56eeb84acc
only in paint. svn path=/trunk/KDE/kdebase/workspace/; revision=689945
420 lines
15 KiB
C++
420 lines
15 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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/*
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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documentation may get outdated in some areas.)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 "client.h"
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#include "deleted.h"
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#include "effects.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;
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Scene::Scene( Workspace* ws )
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: wspace( ws ),
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has_waitSync( false )
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{
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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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}
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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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}
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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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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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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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}
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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.isNull())
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{
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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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}
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else
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time_diff = last_time.elapsed();
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if( time_diff < 0 ) // check time rollback
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time_diff = 1;
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last_time.start();;
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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 = QTime();
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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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QList< Phase2Data > phase2;
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foreach( Window* w, stacking_order ) // bottom to top
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{
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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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foreach( WindowQuad q, data.quads )
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if( q.isTransformed())
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kFatal( 1212 ) << "Pre-paint calls are not allowed to transform quads!" << endl;
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#endif
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if( !w->isPaintingEnabled())
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continue;
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phase2.append( Phase2Data( w, infiniteRegion(), data.mask, data.quads ));
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}
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foreach( Phase2Data d, phase2 )
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paintWindow( d.window, d.mask, d.region, d.quads );
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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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// TODO PAINT_WINDOW_* flags don't belong here, that's why it's in the assert,
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// perhaps the two enums should be separated
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assert(( orig_mask & ( PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED
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| PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_OPAQUE )) == 0 );
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QList< Phase2Data > phase2opaque;
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QList< Phase2Data > phase2translucent;
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QRegion allclips;
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// Draw each opaque window top to bottom, subtracting the bounding rect of
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// each window from the clip region after it's been drawn.
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for( int i = stacking_order.count() - 1; // top to bottom
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i >= 0;
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--i )
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{
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Window* w = stacking_order[ i ];
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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.clip = w->isOpaque() ? w->shape().translated( w->x(), w->y()) : 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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foreach( WindowQuad q, data.quads )
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if( q.isTransformed())
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kFatal( 1212 ) << "Pre-paint calls are not allowed to transform quads!" << endl;
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#endif
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if( !w->isPaintingEnabled())
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continue;
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data.paint -= allclips; // make sure to avoid already clipped areas
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if( data.paint.isEmpty()) // completely clipped
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continue;
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if( data.paint != region ) // prepaint added area to draw
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{
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region |= data.paint; // make sure other windows in that area get painted too
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painted_region |= data.paint; // make sure it makes it to the screen
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}
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// If the window is transparent, the transparent part will be done
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// in the 2nd pass.
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if( data.mask & PAINT_WINDOW_TRANSLUCENT )
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phase2translucent.prepend( Phase2Data( w, data.paint, data.mask, data.quads ));
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if( data.mask & PAINT_WINDOW_OPAQUE )
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{
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phase2opaque.append( Phase2Data( w, data.paint, data.mask, data.quads ));
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// The window can clip by its opaque parts the windows below.
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region -= data.clip;
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allclips |= data.clip;
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}
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}
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// Do the actual painting
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// First opaque windows, top to bottom
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foreach( Phase2Data d, phase2opaque )
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paintWindow( d.window, d.mask, d.region, d.quads );
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if( !( orig_mask & PAINT_SCREEN_BACKGROUND_FIRST ))
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paintBackground( region ); // Fill any areas of the root window not covered by windows
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// Now walk the list bottom to top, drawing translucent windows.
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// That we draw bottom to top is important now since we're drawing translucent objects
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// and also are clipping only by opaque windows.
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QRegion add_paint;
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foreach( Phase2Data d, phase2translucent )
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{
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paintWindow( d.window, d.mask, d.region | add_paint, d.quads );
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// It is necessary to also add paint regions of windows below, because their
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// pre-paint's might have extended the paint area, so those areas need to be painted too.
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add_paint |= d.region;
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}
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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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WindowPaintData data;
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data.opacity = w->window()->opacity();
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data.quads = quads;
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w->prepareForPainting();
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effects->paintWindow( effectWindow( w ), mask, region, data );
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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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//****************************************
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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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, disable_painting( 0 )
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, shape_valid( false )
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{
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}
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Scene::Window::~Window()
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{
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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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}
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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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QRegion Scene::Window::shape() const
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{
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if( !shape_valid )
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{
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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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{
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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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{
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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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}
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else
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shape_region = QRegion( 0, 0, width(), height());
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}
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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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bool Scene::Window::isVisible() const
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{
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if( dynamic_cast< Deleted* >( toplevel ) != NULL )
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return false;
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if( !toplevel->isOnCurrentDesktop())
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return false;
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if( Client* c = dynamic_cast< Client* >( toplevel ))
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return c->isShown( true );
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return true; // Unmanaged is always visible
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// TODO there may be transformations, so ignore this for now
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return !toplevel->geometry()
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.intersect( QRect( 0, 0, displayWidth(), displayHeight()))
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.isEmpty();
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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( dynamic_cast< Deleted* >( toplevel ) != NULL )
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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( Client* c = dynamic_cast< Client* >( toplevel ))
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{
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if( c->isMinimized() )
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disable_painting |= PAINT_DISABLED_BY_MINIMIZE;
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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() const
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{
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if( toplevel->clientPos() == QPoint( 0, 0 ) && toplevel->clientSize() == toplevel->size())
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return makeQuads( WindowQuadContents, shape()); // has no decoration
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QRegion contents = shape() & QRect( toplevel->clientPos(), toplevel->clientSize());
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QRegion decoration = shape() - contents;
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WindowQuadList ret = makeQuads( WindowQuadContents, contents );
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ret += makeQuads( WindowQuadDecoration, decoration );
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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( QRect r, reg.rects())
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{
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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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} // namespace
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