6a66250620
patch by Philip Falkner. svn path=/branches/work/kwin_composite/; revision=610110
176 lines
5.7 KiB
C++
176 lines
5.7 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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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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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 <qdatetime.h>
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#include "toplevel.h"
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#include "utils.h"
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namespace KWinInternal
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{
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class Workspace;
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class WindowPaintData;
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class ScreenPaintData;
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// The base class for compositing backends.
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class Scene
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{
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public:
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Scene( Workspace* ws );
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virtual ~Scene() = 0;
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class Window;
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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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virtual void 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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// shape/size of a window changed
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virtual void windowGeometryShapeChanged( Toplevel* ) = 0;
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// opacity of a window changed
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virtual void windowOpacityChanged( Toplevel* ) = 0;
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// a new window has been created
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virtual void windowAdded( Toplevel* ) = 0;
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// a window has been destroyed
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virtual void windowDeleted( Toplevel* ) = 0;
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// Flags controlling how painting is done.
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enum
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{
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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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};
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// there's nothing to paint (adjust time_diff later)
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void idle();
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bool waitSyncAvailable() { return has_waitSync; }
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protected:
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// shared implementation, starts painting the screen
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void paintScreen( int* mask, QRegion* region );
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friend class EffectsHandler;
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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( Window* 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 );
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// infinite region, i.e. everything
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static QRegion infiniteRegion();
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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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{
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Phase2Data( Window* w, QRegion r, int m ) : window( w ), region( r ), mask( m ) {}
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Window* window;
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QRegion region;
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int mask;
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};
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// windows in their stacking order
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QVector< Window* > stacking_order;
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// time since last repaint
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int time_diff;
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QTime last_time;
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Workspace* wspace;
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bool has_waitSync;
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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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// this class is often copied by value, use manually instead of dtor
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virtual void free();
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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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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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// 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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// 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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QRegion shape() const;
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void discardShape();
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Window() {} // QMap sucks even in Qt4
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protected:
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Toplevel* toplevel;
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private:
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mutable QRegion shape_region;
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mutable bool shape_valid;
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};
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extern Scene* scene;
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inline
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QRegion Scene::infiniteRegion()
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{ // INT_MIN / 2 because width/height is used (INT_MIN+INT_MAX==-1)
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return QRegion( INT_MIN / 2, INT_MIN / 2, INT_MAX, INT_MAX );
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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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Toplevel* Scene::Window::window()
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{
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return toplevel;
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}
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} // namespace
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#endif
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