kwin/effects/shadow.h
Luboš Luňák 5faa397849 Vertex redesign - redo the way windows are split into smaller parts
for use in effects (and not only). Now a list of window quads (=window areas)
is created at the beginning of the paint pass, prepaint calls can modify
the split itself (i.e. divide it into more parts). The actual paint calls
can then modify these quads (i.e. transform their geometry). This will allow
better control of how the split is done and also allow painting e.g. only
the decoration differently. Still work in progress, but it works.
Also pass data to prepaint functions in a struct, as there is
already quite a number of them.


svn path=/trunk/KDE/kdebase/workspace/; revision=684893
2007-07-07 14:01:32 +00:00

45 lines
1.4 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#ifndef KWIN_SHADOW_H
#define KWIN_SHADOW_H
#include <kwineffects.h>
namespace KWin
{
class GLTexture;
class ShadowEffect
: public Effect
{
public:
ShadowEffect();
virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time );
virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
virtual void postPaintWindow( EffectWindow* w );
virtual QRect transformWindowDamage( EffectWindow* w, const QRect& r );
private:
void drawShadow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
void addQuadVertices(QVector<float>& verts, float x1, float y1, float x2, float y2) const;
// transforms window rect -> shadow rect
QRect shadowRectangle(const QRect& windowRectangle) const;
int shadowXOffset, shadowYOffset;
float shadowOpacity;
int shadowFuzzyness;
GLTexture* mShadowTexture;
};
} // namespace
#endif