01adbe6dc5
Add an option to kcmcompositing in the 'Advanced' tab, to enable or disable color correction. It is specified that it's experimental and it needs Kolor Manager. Before painting for a particular screen, ColorCorrection::setupForOutput should be called. A screen property is added for WindowPaintData. In kwinglutils, The fragment shaders are intercepted before being compiled and they get a couple of lines of code inserted in order to do the color correction. This happens only when color correction is enabled, of course. For D-Bus communication with KolorServer, everything is async. The implementation basically manages a set of color lookup tables for different outputs and for different window regions. These are taken via D-Bus. Each lookup table has around 700 KB. This commit reintroduces the changes from the former merge with the "color2" branch. In this form, it can be easily reverted. REVIEW: 106141
653 lines
24 KiB
C++
653 lines
24 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 <QGraphicsScene>
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#include <QGraphicsView>
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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 "overlaywindow.h"
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#include "shadow.h"
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#include "thumbnailitem.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(Workspace* ws)
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: QObject(ws)
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, wspace(ws)
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{
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last_time.invalidate(); // Initialize the timer
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connect(Workspace::self(), SIGNAL(deletedRemoved(KWin::Deleted*)), SLOT(windowDeleted(KWin::Deleted*)));
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}
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Scene::~Scene()
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{
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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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effects->prePaintScreen(pdata, time_diff);
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*mask = pdata.mask;
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*region = pdata.paint;
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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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}
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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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}
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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.isValid()) {
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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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last_time.start();
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} else
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// the extra wspace->nextFrameDelay() basically means that we lie to the effect about the passed
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// time - as a result the (animated) effect will run up to a frame shorter but in return stick
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// closer to the runtime from the trigger
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time_diff = last_time.restart()/* + wspace->nextFrameDelay()*/;
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if (time_diff < 0) // check time rollback
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time_diff = 1;
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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.invalidate();
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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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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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}
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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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// 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();
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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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if (data.quads.isTransformed()) {
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kFatal(1212) << "Pre-paint calls are not allowed to transform quads!" ;
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}
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#endif
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if (!w->isPaintingEnabled()) {
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continue;
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}
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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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}
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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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assert((orig_mask & (PAINT_SCREEN_TRANSFORMED
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| PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) == 0);
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QList< QPair< 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();
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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();
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// Clip out the decoration for opaque windows; the decoration is drawn in the second pass
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if (w->isOpaque()) {
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Client *c = NULL;
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if (topw->isClient()) {
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c = static_cast<Client*>(topw);
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}
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// the window is fully opaque
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if (c && c->decorationHasAlpha()) {
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// decoration uses alpha channel, so we may not exclude it in clipping
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data.clip = w->clientShape().translated(w->x(), w->y());
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} else {
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// decoration is fully opaque
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if (c && c->isShade()) {
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data.clip = QRegion();
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} else {
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data.clip = w->shape().translated(w->x(), w->y());
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}
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}
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} else if (topw->hasAlpha() && topw->opacity() == 1.0) {
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// the window is partially opaque
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data.clip = (w->clientShape() & topw->opaqueRegion().translated(topw->clientPos())).translated(w->x(), w->y());
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} else {
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data.clip = QRegion();
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}
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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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if (data.quads.isTransformed()) {
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kFatal(1212) << "Pre-paint calls are not allowed to transform quads!" ;
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}
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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.append(QPair< Window*, Phase2Data >(w,Phase2Data(w, data.paint, data.clip,
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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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// This is the occlusion culling pass
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QRegion allclips, upperTranslucentDamage;
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for (int i = phase2data.count() - 1; i >= 0; --i) {
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QPair< Window*, Phase2Data > *entry = &phase2data[i];
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Phase2Data *data = &entry->second;
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data->region |= upperTranslucentDamage;
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// subtract the parts which will possibly been drawn as part of
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// a higher opaque window
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data->region -= allclips;
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// Here we rely on WindowPrePaintData::setTranslucent() to remove
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// the clip if needed.
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if (!data->clip.isEmpty() && !(data->mask & PAINT_WINDOW_TRANSFORMED)) {
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// clip away the opaque regions for all windows below this one
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allclips |= data->clip;
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// extend the translucent damage for windows below this by remaining (translucent) regions
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upperTranslucentDamage |= data->region - data->clip;
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} else {
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upperTranslucentDamage |= data->region;
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}
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}
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QRegion paintedArea;
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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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paintedArea = dirtyArea - allclips;
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paintBackground(paintedArea);
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}
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// Now walk the list bottom to top and draw the windows.
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for (int i = 0; i < phase2data.count(); ++i) {
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Phase2Data *data = &phase2data[i].second;
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// add all regions which have been drawn so far
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paintedArea |= data->region;
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data->region = paintedArea;
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paintWindow(data->window, data->mask, data->region, data->quads);
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}
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painted_region |= paintedArea;
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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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// paint thumbnails on top of window
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EffectWindowImpl *wImpl = static_cast<EffectWindowImpl*>(effectWindow(w));
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for (QHash<ThumbnailItem*, QWeakPointer<EffectWindowImpl> >::const_iterator it = wImpl->thumbnails().constBegin();
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it != wImpl->thumbnails().constEnd();
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++it) {
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if (it.value().isNull()) {
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continue;
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}
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ThumbnailItem *item = it.key();
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if (!item->isVisible()) {
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continue;
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}
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EffectWindowImpl *thumb = it.value().data();
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WindowPaintData thumbData(thumb);
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thumbData.setOpacity(data.opacity());
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const QRect visualThumbRect(thumb->expandedGeometry());
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QSizeF size = QSizeF(visualThumbRect.size());
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size.scale(QSizeF(item->width(), item->height()), Qt::KeepAspectRatio);
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if (size.width() > visualThumbRect.width() || size.height() > visualThumbRect.height()) {
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size = QSizeF(visualThumbRect.size());
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}
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thumbData.setXScale(size.width() / static_cast<qreal>(visualThumbRect.width()));
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thumbData.setYScale(size.height() / static_cast<qreal>(visualThumbRect.height()));
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// it can happen in the init/closing phase of the tabbox
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// that the corresponding QGraphicsScene is not available
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if (item->scene() == 0) {
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continue;
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}
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// in principle there could be more than one QGraphicsView per QGraphicsScene,
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// although TabBox does not make use of it so far
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QList<QGraphicsView*> views = item->scene()->views();
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QGraphicsView* declview = 0;
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QPoint viewPos;
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foreach (QGraphicsView* view, views) {
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if (view->winId() == w->window()->window()) {
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declview = view;
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break;
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}
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QWidget *parent = view;
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while ((parent = parent->parentWidget())) {
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// if the graphicsview is not the topmost widget we try to go up to the
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// toplevel widget and check whether that is the window we are looking for.
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if (parent->winId() == w->window()->window()) {
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declview = view;
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viewPos = view->mapTo(parent, QPoint());
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break;
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}
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}
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if (declview) {
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// our nested loop found it, so we can break this loop as well
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// doesn't look nice, but still better than goto
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break;
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}
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}
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if (declview == 0) {
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continue;
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}
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const QPoint point = viewPos + declview->mapFromScene(item->scenePos());
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qreal x = point.x() + w->x() + (item->width() - size.width())/2;
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qreal y = point.y() + w->y() + (item->height() - size.height()) / 2;
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x -= thumb->x();
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y -= thumb->y();
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// compensate shadow topleft padding
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x += (thumb->x()-visualThumbRect.x())*thumbData.xScale();
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y += (thumb->y()-visualThumbRect.y())*thumbData.yScale();
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thumbData.setXTranslation(x);
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thumbData.setYTranslation(y);
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int thumbMask = PAINT_WINDOW_TRANSFORMED | PAINT_WINDOW_LANCZOS;
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if (thumbData.opacity() == 1.0) {
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thumbMask |= PAINT_WINDOW_OPAQUE;
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} else {
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thumbMask |= PAINT_WINDOW_TRANSLUCENT;
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}
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QRegion clippingRegion = region;
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clippingRegion &= QRegion(wImpl->x(), wImpl->y(), wImpl->width(), wImpl->height());
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QPainterPath path = item->clipPath();
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if (!path.isEmpty()) {
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// here we assume that the clippath consists of a single rectangle
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const QPolygonF sceneBounds = item->mapToScene(path.boundingRect());
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const QRect viewBounds = declview->mapFromScene(sceneBounds).boundingRect();
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// shrinking the rect due to rounding errors
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clippingRegion &= viewBounds.adjusted(0,0,-1,-1).translated(viewPos + w->pos());
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}
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effects->drawWindow(thumb, thumbMask, clippingRegion, thumbData);
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}
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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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w->sceneWindow()->performPaint(mask, region, data);
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}
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bool Scene::waitSyncAvailable() const
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{
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return false;
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}
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void Scene::screenGeometryChanged(const QSize &size)
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{
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overlayWindow()->resize(size);
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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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const 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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if (toplevel->isClient()) {
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Client *c = static_cast< Client * > (toplevel);
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if (c->isShade())
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return QRegion();
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}
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// TODO: cache
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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 (toplevel->isDeleted())
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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 (toplevel->isClient())
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return (static_cast< Client *>(toplevel))->isShown(true);
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return true; // Unmanaged is always visible
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}
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bool Scene::Window::isOpaque() const
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{
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return toplevel->opacity() == 1.0 && !toplevel->hasAlpha();
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}
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bool Scene::Window::isPaintingEnabled() const
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{
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return !disable_painting;
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}
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void Scene::Window::resetPaintingEnabled()
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{
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disable_painting = 0;
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if (toplevel->isDeleted())
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disable_painting |= PAINT_DISABLED_BY_DELETE;
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if (!toplevel->isOnCurrentDesktop())
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disable_painting |= PAINT_DISABLED_BY_DESKTOP;
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if (!toplevel->isOnCurrentActivity())
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disable_painting |= PAINT_DISABLED_BY_ACTIVITY;
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if (toplevel->isClient()) {
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Client *c = static_cast<Client*>(toplevel);
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if (c->isMinimized())
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disable_painting |= PAINT_DISABLED_BY_MINIMIZE;
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if (c->tabGroup() && c != c->tabGroup()->current())
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disable_painting |= PAINT_DISABLED_BY_TAB_GROUP;
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else if (c->isHiddenInternal())
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disable_painting |= PAINT_DISABLED;
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}
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}
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void Scene::Window::enablePainting(int reason)
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{
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disable_painting &= ~reason;
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}
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void Scene::Window::disablePainting(int reason)
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{
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disable_painting |= reason;
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}
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WindowQuadList Scene::Window::buildQuads(bool force) const
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{
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if (cached_quad_list != NULL && !force)
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return *cached_quad_list;
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WindowQuadList ret;
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if (toplevel->clientPos() == QPoint(0, 0) && toplevel->clientSize() == toplevel->decorationRect().size())
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ret = makeQuads(WindowQuadContents, shape()); // has no decoration
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else {
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Client *client = dynamic_cast<Client*>(toplevel);
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QRegion contents = clientShape();
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QRegion center = toplevel->transparentRect();
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QRegion decoration = (client && Workspace::self()->decorationHasAlpha() ?
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QRegion(client->decorationRect()) : shape()) - center;
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ret = makeQuads(WindowQuadContents, contents);
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if (!client || !(center.isEmpty() || client->isShade()))
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ret += makeQuads(WindowQuadDecoration, decoration);
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else {
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// this is a shaded client, we have to create four decoartion quads
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QRect left, top, right, bottom;
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client->layoutDecorationRects(left, top, right, bottom, Client::WindowRelative);
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ret += makeQuads(WindowQuadDecoration, top);
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ret += makeQuads(WindowQuadDecoration, bottom);
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ret += makeQuads(WindowQuadDecoration, left);
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ret += makeQuads(WindowQuadDecoration, right);
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}
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}
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if (m_shadow) {
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ret << m_shadow->shadowQuads();
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}
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effects->buildQuads(toplevel->effectWindow(), ret);
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cached_quad_list = new WindowQuadList(ret);
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return ret;
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}
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WindowQuadList Scene::Window::makeQuads(WindowQuadType type, const QRegion& reg) const
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{
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WindowQuadList ret;
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foreach (const QRect & r, reg.rects()) {
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WindowQuad quad(type);
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// TODO asi mam spatne pravy dolni roh - bud tady, nebo v jinych castech
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quad[ 0 ] = WindowVertex(r.x(), r.y(), r.x(), r.y());
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quad[ 1 ] = WindowVertex(r.x() + r.width(), r.y(), r.x() + r.width(), r.y());
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quad[ 2 ] = WindowVertex(r.x() + r.width(), r.y() + r.height(), r.x() + r.width(), r.y() + r.height());
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quad[ 3 ] = WindowVertex(r.x(), r.y() + r.height(), r.x(), r.y() + r.height());
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ret.append(quad);
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}
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return ret;
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}
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//****************************************
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// Scene::EffectFrame
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|
//****************************************
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Scene::EffectFrame::EffectFrame(EffectFrameImpl* frame)
|
|
: m_effectFrame(frame)
|
|
{
|
|
}
|
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Scene::EffectFrame::~EffectFrame()
|
|
{
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}
|
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} // namespace
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