kwin/src/scene.h
Vlad Zahorodnii 2c514ac593 Drop ScreenLockerFilter
Since WindowItem::visible is kept in sync with the effective visible
status of the window, window items that are not lockscreen greeter or
input methods can be hidden when the lock state changes.
2022-05-05 12:21:26 +00:00

373 lines
11 KiB
C++

/*
KWin - the KDE window manager
This file is part of the KDE project.
SPDX-FileCopyrightText: 2006 Lubos Lunak <l.lunak@kde.org>
SPDX-License-Identifier: GPL-2.0-or-later
*/
#ifndef KWIN_SCENE_H
#define KWIN_SCENE_H
#include "kwineffects.h"
#include "renderlayerdelegate.h"
#include "utils/common.h"
#include "window.h"
#include <optional>
#include <QElapsedTimer>
#include <QMatrix4x4>
namespace KWin
{
namespace Decoration
{
class DecoratedClientImpl;
}
class Output;
class DecorationRenderer;
class Deleted;
class EffectFrameImpl;
class EffectWindowImpl;
class GLTexture;
class Item;
class RenderLoop;
class Scene;
class SceneWindow;
class Shadow;
class ShadowItem;
class SurfaceItem;
class SurfacePixmapInternal;
class SurfacePixmapWayland;
class SurfacePixmapX11;
class SurfaceTexture;
class WindowItem;
class SceneDelegate : public RenderLayerDelegate
{
Q_OBJECT
public:
explicit SceneDelegate(Scene *scene, QObject *parent = nullptr);
explicit SceneDelegate(Scene *scene, Output *output, QObject *parent = nullptr);
~SceneDelegate() override;
QRect viewport() const;
QRegion repaints() const override;
SurfaceItem *scanoutCandidate() const override;
void prePaint() override;
void postPaint() override;
void paint(RenderTarget *renderTarget, const QRegion &region) override;
private:
Scene *m_scene;
Output *m_output = nullptr;
};
class KWIN_EXPORT Scene : public QObject
{
Q_OBJECT
public:
explicit Scene(QObject *parent = nullptr);
~Scene() override;
class EffectFrame;
void initialize();
/**
* Schedules a repaint for the specified @a region.
*/
void addRepaint(const QRegion &region);
void addRepaint(int x, int y, int width, int height);
void addRepaintFull();
QRegion damage() const;
QRect geometry() const;
void setGeometry(const QRect &rect);
QList<SceneDelegate *> delegates() const;
void addDelegate(SceneDelegate *delegate);
void removeDelegate(SceneDelegate *delegate);
// Returns true if the ctor failed to properly initialize.
virtual bool initFailed() const = 0;
SurfaceItem *scanoutCandidate() const;
void prePaint(Output *output);
void postPaint();
virtual void paint(RenderTarget *renderTarget, const QRegion &region) = 0;
/**
* Adds the Window to the Scene.
*
* If the window gets deleted, then the scene will try automatically
* to re-bind an underlying scene window to the corresponding Deleted.
*
* @param window The window to be added.
* @note You can add a window to scene only once.
*/
virtual SceneWindow *createWindow(Window *window) = 0;
/**
* @brief Creates the Scene backend of an EffectFrame.
*
* @param frame The EffectFrame this Scene::EffectFrame belongs to.
*/
virtual Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame) = 0;
/**
* @brief Creates the Scene specific Shadow subclass.
*
* An implementing class has to create a proper instance. It is not allowed to
* return @c null.
*
* @param window The Window for which the Shadow needs to be created.
*/
virtual Shadow *createShadow(Window *window) = 0;
// Flags controlling how painting is done.
enum {
// SceneWindow (or at least part of it) will be painted opaque.
PAINT_WINDOW_OPAQUE = 1 << 0,
// SceneWindow (or at least part of it) will be painted translucent.
PAINT_WINDOW_TRANSLUCENT = 1 << 1,
// SceneWindow will be painted with transformed geometry.
PAINT_WINDOW_TRANSFORMED = 1 << 2,
// Paint only a region of the screen (can be optimized, cannot
// be used together with TRANSFORMED flags).
PAINT_SCREEN_REGION = 1 << 3,
// Whole screen will be painted with transformed geometry.
PAINT_SCREEN_TRANSFORMED = 1 << 4,
// At least one window will be painted with transformed geometry.
PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
// Clear whole background as the very first step, without optimizing it
PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
// PAINT_DECORATION_ONLY = 1 << 7 has been removed
// SceneWindow will be painted with a lanczos filter.
PAINT_WINDOW_LANCZOS = 1 << 8
// PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9 has been removed
};
virtual bool makeOpenGLContextCurrent();
virtual void doneOpenGLContextCurrent();
virtual bool supportsNativeFence() const;
virtual QMatrix4x4 screenProjectionMatrix() const;
virtual DecorationRenderer *createDecorationRenderer(Decoration::DecoratedClientImpl *) = 0;
/**
* Whether the Scene is able to drive animations.
* This is used as a hint to the effects system which effects can be supported.
* If the Scene performs software rendering it is supposed to return @c false,
* if rendering is hardware accelerated it should return @c true.
*/
virtual bool animationsSupported() const = 0;
/**
* The QPainter used by a QPainter based compositor scene.
* Default implementation returns @c nullptr;
*/
virtual QPainter *scenePainter() const;
/**
* The backend specific extensions (e.g. EGL/GLX extensions).
*
* Not the OpenGL (ES) extension!
*
* Default implementation returns empty list
*/
virtual QVector<QByteArray> openGLPlatformInterfaceExtensions() const;
virtual QSharedPointer<GLTexture> textureForOutput(Output *output) const
{
Q_UNUSED(output);
return {};
}
virtual SurfaceTexture *createSurfaceTextureInternal(SurfacePixmapInternal *pixmap);
virtual SurfaceTexture *createSurfaceTextureX11(SurfacePixmapX11 *pixmap);
virtual SurfaceTexture *createSurfaceTextureWayland(SurfacePixmapWayland *pixmap);
QMatrix4x4 renderTargetProjectionMatrix() const;
QRect renderTargetRect() const;
void setRenderTargetRect(const QRect &rect);
qreal renderTargetScale() const;
void setRenderTargetScale(qreal scale);
QRegion mapToRenderTarget(const QRegion &region) const;
Q_SIGNALS:
void frameRendered();
protected:
void createStackingOrder();
void clearStackingOrder();
// shared implementation, starts painting the screen
void paintScreen(const QRegion &region);
friend class EffectsHandlerImpl;
// called after all effects had their paintScreen() called
void finalPaintScreen(int mask, const QRegion &region, ScreenPaintData &data);
// shared implementation of painting the screen in the generic
// (unoptimized) way
void preparePaintGenericScreen();
virtual void paintGenericScreen(int mask, const ScreenPaintData &data);
// shared implementation of painting the screen in an optimized way
void preparePaintSimpleScreen();
virtual void paintSimpleScreen(int mask, const QRegion &region);
// paint the background (not the desktop background - the whole background)
virtual void paintBackground(const QRegion &region) = 0;
// called after all effects had their paintWindow() called
void finalPaintWindow(EffectWindowImpl *w, int mask, const QRegion &region, WindowPaintData &data);
// shared implementation, starts painting the window
virtual void paintWindow(SceneWindow *w, int mask, const QRegion &region);
// called after all effects had their drawWindow() called
void finalDrawWindow(EffectWindowImpl *w, int mask, const QRegion &region, WindowPaintData &data);
virtual void paintOffscreenQuickView(OffscreenQuickView *w) = 0;
// saved data for 2nd pass of optimized screen painting
struct Phase2Data
{
SceneWindow *window = nullptr;
QRegion region;
QRegion opaque;
int mask = 0;
};
struct PaintContext
{
QRegion damage;
int mask = 0;
QVector<Phase2Data> phase2Data;
};
// The screen that is being currently painted
Output *painted_screen = nullptr;
// windows in their stacking order
QVector<SceneWindow *> stacking_order;
private:
std::chrono::milliseconds m_expectedPresentTimestamp = std::chrono::milliseconds::zero();
QList<SceneDelegate *> m_delegates;
QRect m_geometry;
QMatrix4x4 m_renderTargetProjectionMatrix;
QRect m_renderTargetRect;
qreal m_renderTargetScale = 1;
// how many times finalPaintScreen() has been called
int m_paintScreenCount = 0;
PaintContext m_paintContext;
};
// The base class for windows representations in composite backends
class SceneWindow : public QObject
{
Q_OBJECT
public:
explicit SceneWindow(Window *client, QObject *parent = nullptr);
~SceneWindow() override;
// perform the actual painting of the window
virtual void performPaint(int mask, const QRegion &region, const WindowPaintData &data) = 0;
int x() const;
int y() const;
int width() const;
int height() const;
QRect geometry() const;
QPoint pos() const;
QSize size() const;
QRect rect() const;
// access to the internal window class
// TODO eventually get rid of this
Window *window() const;
QRegion decorationShape() const;
void setWindow(Window *window);
void referencePreviousPixmap();
void unreferencePreviousPixmap();
WindowItem *windowItem() const;
SurfaceItem *surfaceItem() const;
ShadowItem *shadowItem() const;
protected:
Window *m_window;
private:
void referencePreviousPixmap_helper(SurfaceItem *item);
void unreferencePreviousPixmap_helper(SurfaceItem *item);
void updateWindowPosition();
QScopedPointer<WindowItem> m_windowItem;
Q_DISABLE_COPY(SceneWindow)
};
class Scene::EffectFrame
{
public:
EffectFrame(EffectFrameImpl *frame);
virtual ~EffectFrame();
virtual void render(const QRegion &region, double opacity, double frameOpacity) = 0;
virtual void free() = 0;
virtual void freeIconFrame() = 0;
virtual void freeTextFrame() = 0;
virtual void freeSelection() = 0;
virtual void crossFadeIcon() = 0;
virtual void crossFadeText() = 0;
protected:
EffectFrameImpl *m_effectFrame;
};
inline int SceneWindow::x() const
{
return m_window->x();
}
inline int SceneWindow::y() const
{
return m_window->y();
}
inline int SceneWindow::width() const
{
return m_window->width();
}
inline int SceneWindow::height() const
{
return m_window->height();
}
inline QRect SceneWindow::geometry() const
{
return m_window->frameGeometry();
}
inline QSize SceneWindow::size() const
{
return m_window->size();
}
inline QPoint SceneWindow::pos() const
{
return m_window->pos();
}
inline QRect SceneWindow::rect() const
{
return m_window->rect();
}
inline Window *SceneWindow::window() const
{
return m_window;
}
} // namespace
#endif