of this
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Toplevel* window();
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// should the window be painted
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bool isPaintingEnabled() const;
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void resetPaintingEnabled();
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// Flags explaining why painting should be disabled
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enum {
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// Window will not be painted
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PAINT_DISABLED = 1 << 0,
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// Window will not be painted because it is deleted
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PAINT_DISABLED_BY_DELETE = 1 << 1,
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// Window will not be painted because of which desktop it's on
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PAINT_DISABLED_BY_DESKTOP = 1 << 2,
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// Window will not be painted because it is minimized
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PAINT_DISABLED_BY_MINIMIZE = 1 << 3,
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// Window will not be painted because it is not the active window in a client group
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PAINT_DISABLED_BY_TAB_GROUP = 1 << 4,
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// Window will not be painted because it's not on the current activity
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PAINT_DISABLED_BY_ACTIVITY = 1 << 5
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};
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void enablePainting(int reason);
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void disablePainting(int reason);
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// is the window visible at all
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bool isVisible() const;
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// is the window fully opaque
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bool isOpaque() const;
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// shape of the window
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const QRegion &shape() const;
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QRegion clientShape() const;
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void discardShape();
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void updateToplevel(Toplevel* c);
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// creates initial quad list for the window
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virtual WindowQuadList buildQuads(bool force = false) const;
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void suspendUnredirect(bool suspend);
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void updateShadow(Shadow* shadow);
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const Shadow* shadow() const;
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Shadow* shadow();
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void referencePreviousPixmap();
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void unreferencePreviousPixmap();
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protected:
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WindowQuadList makeQuads(WindowQuadType type, const QRegion& reg, const QPoint &textureOffset = QPoint(0, 0)) const;
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WindowQuadList makeDecorationQuads(const QRect *rects, const QRegion ®ion) const;
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/**
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* @brief Returns the WindowPixmap for this Window.
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*
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* If the WindowPixmap does not yet exist, this method will invoke @link createWindowPixmap.
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* If the WindowPixmap is not valid it tries to create it, in case this succeeds the WindowPixmap is
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* returned. In case it fails, the previous (and still valid) WindowPixmap is returned.
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*
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* Note: this method can return @c NULL as there might neither be a valid previous nor current WindowPixmap
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* around.
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*
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* The WindowPixmap gets casted to the type passed in as a template parameter. That way this class does not
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* need to know the actual WindowPixmap subclass used by the concrete Scene implementations.
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*
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* @return The WindowPixmap casted to T* or @c NULL if there is no valid window pixmap.
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*/
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template<typename T> T *windowPixmap();
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template<typename T> T *previousWindowPixmap();
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/**
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* @brief Factory method to create a WindowPixmap.
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*
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* The inheriting classes need to implement this method to create a new instance of their WindowPixmap subclass.
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* Note: do not use @link WindowPixmap::create on the created instance. The Scene will take care of that.
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*/
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virtual WindowPixmap *createWindowPixmap() = 0;
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Toplevel* toplevel;
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ImageFilterType filter;
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Shadow *m_shadow;
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private:
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QScopedPointer<WindowPixmap> m_currentPixmap;
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QScopedPointer<WindowPixmap> m_previousPixmap;
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int m_referencePixmapCounter;
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int disable_painting;
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mutable QRegion shape_region;
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mutable bool shape_valid;
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mutable WindowQuadList* cached_quad_list;
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Q_DISABLE_COPY(Window)
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};
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/**
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* @brief Wrapper for a pixmap of the @link Scene::Window.
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*
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* This class encapsulates the functionality to get the pixmap for a window. When initialized the pixmap is not yet
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* mapped to the window and @link isValid will return @c false. The pixmap mapping to the window can be established
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* through @link create. If it succeeds @link isValid will return @c true, otherwise it will keep in the non valid
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* state and it can be tried to create the pixmap mapping again (e.g. in the next frame).
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*
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* This class is not intended to be updated when the pixmap is no longer valid due to e.g. resizing the window.
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* Instead a new instance of this class should be instantiated. The idea behind this is that a valid pixmap does not
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* get destroyed, but can continue to be used. To indicate that a newer pixmap should in generally be around, one can
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* use @link markAsDiscarded.
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*
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* This class is intended to be inherited for the needs of the compositor backends which need further mapping from
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* the native pixmap to the respective rendering format.
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*/
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class WindowPixmap
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{
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public:
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virtual ~WindowPixmap();
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/**
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* @brief Tries to create the mapping between the Window and the pixmap.
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*
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* In case this method succeeds in creating the pixmap for the window, @link isValid will return @c true otherwise
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* @c false.
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*
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* Inheriting classes should re-implement this method in case they need to add further functionality for mapping the
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* native pixmap to the rendering format.
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*/
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virtual void create();
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/**
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* @return @c true if the pixmap has been created and is valid, @c false otherwise
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*/
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bool isValid() const;
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/**
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* @return The native X11 pixmap handle
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*/
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xcb_pixmap_t pixmap() const;
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/**
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* @return The Wayland BufferInterface for this WindowPixmap.
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**/
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QPointer<KWayland::Server::BufferInterface> buffer() const;
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const QSharedPointer<QOpenGLFramebufferObject> &fbo() const;
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/**
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* @brief Whether this WindowPixmap is considered as discarded. This means the window has changed in a way that a new
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* WindowPixmap should have been created already.
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*
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* @return @c true if this WindowPixmap is considered as discarded, @c false otherwise.
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* @see markAsDiscarded
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*/
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bool isDiscarded() const;
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/**
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* @brief Marks this WindowPixmap as discarded. From now on @link isDiscarded will return @c true. This method should
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* only be used by the Window when it changes in a way that a new pixmap is required.
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*
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* @see isDiscarded
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*/
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void markAsDiscarded();
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/**
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* The size of the pixmap.
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*/
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const QSize &size() const;
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/**
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* The geometry of the Client's content inside the pixmap. In case of a decorated Client the
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* pixmap also contains the decoration which is not rendered into this pixmap, though. This
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* contentsRect tells where inside the complete pixmap the real content is.
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*/
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const QRect &contentsRect() const;
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/**
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* @brief Returns the Toplevel this WindowPixmap belongs to.
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* Note: the Toplevel can change over the lifetime of the WindowPixmap in case the Toplevel is copied to Deleted.
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*/
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Toplevel *toplevel();
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protected:
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explicit WindowPixmap(Scene::Window *window);
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/**
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* @return The Window this WindowPixmap belongs to
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*/
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Scene::Window *window();
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/**
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* Should be called by the implementing subclasses when the Wayland Buffer changed and needs
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* updating.
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**/
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void updateBuffer();
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private:
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Scene::Window *m_window;
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xcb_pixmap_t m_pixmap;
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QSize m_pixmapSize;
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bool m_discarded;
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QRect m_contentsRect;
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QPointer<KWayland::Server::BufferInterface> m_buffer;
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QSharedPointer<QOpenGLFramebufferObject> m_fbo;
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};
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class Scene::EffectFrame
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{
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public:
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EffectFrame(EffectFrameImpl* frame);
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virtual ~EffectFrame();
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virtual void render(QRegion region, double opacity, double frameOpacity) = 0;
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virtual void free() = 0;
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virtual void freeIconFrame() = 0;
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virtual void freeTextFrame() = 0;
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virtual void freeSelection() = 0;
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virtual void crossFadeIcon() = 0;
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virtual void crossFadeText() = 0;
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protected:
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EffectFrameImpl* m_effectFrame;
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};
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inline
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int Scene::Window::x() const
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{
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return toplevel->x();
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}
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inline
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int Scene::Window::y() const
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{
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return toplevel->y();
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}
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inline
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int Scene::Window::width() const
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{
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return toplevel->width();
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}
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inline
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int Scene::Window::height() const
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{
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return toplevel->height();
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}
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inline
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QRect Scene::Window::geometry() const
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{
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return toplevel->geometry();
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}
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inline
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QSize Scene::Window::size() const
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{
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return toplevel->size();
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}
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inline
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QPoint Scene::Window::pos() const
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{
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return toplevel->pos();
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}
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inline
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QRect Scene::Window::rect() const
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{
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return toplevel->rect();
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}
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inline
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Toplevel* Scene::Window::window()
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{
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return toplevel;
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}
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inline
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void Scene::Window::updateToplevel(Toplevel* c)
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{
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toplevel = c;
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}
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inline
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void Scene::Window::suspendUnredirect(bool suspend)
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{
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toplevel->suspendUnredirect(suspend);
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}
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inline
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void Scene::Window::updateShadow(Shadow* shadow)
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{
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m_shadow = shadow;
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}
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inline
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const Shadow* Scene::Window::shadow() const
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{
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return m_shadow;
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}
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inline
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Shadow* Scene::Window::shadow()
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{
|
|
return m_shadow;
|
|
}
|
|
|
|
inline
|
|
QPointer<KWayland::Server::BufferInterface> WindowPixmap::buffer() const
|
|
{
|
|
return m_buffer;
|
|
}
|
|
|
|
inline
|
|
const QSharedPointer<QOpenGLFramebufferObject> &WindowPixmap::fbo() const
|
|
{
|
|
return m_fbo;
|
|
}
|
|
|
|
template <typename T>
|
|
inline
|
|
T* Scene::Window::windowPixmap()
|
|
{
|
|
if (m_currentPixmap.isNull()) {
|
|
m_currentPixmap.reset(createWindowPixmap());
|
|
}
|
|
if (m_currentPixmap->isValid()) {
|
|
return static_cast<T*>(m_currentPixmap.data());
|
|
}
|
|
m_currentPixmap->create();
|
|
if (m_currentPixmap->isValid()) {
|
|
return static_cast<T*>(m_currentPixmap.data());
|
|
} else {
|
|
return static_cast<T*>(m_previousPixmap.data());
|
|
}
|
|
}
|
|
|
|
template <typename T>
|
|
inline
|
|
T* Scene::Window::previousWindowPixmap()
|
|
{
|
|
return static_cast<T*>(m_previousPixmap.data());
|
|
}
|
|
|
|
inline
|
|
Toplevel* WindowPixmap::toplevel()
|
|
{
|
|
return m_window->window();
|
|
}
|
|
|
|
inline
|
|
xcb_pixmap_t WindowPixmap::pixmap() const
|
|
{
|
|
return m_pixmap;
|
|
}
|
|
|
|
inline
|
|
bool WindowPixmap::isDiscarded() const
|
|
{
|
|
return m_discarded;
|
|
}
|
|
|
|
inline
|
|
void WindowPixmap::markAsDiscarded()
|
|
{
|
|
m_discarded = true;
|
|
m_window->referencePreviousPixmap();
|
|
}
|
|
|
|
inline
|
|
const QRect &WindowPixmap::contentsRect() const
|
|
{
|
|
return m_contentsRect;
|
|
}
|
|
|
|
inline
|
|
const QSize &WindowPixmap::size() const
|
|
{
|
|
return m_pixmapSize;
|
|
}
|
|
|
|
} // namespace
|
|
|
|
#endif
|