9f9bde77ad
It is an unused function which becomes more and more obsolete with a better support of transformed windows in paintSimpleScreen.
182 lines
4.9 KiB
C++
182 lines
4.9 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#ifndef KWIN_SCENE_XRENDER_H
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#define KWIN_SCENE_XRENDER_H
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#include <config-workspace.h>
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#include "scene.h"
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#include "shadow.h"
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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#include <X11/extensions/Xrender.h>
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#include <X11/extensions/Xfixes.h>
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namespace KWin
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{
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class SceneXrender
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: public Scene
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{
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Q_OBJECT
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public:
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class EffectFrame;
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SceneXrender(Workspace* ws);
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virtual ~SceneXrender();
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virtual bool initFailed() const;
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virtual CompositingType compositingType() const {
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return XRenderCompositing;
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}
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virtual void paint(QRegion damage, ToplevelList windows);
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virtual void windowAdded(Toplevel*);
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virtual void windowDeleted(Deleted*);
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virtual void screenGeometryChanged(const QSize &size);
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Picture bufferPicture();
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protected:
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virtual void paintBackground(QRegion region);
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public Q_SLOTS:
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virtual void windowOpacityChanged(KWin::Toplevel* c);
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virtual void windowGeometryShapeChanged(KWin::Toplevel* c);
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virtual void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted);
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private:
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void createBuffer();
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void flushBuffer(int mask, QRegion damage);
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void initXRender(bool createOverlay);
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XRenderPictFormat* format;
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Picture front;
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static Picture buffer;
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static ScreenPaintData screen_paint;
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class Window;
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QHash< Toplevel*, Window* > windows;
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bool init_ok;
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};
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class SceneXrender::Window
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: public 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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virtual void performPaint(int mask, QRegion region, WindowPaintData data);
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void discardPicture();
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void discardAlpha();
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QRegion transformedShape() const;
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void setTransformedShape(const QRegion& shape);
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private:
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Picture picture();
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Picture alphaMask(double opacity);
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QRect mapToScreen(int mask, const WindowPaintData &data, const QRect &rect) const;
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QPoint mapToScreen(int mask, const WindowPaintData &data, const QPoint &point) const;
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void prepareTempPixmap();
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Picture _picture;
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XRenderPictFormat* format;
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Picture alpha;
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double alpha_cached_opacity;
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QRegion transformed_shape;
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static QPixmap *temp_pixmap;
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};
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class SceneXrender::EffectFrame
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: public Scene::EffectFrame
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{
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public:
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EffectFrame(EffectFrameImpl* frame);
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virtual ~EffectFrame();
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virtual void free();
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virtual void freeIconFrame();
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virtual void freeTextFrame();
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virtual void freeSelection();
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virtual void crossFadeIcon();
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virtual void crossFadeText();
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virtual void render(QRegion region, double opacity, double frameOpacity);
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private:
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void updatePicture();
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void updateTextPicture();
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XRenderPicture* m_picture;
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XRenderPicture* m_textPicture;
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XRenderPicture* m_iconPicture;
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XRenderPicture* m_selectionPicture;
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};
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inline
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Picture SceneXrender::bufferPicture()
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{
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return buffer;
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}
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inline
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QRegion SceneXrender::Window::transformedShape() const
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{
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return transformed_shape;
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}
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inline
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void SceneXrender::Window::setTransformedShape(const QRegion& shape)
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{
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transformed_shape = shape;
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}
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/**
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* @short XRender implementation of Shadow.
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*
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* This class extends Shadow by the elements required for XRender rendering.
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* @author Jacopo De Simoi <wilderkde@gmail.org>
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**/
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class SceneXRenderShadow
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: public Shadow
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{
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public:
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SceneXRenderShadow(Toplevel *toplevel);
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using Shadow::ShadowElements;
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using Shadow::ShadowElementTop;
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using Shadow::ShadowElementTopRight;
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using Shadow::ShadowElementRight;
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using Shadow::ShadowElementBottomRight;
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using Shadow::ShadowElementBottom;
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using Shadow::ShadowElementBottomLeft;
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using Shadow::ShadowElementLeft;
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using Shadow::ShadowElementTopLeft;
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using Shadow::ShadowElementsCount;
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using Shadow::shadowPixmap;
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virtual ~SceneXRenderShadow();
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void layoutShadowRects(QRect& top, QRect& topRight,
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QRect& right, QRect& bottomRight,
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QRect& bottom, QRect& bottomLeft,
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QRect& Left, QRect& topLeft);
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protected:
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virtual void buildQuads();
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virtual bool prepareBackend() {
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return true;
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};
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};
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} // namespace
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#endif
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#endif
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