8e7a8c5a11
AbstractOutput is not so Abstract and it's common to avoid the word "Abstract" in class names as it doesn't contribute any new information. It also significantly reduces the line width in some places.
889 lines
26 KiB
C++
889 lines
26 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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SPDX-FileCopyrightText: 2006 Lubos Lunak <l.lunak@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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/*
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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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Compositor::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 "internal_client.h"
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#include "output.h"
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#include "platform.h"
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#include "renderlayer.h"
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#include "shadowitem.h"
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#include "surfaceitem.h"
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#include "unmanaged.h"
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#include "waylandclient.h"
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#include "windowitem.h"
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#include "workspace.h"
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#include "x11client.h"
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#include <QQuickWindow>
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#include <QVector2D>
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#include "composite.h"
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#include "deleted.h"
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#include "effects.h"
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#include "renderloop.h"
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#include "shadow.h"
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#include "wayland_server.h"
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#include "x11client.h"
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#include <QtMath>
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#include <KWaylandServer/surface_interface.h>
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namespace KWin
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{
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SceneDelegate::SceneDelegate(Scene *scene, QObject *parent)
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: RenderLayerDelegate(parent)
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, m_scene(scene)
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{
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m_scene->addDelegate(this);
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}
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SceneDelegate::SceneDelegate(Scene *scene, Output *output, QObject *parent)
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: RenderLayerDelegate(parent)
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, m_scene(scene)
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, m_output(output)
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{
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m_scene->addDelegate(this);
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}
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SceneDelegate::~SceneDelegate()
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{
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m_scene->removeDelegate(this);
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}
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QRegion SceneDelegate::repaints() const
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{
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return m_scene->damage().translated(-viewport().topLeft());
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}
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SurfaceItem *SceneDelegate::scanoutCandidate() const
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{
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return m_scene->scanoutCandidate();
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}
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void SceneDelegate::prePaint()
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{
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m_scene->prePaint(m_output);
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}
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void SceneDelegate::postPaint()
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{
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m_scene->postPaint();
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}
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void SceneDelegate::paint(RenderTarget *renderTarget, const QRegion ®ion)
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{
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m_scene->paint(renderTarget, region.translated(viewport().topLeft()));
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}
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QRect SceneDelegate::viewport() const
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{
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return m_output ? m_output->geometry() : m_scene->geometry();
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}
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//****************************************
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// Scene
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//****************************************
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Scene::Scene(QObject *parent)
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: QObject(parent)
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, m_filter(this)
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{
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}
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Scene::~Scene()
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{
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Q_ASSERT(m_windows.isEmpty());
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}
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void Scene::initialize()
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{
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connect(workspace(), &Workspace::deletedRemoved, this, &Scene::removeToplevel);
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connect(workspace(), &Workspace::currentActivityChanged, this, &Scene::addRepaintFull);
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connect(workspace(), &Workspace::currentDesktopChanged, this, &Scene::addRepaintFull);
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connect(workspace(), &Workspace::stackingOrderChanged, this, &Scene::addRepaintFull);
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setGeometry(workspace()->geometry());
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connect(workspace(), &Workspace::geometryChanged, this, [this]() {
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setGeometry(workspace()->geometry());
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});
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}
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void Scene::addRepaintFull()
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{
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addRepaint(geometry());
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}
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void Scene::addRepaint(int x, int y, int width, int height)
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{
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addRepaint(QRegion(x, y, width, height));
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}
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void Scene::addRepaint(const QRegion ®ion)
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{
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for (const auto &delegate : std::as_const(m_delegates)) {
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const QRect viewport = delegate->viewport();
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QRegion dirtyRegion = region & viewport;
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dirtyRegion.translate(-viewport.topLeft());
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if (!dirtyRegion.isEmpty()) {
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delegate->layer()->addRepaint(dirtyRegion);
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}
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}
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}
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QRegion Scene::damage() const
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{
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return m_paintContext.damage;
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}
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QRect Scene::geometry() const
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{
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return m_geometry;
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}
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void Scene::setGeometry(const QRect &rect)
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{
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if (m_geometry != rect) {
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m_geometry = rect;
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addRepaintFull();
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}
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}
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QList<SceneDelegate *> Scene::delegates() const
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{
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return m_delegates;
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}
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void Scene::addDelegate(SceneDelegate *delegate)
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{
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m_delegates.append(delegate);
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}
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void Scene::removeDelegate(SceneDelegate *delegate)
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{
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m_delegates.removeOne(delegate);
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}
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static SurfaceItem *findTopMostSurface(SurfaceItem *item)
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{
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const QList<Item *> children = item->childItems();
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if (children.isEmpty()) {
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return item;
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} else {
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return findTopMostSurface(static_cast<SurfaceItem *>(children.constLast()));
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}
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}
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SurfaceItem *Scene::scanoutCandidate() const
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{
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if (!waylandServer()) {
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return nullptr;
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}
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SurfaceItem *candidate = nullptr;
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if (!static_cast<EffectsHandlerImpl *>(effects)->blocksDirectScanout()) {
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for (int i = stacking_order.count() - 1; i >= 0; i--) {
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Window *window = stacking_order[i];
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Toplevel *toplevel = window->window();
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if (toplevel->isOnOutput(painted_screen) && window->isVisible() && toplevel->opacity() > 0) {
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AbstractClient *c = dynamic_cast<AbstractClient *>(toplevel);
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if (!c || !c->isFullScreen() || c->opacity() != 1.0) {
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break;
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}
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if (!window->surfaceItem()) {
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break;
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}
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SurfaceItem *topMost = findTopMostSurface(window->surfaceItem());
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auto pixmap = topMost->pixmap();
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if (!pixmap) {
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break;
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}
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pixmap->update();
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// the subsurface has to be able to cover the whole window
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if (topMost->position() != QPoint(0, 0)) {
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break;
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}
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// and it has to be completely opaque
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if (pixmap->hasAlphaChannel() && !topMost->opaque().contains(QRect(0, 0, window->width(), window->height()))) {
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break;
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}
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candidate = topMost;
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break;
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}
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}
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}
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return candidate;
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}
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void Scene::prePaint(Output *output)
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{
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createStackingOrder();
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if (kwinApp()->operationMode() == Application::OperationModeX11) {
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painted_screen = kwinApp()->platform()->enabledOutputs().constFirst();
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setRenderTargetRect(geometry());
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setRenderTargetScale(1);
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} else {
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painted_screen = output;
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setRenderTargetRect(painted_screen->geometry());
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setRenderTargetScale(painted_screen->scale());
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}
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const RenderLoop *renderLoop = painted_screen->renderLoop();
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const std::chrono::milliseconds presentTime =
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std::chrono::duration_cast<std::chrono::milliseconds>(renderLoop->nextPresentationTimestamp());
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if (Q_UNLIKELY(presentTime < m_expectedPresentTimestamp)) {
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qCDebug(KWIN_CORE,
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"Provided presentation timestamp is invalid: %lld (current: %lld)",
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static_cast<long long>(presentTime.count()),
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static_cast<long long>(m_expectedPresentTimestamp.count()));
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} else {
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m_expectedPresentTimestamp = presentTime;
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}
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// preparation step
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auto effectsImpl = static_cast<EffectsHandlerImpl *>(effects);
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effectsImpl->startPaint();
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ScreenPrePaintData prePaintData;
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prePaintData.mask = 0;
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prePaintData.screen = EffectScreenImpl::get(painted_screen);
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effects->prePaintScreen(prePaintData, m_expectedPresentTimestamp);
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m_paintContext.damage = prePaintData.paint;
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m_paintContext.mask = prePaintData.mask;
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m_paintContext.phase2Data.clear();
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if (m_paintContext.mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) {
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preparePaintGenericScreen();
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} else {
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preparePaintSimpleScreen();
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}
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}
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static void resetRepaintsHelper(Item *item, Output *output)
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{
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item->resetRepaints(output);
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const auto childItems = item->childItems();
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for (Item *childItem : childItems) {
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resetRepaintsHelper(childItem, output);
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}
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}
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static void accumulateRepaints(Item *item, Output *output, QRegion *repaints)
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{
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*repaints += item->repaints(output);
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item->resetRepaints(output);
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const auto childItems = item->childItems();
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for (Item *childItem : childItems) {
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accumulateRepaints(childItem, output, repaints);
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}
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}
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void Scene::preparePaintGenericScreen()
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{
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for (Window *sceneWindow : std::as_const(stacking_order)) {
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resetRepaintsHelper(sceneWindow->windowItem(), painted_screen);
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WindowPrePaintData data;
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data.mask = m_paintContext.mask;
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data.paint = infiniteRegion(); // no clipping, so doesn't really matter
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sceneWindow->resetPaintingEnabled();
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effects->prePaintWindow(effectWindow(sceneWindow), data, m_expectedPresentTimestamp);
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if (sceneWindow->isPaintingEnabled()) {
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m_paintContext.phase2Data.append(Phase2Data{
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.window = sceneWindow,
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.region = infiniteRegion(),
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.opaque = data.opaque,
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.mask = data.mask,
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});
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}
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}
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m_paintContext.damage = renderTargetRect();
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}
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void Scene::preparePaintSimpleScreen()
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{
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for (Window *sceneWindow : std::as_const(stacking_order)) {
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const Toplevel *toplevel = sceneWindow->window();
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WindowPrePaintData data;
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data.mask = m_paintContext.mask;
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accumulateRepaints(sceneWindow->windowItem(), painted_screen, &data.paint);
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// Clip out the decoration for opaque windows; the decoration is drawn in the second pass.
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if (toplevel->opacity() == 1.0) {
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const SurfaceItem *surfaceItem = sceneWindow->surfaceItem();
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if (Q_LIKELY(surfaceItem)) {
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data.opaque = surfaceItem->mapToGlobal(surfaceItem->opaque());
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}
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const AbstractClient *client = dynamic_cast<const AbstractClient *>(toplevel);
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if (client && !client->decorationHasAlpha()) {
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data.opaque |= sceneWindow->decorationShape().translated(sceneWindow->pos());
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}
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}
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sceneWindow->resetPaintingEnabled();
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effects->prePaintWindow(effectWindow(sceneWindow), data, m_expectedPresentTimestamp);
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if (sceneWindow->isPaintingEnabled()) {
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m_paintContext.phase2Data.append(Phase2Data{
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.window = sceneWindow,
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.region = data.paint,
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.opaque = data.opaque,
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.mask = data.mask,
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});
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}
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}
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// Perform an occlusion cull pass, remove surface damage occluded by opaque windows.
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QRegion opaque;
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for (int i = m_paintContext.phase2Data.size() - 1; i >= 0; --i) {
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const auto &paintData = m_paintContext.phase2Data.at(i);
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m_paintContext.damage += paintData.region - opaque;
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if (!(paintData.mask & (PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_TRANSFORMED))) {
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opaque += paintData.opaque;
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}
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}
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}
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void Scene::postPaint()
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{
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for (Window *w : std::as_const(stacking_order)) {
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effects->postPaintWindow(effectWindow(w));
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}
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effects->postPaintScreen();
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if (waylandServer()) {
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const std::chrono::milliseconds frameTime =
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std::chrono::duration_cast<std::chrono::milliseconds>(painted_screen->renderLoop()->lastPresentationTimestamp());
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for (Window *window : std::as_const(m_windows)) {
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Toplevel *toplevel = window->window();
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if (!toplevel->isOnOutput(painted_screen)) {
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continue;
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}
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if (auto surface = toplevel->surface()) {
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surface->frameRendered(frameTime.count());
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}
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}
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}
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clearStackingOrder();
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}
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static QMatrix4x4 createProjectionMatrix(const QRect &rect)
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{
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// Create a perspective projection with a 60° field-of-view,
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// and an aspect ratio of 1.0.
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QMatrix4x4 ret;
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ret.setToIdentity();
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const float fovY = std::tan(qDegreesToRadians(60.0f) / 2);
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const float aspect = 1.0f;
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const float zNear = 0.1f;
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const float zFar = 100.0f;
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const float yMax = zNear * fovY;
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const float yMin = -yMax;
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const float xMin = yMin * aspect;
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const float xMax = yMax * aspect;
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ret.frustum(xMin, xMax, yMin, yMax, zNear, zFar);
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const float scaleFactor = 1.1 * fovY / yMax;
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ret.translate(xMin * scaleFactor, yMax * scaleFactor, -1.1);
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ret.scale((xMax - xMin) * scaleFactor / rect.width(),
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-(yMax - yMin) * scaleFactor / rect.height(),
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0.001);
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ret.translate(-rect.x(), -rect.y());
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return ret;
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}
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QMatrix4x4 Scene::renderTargetProjectionMatrix() const
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{
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return m_renderTargetProjectionMatrix;
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}
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QRect Scene::renderTargetRect() const
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{
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return m_renderTargetRect;
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}
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void Scene::setRenderTargetRect(const QRect &rect)
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{
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m_renderTargetRect = rect;
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m_renderTargetProjectionMatrix = createProjectionMatrix(rect);
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}
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qreal Scene::renderTargetScale() const
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{
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return m_renderTargetScale;
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}
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void Scene::setRenderTargetScale(qreal scale)
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{
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m_renderTargetScale = scale;
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}
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QRegion Scene::mapToRenderTarget(const QRegion ®ion) const
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{
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QRegion result;
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for (const QRect &rect : region) {
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result += QRect((rect.x() - m_renderTargetRect.x()) * m_renderTargetScale,
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(rect.y() - m_renderTargetRect.y()) * m_renderTargetScale,
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rect.width() * m_renderTargetScale,
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rect.height() * m_renderTargetScale);
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}
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return result;
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}
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void Scene::paintScreen(const QRegion ®ion)
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{
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ScreenPaintData data(m_renderTargetProjectionMatrix, EffectScreenImpl::get(painted_screen));
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effects->paintScreen(m_paintContext.mask, region, data);
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m_paintScreenCount = 0;
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Q_EMIT frameRendered();
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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, const QRegion ®ion, ScreenPaintData &data)
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{
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m_paintScreenCount++;
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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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}
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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, const ScreenPaintData &)
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{
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if (m_paintContext.mask & PAINT_SCREEN_BACKGROUND_FIRST) {
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if (m_paintScreenCount == 1) {
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paintBackground(infiniteRegion());
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}
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} else {
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paintBackground(infiniteRegion());
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}
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for (const Phase2Data &paintData : std::as_const(m_paintContext.phase2Data)) {
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paintWindow(paintData.window, paintData.mask, paintData.region);
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}
|
|
}
|
|
|
|
// The optimized case without any transformations at all.
|
|
// It can paint only the requested region and can use clipping
|
|
// to reduce painting and improve performance.
|
|
void Scene::paintSimpleScreen(int, const QRegion ®ion)
|
|
{
|
|
// This is the occlusion culling pass
|
|
QRegion visible = region;
|
|
for (int i = m_paintContext.phase2Data.size() - 1; i >= 0; --i) {
|
|
Phase2Data *data = &m_paintContext.phase2Data[i];
|
|
data->region = visible;
|
|
|
|
if (!(data->mask & PAINT_WINDOW_TRANSFORMED)) {
|
|
const Item *item = data->window->windowItem();
|
|
data->region &= item->mapToGlobal(item->boundingRect());
|
|
|
|
if (!(data->mask & PAINT_WINDOW_TRANSLUCENT)) {
|
|
visible -= data->opaque;
|
|
}
|
|
}
|
|
}
|
|
|
|
paintBackground(visible);
|
|
|
|
for (const Phase2Data &paintData : std::as_const(m_paintContext.phase2Data)) {
|
|
paintWindow(paintData.window, paintData.mask, paintData.region);
|
|
}
|
|
}
|
|
|
|
void Scene::addToplevel(Toplevel *c)
|
|
{
|
|
Q_ASSERT(!m_windows.contains(c));
|
|
Scene::Window *w = createWindow(c);
|
|
m_windows[c] = w;
|
|
|
|
connect(c, &Toplevel::windowClosed, this, &Scene::windowClosed);
|
|
|
|
c->effectWindow()->setSceneWindow(w);
|
|
}
|
|
|
|
void Scene::removeToplevel(Toplevel *toplevel)
|
|
{
|
|
Q_ASSERT(m_windows.contains(toplevel));
|
|
delete m_windows.take(toplevel);
|
|
toplevel->effectWindow()->setSceneWindow(nullptr);
|
|
}
|
|
|
|
void Scene::windowClosed(Toplevel *toplevel, Deleted *deleted)
|
|
{
|
|
if (!deleted) {
|
|
removeToplevel(toplevel);
|
|
return;
|
|
}
|
|
|
|
Q_ASSERT(m_windows.contains(toplevel));
|
|
Window *window = m_windows.take(toplevel);
|
|
window->updateToplevel(deleted);
|
|
m_windows[deleted] = window;
|
|
}
|
|
|
|
void Scene::createStackingOrder()
|
|
{
|
|
// Create a list of all windows in the stacking order
|
|
QList<Toplevel *> windows = Workspace::self()->xStackingOrder();
|
|
|
|
// Move elevated windows to the top of the stacking order
|
|
const QList<EffectWindow *> elevatedList = static_cast<EffectsHandlerImpl *>(effects)->elevatedWindows();
|
|
for (EffectWindow *c : elevatedList) {
|
|
Toplevel *t = static_cast<EffectWindowImpl *>(c)->window();
|
|
windows.removeAll(t);
|
|
windows.append(t);
|
|
}
|
|
|
|
// Skip windows that are not yet ready for being painted and if screen is locked skip windows
|
|
// that are neither lockscreen nor inputmethod windows.
|
|
//
|
|
// TODO? This cannot be used so carelessly - needs protections against broken clients, the
|
|
// window should not get focus before it's displayed, handle unredirected windows properly and
|
|
// so on.
|
|
for (Toplevel *win : windows) {
|
|
if (!win->readyForPainting()) {
|
|
windows.removeAll(win);
|
|
}
|
|
if (!m_filter.filterAcceptsWindow(win)) {
|
|
windows.removeAll(win);
|
|
}
|
|
}
|
|
|
|
// TODO: cache the stacking_order in case it has not changed
|
|
for (Toplevel *c : std::as_const(windows)) {
|
|
Q_ASSERT(m_windows.contains(c));
|
|
stacking_order.append(m_windows[c]);
|
|
}
|
|
}
|
|
|
|
void Scene::clearStackingOrder()
|
|
{
|
|
stacking_order.clear();
|
|
}
|
|
|
|
void Scene::paintWindow(Window *w, int mask, const QRegion ®ion)
|
|
{
|
|
if (region.isEmpty()) { // completely clipped
|
|
return;
|
|
}
|
|
|
|
WindowPaintData data(w->window()->effectWindow(), screenProjectionMatrix());
|
|
effects->paintWindow(effectWindow(w), mask, region, data);
|
|
}
|
|
|
|
void Scene::paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data)
|
|
{
|
|
static_cast<EffectsHandlerImpl *>(effects)->paintDesktop(desktop, mask, region, data);
|
|
}
|
|
|
|
// the function that'll be eventually called by paintWindow() above
|
|
void Scene::finalPaintWindow(EffectWindowImpl *w, int mask, const QRegion ®ion, WindowPaintData &data)
|
|
{
|
|
effects->drawWindow(w, mask, region, data);
|
|
}
|
|
|
|
// will be eventually called from drawWindow()
|
|
void Scene::finalDrawWindow(EffectWindowImpl *w, int mask, const QRegion ®ion, WindowPaintData &data)
|
|
{
|
|
if (!m_filter.filterAcceptsWindow(w->window())) {
|
|
return;
|
|
}
|
|
w->sceneWindow()->performPaint(mask, region, data);
|
|
}
|
|
|
|
bool Scene::makeOpenGLContextCurrent()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
void Scene::doneOpenGLContextCurrent()
|
|
{
|
|
}
|
|
|
|
bool Scene::supportsNativeFence() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
QMatrix4x4 Scene::screenProjectionMatrix() const
|
|
{
|
|
return QMatrix4x4();
|
|
}
|
|
|
|
QPainter *Scene::scenePainter() const
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
QVector<QByteArray> Scene::openGLPlatformInterfaceExtensions() const
|
|
{
|
|
return QVector<QByteArray>{};
|
|
}
|
|
|
|
SurfaceTexture *Scene::createSurfaceTextureInternal(SurfacePixmapInternal *pixmap)
|
|
{
|
|
Q_UNUSED(pixmap)
|
|
return nullptr;
|
|
}
|
|
|
|
SurfaceTexture *Scene::createSurfaceTextureX11(SurfacePixmapX11 *pixmap)
|
|
{
|
|
Q_UNUSED(pixmap)
|
|
return nullptr;
|
|
}
|
|
|
|
SurfaceTexture *Scene::createSurfaceTextureWayland(SurfacePixmapWayland *pixmap)
|
|
{
|
|
Q_UNUSED(pixmap)
|
|
return nullptr;
|
|
}
|
|
|
|
//****************************************
|
|
// Scene::Window
|
|
//****************************************
|
|
|
|
Scene::Window::Window(Toplevel *client, QObject *parent)
|
|
: QObject(parent)
|
|
, toplevel(client)
|
|
, disable_painting(0)
|
|
{
|
|
if (qobject_cast<WaylandClient *>(client)) {
|
|
m_windowItem.reset(new WindowItemWayland(toplevel));
|
|
} else if (qobject_cast<X11Client *>(client) || qobject_cast<Unmanaged *>(client)) {
|
|
m_windowItem.reset(new WindowItemX11(toplevel));
|
|
} else if (auto internalClient = qobject_cast<InternalClient *>(client)) {
|
|
m_windowItem.reset(new WindowItemInternal(internalClient));
|
|
} else {
|
|
Q_UNREACHABLE();
|
|
}
|
|
|
|
connect(toplevel, &Toplevel::frameGeometryChanged, this, &Window::updateWindowPosition);
|
|
updateWindowPosition();
|
|
}
|
|
|
|
Scene::Window::~Window()
|
|
{
|
|
}
|
|
|
|
void Scene::Window::updateToplevel(Deleted *deleted)
|
|
{
|
|
toplevel = deleted;
|
|
}
|
|
|
|
void Scene::Window::referencePreviousPixmap()
|
|
{
|
|
if (surfaceItem()) {
|
|
referencePreviousPixmap_helper(surfaceItem());
|
|
}
|
|
}
|
|
|
|
void Scene::Window::referencePreviousPixmap_helper(SurfaceItem *item)
|
|
{
|
|
item->referencePreviousPixmap();
|
|
|
|
const QList<Item *> children = item->childItems();
|
|
for (Item *child : children) {
|
|
referencePreviousPixmap_helper(static_cast<SurfaceItem *>(child));
|
|
}
|
|
}
|
|
|
|
void Scene::Window::unreferencePreviousPixmap()
|
|
{
|
|
if (surfaceItem()) {
|
|
unreferencePreviousPixmap_helper(surfaceItem());
|
|
}
|
|
}
|
|
|
|
void Scene::Window::unreferencePreviousPixmap_helper(SurfaceItem *item)
|
|
{
|
|
item->unreferencePreviousPixmap();
|
|
|
|
const QList<Item *> children = item->childItems();
|
|
for (Item *child : children) {
|
|
unreferencePreviousPixmap_helper(static_cast<SurfaceItem *>(child));
|
|
}
|
|
}
|
|
|
|
QRegion Scene::Window::decorationShape() const
|
|
{
|
|
const QRect decorationInnerRect = toplevel->rect() - toplevel->frameMargins();
|
|
return QRegion(toplevel->rect()) - decorationInnerRect;
|
|
}
|
|
|
|
bool Scene::Window::isVisible() const
|
|
{
|
|
if (toplevel->isDeleted()) {
|
|
return false;
|
|
}
|
|
if (!toplevel->isOnCurrentDesktop()) {
|
|
return false;
|
|
}
|
|
if (!toplevel->isOnCurrentActivity()) {
|
|
return false;
|
|
}
|
|
if (AbstractClient *c = dynamic_cast<AbstractClient *>(toplevel)) {
|
|
return c->isShown();
|
|
}
|
|
return true; // Unmanaged is always visible
|
|
}
|
|
|
|
bool Scene::Window::isPaintingEnabled() const
|
|
{
|
|
return !disable_painting;
|
|
}
|
|
|
|
void Scene::Window::resetPaintingEnabled()
|
|
{
|
|
disable_painting = 0;
|
|
if (toplevel->isDeleted()) {
|
|
disable_painting |= PAINT_DISABLED_BY_DELETE;
|
|
}
|
|
if (static_cast<EffectsHandlerImpl *>(effects)->isDesktopRendering()) {
|
|
if (!toplevel->isOnDesktop(static_cast<EffectsHandlerImpl *>(effects)->currentRenderedDesktop())) {
|
|
disable_painting |= PAINT_DISABLED_BY_DESKTOP;
|
|
}
|
|
} else {
|
|
if (!toplevel->isOnCurrentDesktop()) {
|
|
disable_painting |= PAINT_DISABLED_BY_DESKTOP;
|
|
}
|
|
}
|
|
if (!toplevel->isOnCurrentActivity()) {
|
|
disable_painting |= PAINT_DISABLED_BY_ACTIVITY;
|
|
}
|
|
if (AbstractClient *c = dynamic_cast<AbstractClient *>(toplevel)) {
|
|
if (c->isMinimized()) {
|
|
disable_painting |= PAINT_DISABLED_BY_MINIMIZE;
|
|
}
|
|
if (c->isHiddenInternal()) {
|
|
disable_painting |= PAINT_DISABLED;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Scene::Window::enablePainting(int reason)
|
|
{
|
|
disable_painting &= ~reason;
|
|
}
|
|
|
|
void Scene::Window::disablePainting(int reason)
|
|
{
|
|
disable_painting |= reason;
|
|
}
|
|
|
|
WindowItem *Scene::Window::windowItem() const
|
|
{
|
|
return m_windowItem.data();
|
|
}
|
|
|
|
SurfaceItem *Scene::Window::surfaceItem() const
|
|
{
|
|
return m_windowItem->surfaceItem();
|
|
}
|
|
|
|
ShadowItem *Scene::Window::shadowItem() const
|
|
{
|
|
return m_windowItem->shadowItem();
|
|
}
|
|
|
|
void Scene::Window::updateWindowPosition()
|
|
{
|
|
m_windowItem->setPosition(pos());
|
|
}
|
|
|
|
//****************************************
|
|
// Scene::EffectFrame
|
|
//****************************************
|
|
Scene::EffectFrame::EffectFrame(EffectFrameImpl *frame)
|
|
: m_effectFrame(frame)
|
|
{
|
|
}
|
|
|
|
Scene::EffectFrame::~EffectFrame()
|
|
{
|
|
}
|
|
|
|
//****************************************
|
|
// ScreenLockerFilter
|
|
//****************************************
|
|
|
|
ScreenLockerFilter::ScreenLockerFilter(Scene *s)
|
|
{
|
|
QObject::connect(waylandServer(), &WaylandServer::lockStateChanged, s, &Scene::addRepaintFull);
|
|
}
|
|
|
|
ScreenLockerFilter::~ScreenLockerFilter() = default;
|
|
|
|
bool ScreenLockerFilter::filterAcceptsWindow(KWin::Toplevel *w) const
|
|
{
|
|
return !waylandServer() || !waylandServer()->isScreenLocked() || (w->isLockScreen() || w->isInputMethod());
|
|
}
|
|
|
|
} // namespace
|