kwin/libkwineffects/kwineffects.h
Aleix Pol db6c7e17e6 Fix build with a KWindowSystem framework that doesn't pull QWidget
Summary: Fixes the build with D8705

Test Plan: Just adds includes, I wonder if it should go into Plasma/5.8 and /5.11 too

Reviewers: #plasma, davidedmundson

Reviewed By: #plasma, davidedmundson

Subscribers: graesslin, plasma-devel, kwin, #kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D8706
2017-11-17 17:30:58 +01:00

3497 lines
123 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2009 Lucas Murray <lmurray@undefinedfire.com>
Copyright (C) 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWINEFFECTS_H
#define KWINEFFECTS_H
#include <kwinconfig.h>
#include <kwineffects_export.h>
#include <kwinglobals.h>
#include <QIcon>
#include <QPair>
#include <QSet>
#include <QRect>
#include <QtGui/QRegion>
#include <QtGui/QVector2D>
#include <QtGui/QVector3D>
#include <QVector>
#include <QLoggingCategory>
#include <QList>
#include <QHash>
#include <QStack>
#include <QScopedPointer>
#include <KPluginFactory>
#include <KSharedConfig>
#include <assert.h>
#include <limits.h>
#include <netwm.h>
#include <functional>
class KConfigGroup;
class QFont;
class QGraphicsScale;
class QKeyEvent;
class QMatrix4x4;
class QAction;
/**
* Logging category to be used inside the KWin effects.
* Do not use in this library.
**/
Q_DECLARE_LOGGING_CATEGORY(KWINEFFECTS)
namespace KWayland {
namespace Server {
class SurfaceInterface;
class Display;
}
}
namespace KWin
{
class PaintDataPrivate;
class WindowPaintDataPrivate;
class EffectWindow;
class EffectWindowGroup;
class EffectFrame;
class EffectFramePrivate;
class Effect;
class WindowQuad;
class GLShader;
class XRenderPicture;
class WindowQuadList;
class WindowPrePaintData;
class WindowPaintData;
class ScreenPrePaintData;
class ScreenPaintData;
typedef QPair< QString, Effect* > EffectPair;
typedef QList< KWin::EffectWindow* > EffectWindowList;
/** @defgroup kwineffects KWin effects library
* KWin effects library contains necessary classes for creating new KWin
* compositing effects.
*
* @section creating Creating new effects
* This example will demonstrate the basics of creating an effect. We'll use
* CoolEffect as the class name, cooleffect as internal name and
* "Cool Effect" as user-visible name of the effect.
*
* This example doesn't demonstrate how to write the effect's code. For that,
* see the documentation of the Effect class.
*
* @subsection creating-class CoolEffect class
* First you need to create CoolEffect class which has to be a subclass of
* @ref KWin::Effect. In that class you can reimplement various virtual
* methods to control how and where the windows are drawn.
*
* @subsection creating-macro KWIN_EFFECT_FACTORY macro
* This library provides a specialized KPluginFactory subclass and macros to
* create a sub class. This subclass of KPluginFactory has to be used, otherwise
* KWin won't load the plugin. Use the @ref KWIN_EFFECT_FACTORY macro to create the
* plugin factory.
*
* @subsection creating-buildsystem Buildsystem
* To build the effect, you can use the KWIN_ADD_EFFECT() cmake macro which
* can be found in effects/CMakeLists.txt file in KWin's source. First
* argument of the macro is the name of the library that will contain
* your effect. Although not strictly required, it is usually a good idea to
* use the same name as your effect's internal name there. Following arguments
* to the macro are the files containing your effect's source. If our effect's
* source is in cooleffect.cpp, we'd use following:
* @code
* KWIN_ADD_EFFECT(cooleffect cooleffect.cpp)
* @endcode
*
* This macro takes care of compiling your effect. You'll also need to install
* your effect's .desktop file, so the example CMakeLists.txt file would be
* as follows:
* @code
* KWIN_ADD_EFFECT(cooleffect cooleffect.cpp)
* install( FILES cooleffect.desktop DESTINATION ${SERVICES_INSTALL_DIR}/kwin )
* @endcode
*
* @subsection creating-desktop Effect's .desktop file
* You will also need to create .desktop file to set name, description, icon
* and other properties of your effect. Important fields of the .desktop file
* are:
* @li Name User-visible name of your effect
* @li Icon Name of the icon of the effect
* @li Comment Short description of the effect
* @li Type must be "Service"
* @li X-KDE-ServiceTypes must be "KWin/Effect"
* @li X-KDE-PluginInfo-Name effect's internal name as passed to the KWIN_EFFECT macro plus "kwin4_effect_" prefix
* @li X-KDE-PluginInfo-Category effect's category. Should be one of Appearance, Accessibility, Window Management, Demos, Tests, Misc
* @li X-KDE-PluginInfo-EnabledByDefault whether the effect should be enabled by default (use sparingly). Default is false
* @li X-KDE-Library name of the library containing the effect. This is the first argument passed to the KWIN_ADD_EFFECT macro in cmake file plus "kwin4_effect_" prefix.
*
* Example cooleffect.desktop file follows:
* @code
[Desktop Entry]
Name=Cool Effect
Comment=The coolest effect you've ever seen
Icon=preferences-system-windows-effect-cooleffect
Type=Service
X-KDE-ServiceTypes=KWin/Effect
X-KDE-PluginInfo-Author=My Name
X-KDE-PluginInfo-Email=my@email.here
X-KDE-PluginInfo-Name=kwin4_effect_cooleffect
X-KDE-PluginInfo-Category=Misc
X-KDE-Library=kwin4_effect_cooleffect
* @endcode
*
*
* @section accessing Accessing windows and workspace
* Effects can gain access to the properties of windows and workspace via
* EffectWindow and EffectsHandler classes.
*
* There is one global EffectsHandler object which you can access using the
* @ref effects pointer.
* For each window, there is an EffectWindow object which can be used to read
* window properties such as position and also to change them.
*
* For more information about this, see the documentation of the corresponding
* classes.
*
* @{
**/
#define KWIN_EFFECT_API_MAKE_VERSION( major, minor ) (( major ) << 8 | ( minor ))
#define KWIN_EFFECT_API_VERSION_MAJOR 0
#define KWIN_EFFECT_API_VERSION_MINOR 224
#define KWIN_EFFECT_API_VERSION KWIN_EFFECT_API_MAKE_VERSION( \
KWIN_EFFECT_API_VERSION_MAJOR, KWIN_EFFECT_API_VERSION_MINOR )
enum WindowQuadType {
WindowQuadError, // for the stupid default ctor
WindowQuadContents,
WindowQuadDecoration,
// Shadow Quad types
WindowQuadShadow, // OpenGL only. The other shadow types are only used by Xrender
WindowQuadShadowTop,
WindowQuadShadowTopRight,
WindowQuadShadowRight,
WindowQuadShadowBottomRight,
WindowQuadShadowBottom,
WindowQuadShadowBottomLeft,
WindowQuadShadowLeft,
WindowQuadShadowTopLeft,
EFFECT_QUAD_TYPE_START = 100 ///< @internal
};
/**
* EffectWindow::setData() and EffectWindow::data() global roles.
* All values between 0 and 999 are reserved for global roles.
*/
enum DataRole {
// Grab roles are used to force all other animations to ignore the window.
// The value of the data is set to the Effect's `this` value.
WindowAddedGrabRole = 1,
WindowClosedGrabRole,
WindowMinimizedGrabRole,
WindowUnminimizedGrabRole,
WindowForceBlurRole, ///< For fullscreen effects to enforce blurring of windows,
WindowBlurBehindRole, ///< For single windows to blur behind
WindowForceBackgroundContrastRole, ///< For fullscreen effects to enforce the background contrast,
WindowBackgroundContrastRole, ///< For single windows to enable Background contrast
LanczosCacheRole
};
/**
* Style types used by @ref EffectFrame.
* @since 4.6
*/
enum EffectFrameStyle {
EffectFrameNone, ///< Displays no frame around the contents.
EffectFrameUnstyled, ///< Displays a basic box around the contents.
EffectFrameStyled ///< Displays a Plasma-styled frame around the contents.
};
/**
* Infinite region (i.e. a special region type saying that everything needs to be painted).
*/
KWINEFFECTS_EXPORT inline
QRect infiniteRegion()
{
// INT_MIN / 2 because width/height is used (INT_MIN+INT_MAX==-1)
return QRect(INT_MIN / 2, INT_MIN / 2, INT_MAX, INT_MAX);
}
/**
* @short Base class for all KWin effects
*
* This is the base class for all effects. By reimplementing virtual methods
* of this class, you can customize how the windows are painted.
*
* The virtual methods are used for painting and need to be implemented for
* custom painting.
*
* In order to react to state changes (e.g. a window gets closed) the effect
* should provide slots for the signals emitted by the EffectsHandler.
*
* @section Chaining
* Most methods of this class are called in chain style. This means that when
* effects A and B area active then first e.g. A::paintWindow() is called and
* then from within that method B::paintWindow() is called (although
* indirectly). To achieve this, you need to make sure to call corresponding
* method in EffectsHandler class from each such method (using @ref effects
* pointer):
* @code
* void MyEffect::postPaintScreen()
* {
* // Do your own processing here
* ...
* // Call corresponding EffectsHandler method
* effects->postPaintScreen();
* }
* @endcode
*
* @section Effectsptr Effects pointer
* @ref effects pointer points to the global EffectsHandler object that you can
* use to interact with the windows.
*
* @section painting Painting stages
* Painting of windows is done in three stages:
* @li First, the prepaint pass.<br>
* Here you can specify how the windows will be painted, e.g. that they will
* be translucent and transformed.
* @li Second, the paint pass.<br>
* Here the actual painting takes place. You can change attributes such as
* opacity of windows as well as apply transformations to them. You can also
* paint something onto the screen yourself.
* @li Finally, the postpaint pass.<br>
* Here you can mark windows, part of windows or even the entire screen for
* repainting to create animations.
*
* For each stage there are *Screen() and *Window() methods. The window method
* is called for every window which the screen method is usually called just
* once.
*
* @section OpenGL
* Effects can use OpenGL if EffectsHandler::isOpenGLCompositing() returns @c true.
* The OpenGL context may not always be current when code inside the effect is
* executed. The framework ensures that the OpenGL context is current when the Effect
* gets created, destroyed or reconfigured and during the painting stages. All virtual
* methods which have the OpenGL context current are documented.
*
* If OpenGL code is going to be executed outside the painting stages, e.g. in reaction
* to a global shortcut, it is the task of the Effect to make the OpenGL context current:
* @code
* effects->makeOpenGLContextCurrent();
* @endcode
*
* There is in general no need to call the matching doneCurrent method.
**/
class KWINEFFECTS_EXPORT Effect : public QObject
{
Q_OBJECT
public:
/** Flags controlling how painting is done. */
// TODO: is that ok here?
enum {
/**
* Window (or at least part of it) will be painted opaque.
**/
PAINT_WINDOW_OPAQUE = 1 << 0,
/**
* Window (or at least part of it) will be painted translucent.
**/
PAINT_WINDOW_TRANSLUCENT = 1 << 1,
/**
* Window 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,
/**
* The whole screen will be painted with transformed geometry.
* Forces the entire screen to be painted.
**/
PAINT_SCREEN_TRANSFORMED = 1 << 4,
/**
* At least one window will be painted with transformed geometry.
* Forces the entire screen to be painted.
**/
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 deprecated
/**
* Window 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
};
enum Feature {
Nothing = 0, Resize, GeometryTip, Outline, ScreenInversion, Blur, Contrast, HighlightWindows
};
/**
* Constructs new Effect object.
*
* In OpenGL based compositing, the frameworks ensures that the context is current
* when the Effect is constructed.
**/
Effect();
/**
* Destructs the Effect object.
*
* In OpenGL based compositing, the frameworks ensures that the context is current
* when the Effect is destroyed.
**/
virtual ~Effect();
/**
* Flags describing which parts of configuration have changed.
*/
enum ReconfigureFlag {
ReconfigureAll = 1 << 0 /// Everything needs to be reconfigured.
};
Q_DECLARE_FLAGS(ReconfigureFlags, ReconfigureFlag)
/**
* Called when configuration changes (either the effect's or KWin's global).
*
* In OpenGL based compositing, the frameworks ensures that the context is current
* when the Effect is reconfigured. If this method is called from within the Effect it is
* required to ensure that the context is current if the implementation does OpenGL calls.
*/
virtual void reconfigure(ReconfigureFlags flags);
/**
* Called when another effect requests the proxy for this effect.
*/
virtual void* proxy();
/**
* Called before starting to paint the screen.
* In this method you can:
* @li set whether the windows or the entire screen will be transformed
* @li change the region of the screen that will be painted
* @li do various housekeeping tasks such as initing your effect's variables
for the upcoming paint pass or updating animation's progress
*
* In OpenGL based compositing, the frameworks ensures that the context is current
* when this method is invoked.
**/
virtual void prePaintScreen(ScreenPrePaintData& data, int time);
/**
* In this method you can:
* @li paint something on top of the windows (by painting after calling
* effects->paintScreen())
* @li paint multiple desktops and/or multiple copies of the same desktop
* by calling effects->paintScreen() multiple times
*
* In OpenGL based compositing, the frameworks ensures that the context is current
* when this method is invoked.
**/
virtual void paintScreen(int mask, QRegion region, ScreenPaintData& data);
/**
* Called after all the painting has been finished.
* In this method you can:
* @li schedule next repaint in case of animations
* You shouldn't paint anything here.
*
* In OpenGL based compositing, the frameworks ensures that the context is current
* when this method is invoked.
**/
virtual void postPaintScreen();
/**
* Called for every window before the actual paint pass
* In this method you can:
* @li enable or disable painting of the window (e.g. enable paiting of minimized window)
* @li set window to be painted with translucency
* @li set window to be transformed
* @li request the window to be divided into multiple parts
*
* In OpenGL based compositing, the frameworks ensures that the context is current
* when this method is invoked.
**/
virtual void prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time);
/**
* This is the main method for painting windows.
* In this method you can:
* @li do various transformations
* @li change opacity of the window
* @li change brightness and/or saturation, if it's supported
*
* In OpenGL based compositing, the frameworks ensures that the context is current
* when this method is invoked.
**/
virtual void paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data);
/**
* Called for every window after all painting has been finished.
* In this method you can:
* @li schedule next repaint for individual window(s) in case of animations
* You shouldn't paint anything here.
*
* In OpenGL based compositing, the frameworks ensures that the context is current
* when this method is invoked.
**/
virtual void postPaintWindow(EffectWindow* w);
/**
* This method is called directly before painting an @ref EffectFrame.
* You can implement this method if you need to bind a shader or perform
* other operations before the frame is rendered.
* @param frame The EffectFrame which will be rendered
* @param region Region to restrict painting to
* @param opacity Opacity of text/icon
* @param frameOpacity Opacity of background
* @since 4.6
*
* In OpenGL based compositing, the frameworks ensures that the context is current
* when this method is invoked.
**/
virtual void paintEffectFrame(EffectFrame* frame, QRegion region, double opacity, double frameOpacity);
/**
* Called on Transparent resizes.
* return true if your effect substitutes questioned feature
*/
virtual bool provides(Feature);
/**
* Performs the @p feature with the @p arguments.
*
* This allows to have specific protocols between KWin core and an Effect.
*
* The method is supposed to return @c true if it performed the features,
* @c false otherwise.
*
* The default implementation returns @c false.
* @since 5.8
**/
virtual bool perform(Feature feature, const QVariantList &arguments);
/**
* Can be called to draw multiple copies (e.g. thumbnails) of a window.
* You can change window's opacity/brightness/etc here, but you can't
* do any transformations.
*
* In OpenGL based compositing, the frameworks ensures that the context is current
* when this method is invoked.
**/
virtual void drawWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data);
/**
* Define new window quads so that they can be transformed by other effects.
* It's up to the effect to keep track of them.
**/
virtual void buildQuads(EffectWindow* w, WindowQuadList& quadList);
virtual void windowInputMouseEvent(QEvent* e);
virtual void grabbedKeyboardEvent(QKeyEvent* e);
/**
* Overwrite this method to indicate whether your effect will be doing something in
* the next frame to be rendered. If the method returns @c false the effect will be
* excluded from the chained methods in the next rendered frame.
*
* This method is called always directly before the paint loop begins. So it is totally
* fine to e.g. react on a window event, issue a repaint to trigger an animation and
* change a flag to indicate that this method returns @c true.
*
* As the method is called each frame, you should not perform complex calculations.
* Best use just a boolean flag.
*
* The default implementation of this method returns @c true.
* @since 4.8
**/
virtual bool isActive() const;
/**
* Reimplement this method to provide online debugging.
* This could be as trivial as printing specific detail informations about the effect state
* but could also be used to move the effect in and out of a special debug modes, clear bogus
* data, etc.
* Notice that the functions is const by intent! Whenever you alter the state of the object
* due to random user input, you should do so with greatest care, hence const_cast<> your
* object - signalling "let me alone, i know what i'm doing"
* @param parameter A freeform string user input for your effect to interpret.
* @since 4.11
*/
virtual QString debug(const QString &parameter) const;
/**
* Reimplement this method to indicate where in the Effect chain the Effect should be placed.
*
* A low number indicates early chain position, thus before other Effects got called, a high
* number indicates a late position. The returned number should be in the interval [0, 100].
* The default value is 0.
*
* In KWin4 this information was provided in the Effect's desktop file as property
* X-KDE-Ordering. In the case of Scripted Effects this property is still used.
*
* @since 5.0
**/
virtual int requestedEffectChainPosition() const;
/**
* A touch point was pressed.
*
* If the effect wants to exclusively use the touch event it should return @c true.
* If @c false is returned the touch event is passed to further effects.
*
* In general an Effect should only return @c true if it is the exclusive effect getting
* input events. E.g. has grabbed mouse events.
*
* Default implementation returns @c false.
*
* @param id The unique id of the touch point
* @param pos The position of the touch point in global coordinates
* @param time Timestamp
*
* @see touchMotion
* @see touchUp
* @since 5.8
**/
virtual bool touchDown(quint32 id, const QPointF &pos, quint32 time);
/**
* A touch point moved.
*
* If the effect wants to exclusively use the touch event it should return @c true.
* If @c false is returned the touch event is passed to further effects.
*
* In general an Effect should only return @c true if it is the exclusive effect getting
* input events. E.g. has grabbed mouse events.
*
* Default implementation returns @c false.
*
* @param id The unique id of the touch point
* @param pos The position of the touch point in global coordinates
* @param time Timestamp
*
* @see touchDown
* @see touchUp
* @since 5.8
**/
virtual bool touchMotion(quint32 id, const QPointF &pos, quint32 time);
/**
* A touch point was released.
*
* If the effect wants to exclusively use the touch event it should return @c true.
* If @c false is returned the touch event is passed to further effects.
*
* In general an Effect should only return @c true if it is the exclusive effect getting
* input events. E.g. has grabbed mouse events.
*
* Default implementation returns @c false.
*
* @param id The unique id of the touch point
* @param time Timestamp
*
* @see touchDown
* @see touchMotion
* @since 5.8
**/
virtual bool touchUp(quint32 id, quint32 time);
static QPoint cursorPos();
/**
* Read animation time from the configuration and possibly adjust using animationTimeFactor().
* The configuration value in the effect should also have special value 'default' (set using
* QSpinBox::setSpecialValueText()) with the value 0. This special value is adjusted
* using the global animation speed, otherwise the exact time configured is returned.
* @param cfg configuration group to read value from
* @param key configuration key to read value from
* @param defaultTime default animation time in milliseconds
*/
// return type is intentionally double so that one can divide using it without losing data
static double animationTime(const KConfigGroup& cfg, const QString& key, int defaultTime);
/**
* @overload Use this variant if the animation time is hardcoded and not configurable
* in the effect itself.
*/
static double animationTime(int defaultTime);
/**
* @overload Use this variant if animation time is provided through a KConfigXT generated class
* having a property called "duration".
**/
template <typename T>
int animationTime(int defaultDuration);
/**
* Linearly interpolates between @p x and @p y.
*
* Returns @p x when @p a = 0; returns @p y when @p a = 1.
**/
static double interpolate(double x, double y, double a) {
return x * (1 - a) + y * a;
}
/** Helper to set WindowPaintData and QRegion to necessary transformations so that
* a following drawWindow() would put the window at the requested geometry (useful for thumbnails)
**/
static void setPositionTransformations(WindowPaintData& data, QRect& region, EffectWindow* w,
const QRect& r, Qt::AspectRatioMode aspect);
public Q_SLOTS:
virtual bool borderActivated(ElectricBorder border);
protected:
xcb_connection_t *xcbConnection() const;
xcb_window_t x11RootWindow() const;
/**
* An implementing class can call this with it's kconfig compiled singleton class.
* This method will perform the instance on the class.
* @since 5.9
**/
template <typename T>
void initConfig();
};
/**
* Prefer the KWIN_EFFECT_FACTORY macros.
*/
class KWINEFFECTS_EXPORT EffectPluginFactory : public KPluginFactory
{
Q_OBJECT
public:
EffectPluginFactory();
virtual ~EffectPluginFactory();
/**
* Returns whether the Effect is supported.
*
* An Effect can implement this method to determine at runtime whether the Effect is supported.
*
* If the current compositing backend is not supported it should return @c false.
*
* This method is optional, by default @c true is returned.
*/
virtual bool isSupported() const;
/**
* Returns whether the Effect should get enabled by default.
*
* This function provides a way for an effect to override the default at runtime,
* e.g. based on the capabilities of the hardware.
*
* This method is optional; the effect doesn't have to provide it.
*
* Note that this function is only called if the supported() function returns true,
* and if X-KDE-PluginInfo-EnabledByDefault is set to true in the .desktop file.
*
* This method is optional, by default @c true is returned.
*/
virtual bool enabledByDefault() const;
/**
* This method returns the created Effect.
*/
virtual KWin::Effect *createEffect() const = 0;
};
/**
* Defines an EffectPluginFactory sub class with customized isSupported and enabledByDefault methods.
*
* If the Effect to be created does not need the isSupported or enabledByDefault methods prefer
* the simplified KWIN_EFFECT_FACTORY, KWIN_EFFECT_FACTORY_SUPPORTED or KWIN_EFFECT_FACTORY_ENABLED
* macros which create an EffectPluginFactory with a useable default value.
*
* The macro also adds a useable K_EXPORT_PLUGIN_VERSION to the definition. KWin will not load
* any Effect with a non-matching plugin version. This API is not providing binary compatibility
* and thus the effect plugin must be compiled against the same kwineffects library version as
* KWin.
*
* @param factoryName The name to be used for the EffectPluginFactory
* @param className The class name of the Effect sub class which is to be created by the factory
* @param jsonFile Name of the json file to be compiled into the plugin as metadata
* @param supported Source code to go into the isSupported() method, must return a boolean
* @param enabled Source code to go into the enabledByDefault() method, must return a boolean
**/
#define KWIN_EFFECT_FACTORY_SUPPORTED_ENABLED( factoryName, className, jsonFile, supported, enabled ) \
class factoryName : public KWin::EffectPluginFactory \
{ \
Q_OBJECT \
Q_PLUGIN_METADATA(IID KPluginFactory_iid FILE jsonFile) \
Q_INTERFACES(KPluginFactory) \
public: \
explicit factoryName() {} \
~factoryName() {} \
bool isSupported() const override { \
supported \
} \
bool enabledByDefault() const override { \
enabled \
} \
KWin::Effect *createEffect() const override { \
return new className(); \
} \
}; \
K_EXPORT_PLUGIN_VERSION(quint32(KWIN_EFFECT_API_VERSION))
#define KWIN_EFFECT_FACTORY_ENABLED( factoryName, className, jsonFile, enabled ) \
KWIN_EFFECT_FACTORY_SUPPORTED_ENABLED( factoryName, className, jsonFile, return true;, enabled )
#define KWIN_EFFECT_FACTORY_SUPPORTED( factoryName, classname, jsonFile, supported ) \
KWIN_EFFECT_FACTORY_SUPPORTED_ENABLED( factoryName, className, jsonFile, supported, return true; )
#define KWIN_EFFECT_FACTORY( factoryName, classname, jsonFile ) \
KWIN_EFFECT_FACTORY_SUPPORTED_ENABLED( factoryName, className, jsonFile, return true;, return true; )
/**
* @short Manager class that handles all the effects.
*
* This class creates Effect objects and calls it's appropriate methods.
*
* Effect objects can call methods of this class to interact with the
* workspace, e.g. to activate or move a specific window, change current
* desktop or create a special input window to receive mouse and keyboard
* events.
**/
class KWINEFFECTS_EXPORT EffectsHandler : public QObject
{
Q_OBJECT
Q_PROPERTY(int currentDesktop READ currentDesktop WRITE setCurrentDesktop NOTIFY desktopChanged)
Q_PROPERTY(QString currentActivity READ currentActivity NOTIFY currentActivityChanged)
Q_PROPERTY(KWin::EffectWindow *activeWindow READ activeWindow WRITE activateWindow NOTIFY windowActivated)
Q_PROPERTY(QSize desktopGridSize READ desktopGridSize)
Q_PROPERTY(int desktopGridWidth READ desktopGridWidth)
Q_PROPERTY(int desktopGridHeight READ desktopGridHeight)
Q_PROPERTY(int workspaceWidth READ workspaceWidth)
Q_PROPERTY(int workspaceHeight READ workspaceHeight)
/**
* The number of desktops currently used. Minimum number of desktops is 1, maximum 20.
**/
Q_PROPERTY(int desktops READ numberOfDesktops WRITE setNumberOfDesktops NOTIFY numberDesktopsChanged)
Q_PROPERTY(bool optionRollOverDesktops READ optionRollOverDesktops)
Q_PROPERTY(int activeScreen READ activeScreen)
Q_PROPERTY(int numScreens READ numScreens NOTIFY numberScreensChanged)
/**
* Factor by which animation speed in the effect should be modified (multiplied).
* If configurable in the effect itself, the option should have also 'default'
* animation speed. The actual value should be determined using animationTime().
* Note: The factor can be also 0, so make sure your code can cope with 0ms time
* if used manually.
*/
Q_PROPERTY(qreal animationTimeFactor READ animationTimeFactor)
Q_PROPERTY(QList< KWin::EffectWindow* > stackingOrder READ stackingOrder)
/**
* Whether window decorations use the alpha channel.
**/
Q_PROPERTY(bool decorationsHaveAlpha READ decorationsHaveAlpha)
/**
* Whether the window decorations support blurring behind the decoration.
**/
Q_PROPERTY(bool decorationSupportsBlurBehind READ decorationSupportsBlurBehind)
Q_PROPERTY(CompositingType compositingType READ compositingType CONSTANT)
Q_PROPERTY(QPoint cursorPos READ cursorPos)
Q_PROPERTY(QSize virtualScreenSize READ virtualScreenSize NOTIFY virtualScreenSizeChanged)
Q_PROPERTY(QRect virtualScreenGeometry READ virtualScreenGeometry NOTIFY virtualScreenGeometryChanged)
friend class Effect;
public:
explicit EffectsHandler(CompositingType type);
virtual ~EffectsHandler();
// for use by effects
virtual void prePaintScreen(ScreenPrePaintData& data, int time) = 0;
virtual void paintScreen(int mask, QRegion region, ScreenPaintData& data) = 0;
virtual void postPaintScreen() = 0;
virtual void prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time) = 0;
virtual void paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data) = 0;
virtual void postPaintWindow(EffectWindow* w) = 0;
virtual void paintEffectFrame(EffectFrame* frame, QRegion region, double opacity, double frameOpacity) = 0;
virtual void drawWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data) = 0;
virtual void buildQuads(EffectWindow* w, WindowQuadList& quadList) = 0;
virtual QVariant kwinOption(KWinOption kwopt) = 0;
/**
* Sets the cursor while the mouse is intercepted.
* @see startMouseInterception
* @since 4.11
**/
virtual void defineCursor(Qt::CursorShape shape) = 0;
virtual QPoint cursorPos() const = 0;
virtual bool grabKeyboard(Effect* effect) = 0;
virtual void ungrabKeyboard() = 0;
/**
* Ensures that all mouse events are sent to the @p effect.
* No window will get the mouse events. Only fullscreen effects providing a custom user interface should
* be using this method. The input events are delivered to Effect::windowInputMouseEvent.
*
* NOTE: this method does not perform an X11 mouse grab. On X11 a fullscreen input window is raised above
* all other windows, but no grab is performed.
*
* @param shape Sets the cursor to be used while the mouse is intercepted
* @see stopMouseInterception
* @see Effect::windowInputMouseEvent
* @since 4.11
**/
virtual void startMouseInterception(Effect *effect, Qt::CursorShape shape) = 0;
/**
* Releases the hold mouse interception for @p effect
* @see startMouseInterception
* @since 4.11
**/
virtual void stopMouseInterception(Effect *effect) = 0;
/**
* @brief Registers a global shortcut with the provided @p action.
*
* @param shortcut The global shortcut which should trigger the action
* @param action The action which gets triggered when the shortcut matches
*/
virtual void registerGlobalShortcut(const QKeySequence &shortcut, QAction *action) = 0;
/**
* @brief Registers a global pointer shortcut with the provided @p action.
*
* @param modifiers The keyboard modifiers which need to be holded
* @param pointerButtons The pointer buttons which need to be pressed
* @param action The action which gets triggered when the shortcut matches
**/
virtual void registerPointerShortcut(Qt::KeyboardModifiers modifiers, Qt::MouseButton pointerButtons, QAction *action) = 0;
/**
* @brief Registers a global axis shortcut with the provided @p action.
*
* @param modifiers The keyboard modifiers which need to be holded
* @param axis The direction in which the axis needs to be moved
* @param action The action which gets triggered when the shortcut matches
**/
virtual void registerAxisShortcut(Qt::KeyboardModifiers modifiers, PointerAxisDirection axis, QAction *action) = 0;
/**
* @brief Registers a global touchpad swipe gesture shortcut with the provided @p action.
*
* @param direction The direction for the swipe
* @param action The action which gets triggered when the gesture triggers
* @since 5.10
**/
virtual void registerTouchpadSwipeShortcut(SwipeDirection direction, QAction *action) = 0;
/**
* Retrieve the proxy class for an effect if it has one. Will return NULL if
* the effect isn't loaded or doesn't have a proxy class.
*/
virtual void* getProxy(QString name) = 0;
// Mouse polling
virtual void startMousePolling() = 0;
virtual void stopMousePolling() = 0;
virtual void reserveElectricBorder(ElectricBorder border, Effect *effect) = 0;
virtual void unreserveElectricBorder(ElectricBorder border, Effect *effect) = 0;
/**
* Registers the given @p action for the given @p border to be activated through
* a touch swipe gesture.
*
* If the @p border gets triggered through a touch swipe gesture the @link{QAction::triggered}
* signal gets invoked.
*
* To unregister the touch screen action either delete the @p action or
* invoke @link{unregisterTouchBorder}.
*
* @see unregisterTouchBorder
* @since 5.10
**/
virtual void registerTouchBorder(ElectricBorder border, QAction *action) = 0;
/**
* Unregisters the given @p action for the given touch @p border.
*
* @see registerTouchBorder
* @since 5.10
**/
virtual void unregisterTouchBorder(ElectricBorder border, QAction *action) = 0;
// functions that allow controlling windows/desktop
virtual void activateWindow(KWin::EffectWindow* c) = 0;
virtual KWin::EffectWindow* activeWindow() const = 0 ;
Q_SCRIPTABLE virtual void moveWindow(KWin::EffectWindow* w, const QPoint& pos, bool snap = false, double snapAdjust = 1.0) = 0;
Q_SCRIPTABLE virtual void windowToDesktop(KWin::EffectWindow* w, int desktop) = 0;
Q_SCRIPTABLE virtual void windowToScreen(KWin::EffectWindow* w, int screen) = 0;
virtual void setShowingDesktop(bool showing) = 0;
// Activities
/**
* @returns The ID of the current activity.
*/
virtual QString currentActivity() const = 0;
// Desktops
/**
* @returns The ID of the current desktop.
*/
virtual int currentDesktop() const = 0;
/**
* @returns Total number of desktops currently in existence.
*/
virtual int numberOfDesktops() const = 0;
/**
* Set the current desktop to @a desktop.
*/
virtual void setCurrentDesktop(int desktop) = 0;
/**
* Sets the total number of desktops to @a desktops.
*/
virtual void setNumberOfDesktops(int desktops) = 0;
/**
* @returns The size of desktop layout in grid units.
*/
virtual QSize desktopGridSize() const = 0;
/**
* @returns The width of desktop layout in grid units.
*/
virtual int desktopGridWidth() const = 0;
/**
* @returns The height of desktop layout in grid units.
*/
virtual int desktopGridHeight() const = 0;
/**
* @returns The width of desktop layout in pixels.
*/
virtual int workspaceWidth() const = 0;
/**
* @returns The height of desktop layout in pixels.
*/
virtual int workspaceHeight() const = 0;
/**
* @returns The ID of the desktop at the point @a coords or 0 if no desktop exists at that
* point. @a coords is to be in grid units.
*/
virtual int desktopAtCoords(QPoint coords) const = 0;
/**
* @returns The coords of desktop @a id in grid units.
*/
virtual QPoint desktopGridCoords(int id) const = 0;
/**
* @returns The coords of the top-left corner of desktop @a id in pixels.
*/
virtual QPoint desktopCoords(int id) const = 0;
/**
* @returns The ID of the desktop above desktop @a id. Wraps around to the bottom of
* the layout if @a wrap is set. If @a id is not set use the current one.
*/
Q_SCRIPTABLE virtual int desktopAbove(int desktop = 0, bool wrap = true) const = 0;
/**
* @returns The ID of the desktop to the right of desktop @a id. Wraps around to the
* left of the layout if @a wrap is set. If @a id is not set use the current one.
*/
Q_SCRIPTABLE virtual int desktopToRight(int desktop = 0, bool wrap = true) const = 0;
/**
* @returns The ID of the desktop below desktop @a id. Wraps around to the top of the
* layout if @a wrap is set. If @a id is not set use the current one.
*/
Q_SCRIPTABLE virtual int desktopBelow(int desktop = 0, bool wrap = true) const = 0;
/**
* @returns The ID of the desktop to the left of desktop @a id. Wraps around to the
* right of the layout if @a wrap is set. If @a id is not set use the current one.
*/
Q_SCRIPTABLE virtual int desktopToLeft(int desktop = 0, bool wrap = true) const = 0;
Q_SCRIPTABLE virtual QString desktopName(int desktop) const = 0;
virtual bool optionRollOverDesktops() const = 0;
virtual int activeScreen() const = 0; // Xinerama
virtual int numScreens() const = 0; // Xinerama
Q_SCRIPTABLE virtual int screenNumber(const QPoint& pos) const = 0; // Xinerama
virtual QRect clientArea(clientAreaOption, int screen, int desktop) const = 0;
virtual QRect clientArea(clientAreaOption, const EffectWindow* c) const = 0;
virtual QRect clientArea(clientAreaOption, const QPoint& p, int desktop) const = 0;
/**
* The bounding size of all screens combined. Overlapping areas
* are not counted multiple times.
*
* @see virtualScreenGeometry()
* @see virtualScreenSizeChanged()
* @since 5.0
**/
virtual QSize virtualScreenSize() const = 0;
/**
* The bounding geometry of all outputs combined. Always starts at (0,0) and has
* virtualScreenSize as it's size.
*
* @see virtualScreenSize()
* @see virtualScreenGeometryChanged()
* @since 5.0
**/
virtual QRect virtualScreenGeometry() const = 0;
/**
* Factor by which animation speed in the effect should be modified (multiplied).
* If configurable in the effect itself, the option should have also 'default'
* animation speed. The actual value should be determined using animationTime().
* Note: The factor can be also 0, so make sure your code can cope with 0ms time
* if used manually.
*/
virtual double animationTimeFactor() const = 0;
virtual WindowQuadType newWindowQuadType() = 0;
Q_SCRIPTABLE virtual KWin::EffectWindow* findWindow(WId id) const = 0;
Q_SCRIPTABLE virtual KWin::EffectWindow* findWindow(KWayland::Server::SurfaceInterface *surf) const = 0;
virtual EffectWindowList stackingOrder() const = 0;
// window will be temporarily painted as if being at the top of the stack
Q_SCRIPTABLE virtual void setElevatedWindow(KWin::EffectWindow* w, bool set) = 0;
virtual void setTabBoxWindow(EffectWindow*) = 0;
virtual void setTabBoxDesktop(int) = 0;
virtual EffectWindowList currentTabBoxWindowList() const = 0;
virtual void refTabBox() = 0;
virtual void unrefTabBox() = 0;
virtual void closeTabBox() = 0;
virtual QList< int > currentTabBoxDesktopList() const = 0;
virtual int currentTabBoxDesktop() const = 0;
virtual EffectWindow* currentTabBoxWindow() const = 0;
virtual void setActiveFullScreenEffect(Effect* e) = 0;
virtual Effect* activeFullScreenEffect() const = 0;
/**
* Schedules the entire workspace to be repainted next time.
* If you call it during painting (including prepaint) then it does not
* affect the current painting.
**/
Q_SCRIPTABLE virtual void addRepaintFull() = 0;
Q_SCRIPTABLE virtual void addRepaint(const QRect& r) = 0;
Q_SCRIPTABLE virtual void addRepaint(const QRegion& r) = 0;
Q_SCRIPTABLE virtual void addRepaint(int x, int y, int w, int h) = 0;
CompositingType compositingType() const;
/**
* @brief Whether the Compositor is OpenGL based (either GL 1 or 2).
*
* @return bool @c true in case of OpenGL based Compositor, @c false otherwise
**/
bool isOpenGLCompositing() const;
virtual unsigned long xrenderBufferPicture() = 0;
/**
* @brief Provides access to the QPainter which is rendering to the back buffer.
*
* Only relevant for CompositingType QPainterCompositing. For all other compositing types
* @c null is returned.
*
* @return QPainter* The Scene's QPainter or @c null.
*/
virtual QPainter *scenePainter() = 0;
virtual void reconfigure() = 0;
virtual QByteArray readRootProperty(long atom, long type, int format) const = 0;
/**
* @brief Announces support for the feature with the given name. If no other Effect
* has announced support for this feature yet, an X11 property will be installed on
* the root window.
*
* The Effect will be notified for events through the signal propertyNotify().
*
* To remove the support again use @link removeSupportProperty. When an Effect is
* destroyed it is automatically taken care of removing the support. It is not
* required to call @link removeSupportProperty in the Effect's cleanup handling.
*
* @param propertyName The name of the property to announce support for
* @param effect The effect which announces support
* @return xcb_atom_t The created X11 atom
* @see removeSupportProperty
* @since 4.11
**/
virtual xcb_atom_t announceSupportProperty(const QByteArray &propertyName, Effect *effect) = 0;
/**
* @brief Removes support for the feature with the given name. If there is no other Effect left
* which has announced support for the given property, the property will be removed from the
* root window.
*
* In case the Effect had not registered support, calling this function does not change anything.
*
* @param propertyName The name of the property to remove support for
* @param effect The effect which had registered the property.
* @see announceSupportProperty
* @since 4.11
**/
virtual void removeSupportProperty(const QByteArray &propertyName, Effect *effect) = 0;
/**
* Returns @a true if the active window decoration has shadow API hooks.
*/
virtual bool hasDecorationShadows() const = 0;
/**
* Returns @a true if the window decorations use the alpha channel, and @a false otherwise.
* @since 4.5
*/
virtual bool decorationsHaveAlpha() const = 0;
/**
* Returns @a true if the window decorations support blurring behind the decoration, and @a false otherwise
* @since 4.6
*/
virtual bool decorationSupportsBlurBehind() const = 0;
/**
* Creates a new frame object. If the frame does not have a static size
* then it will be located at @a position with @a alignment. A
* non-static frame will automatically adjust its size to fit the contents.
* @returns A new @ref EffectFrame. It is the responsibility of the caller to delete the
* EffectFrame.
* @since 4.6
*/
virtual EffectFrame* effectFrame(EffectFrameStyle style, bool staticSize = true,
const QPoint& position = QPoint(-1, -1), Qt::Alignment alignment = Qt::AlignCenter) const = 0;
/**
* Allows an effect to trigger a reload of itself.
* This can be used by an effect which needs to be reloaded when screen geometry changes.
* It is possible that the effect cannot be loaded again as it's supported method does no longer
* hold.
* @param effect The effect to reload
* @since 4.8
**/
virtual void reloadEffect(Effect *effect) = 0;
/**
* Whether the screen is currently considered as locked.
* Note for technical reasons this is not always possible to detect. The screen will only
* be considered as locked if the screen locking process implements the
* org.freedesktop.ScreenSaver interface.
*
* @returns @c true if the screen is currently locked, @c false otherwise
* @see screenLockingChanged
* @since 4.11
**/
virtual bool isScreenLocked() const = 0;
/**
* @brief Makes the OpenGL compositing context current.
*
* If the compositing backend is not using OpenGL, this method returns @c false.
*
* @return bool @c true if the context became current, @c false otherwise.
*/
virtual bool makeOpenGLContextCurrent() = 0;
/**
* @brief Makes a null OpenGL context current resulting in no context
* being current.
*
* If the compositing backend is not OpenGL based, this method is a noop.
*
* There is normally no reason for an Effect to call this method.
*/
virtual void doneOpenGLContextCurrent() = 0;
virtual xcb_connection_t *xcbConnection() const = 0;
virtual xcb_window_t x11RootWindow() const = 0;
/**
* Interface to the Wayland display: this is relevant only
* on Wayland, on X11 it will be nullptr
* @since 5.5
*/
virtual KWayland::Server::Display *waylandDisplay() const = 0;
/**
* Whether animations are supported by the Scene.
* If this method returns @c false Effects are supposed to not
* animate transitions.
*
* @returns Whether the Scene can drive animations
* @since 5.8
**/
virtual bool animationsSupported() const = 0;
/**
* The current cursor image of the Platform.
* @see cursorPos
* @since 5.9
**/
virtual PlatformCursorImage cursorImage() const = 0;
/**
* The cursor image should be hidden.
* @see showCursor
* @since 5.9
**/
virtual void hideCursor() = 0;
/**
* The cursor image should be shown again after having been hidden..
* @see hideCursor
* @since 5.9
**/
virtual void showCursor() = 0;
/**
* Starts an interactive window selection process.
*
* Once the user selected a window the @p callback is invoked with the selected EffectWindow as
* argument. In case the user cancels the interactive window selection or selecting a window is currently
* not possible (e.g. screen locked) the @p callback is invoked with a @c nullptr argument.
*
* During the interactive window selection the cursor is turned into a crosshair cursor.
*
* @param callback The function to invoke once the interactive window selection ends
* @since 5.9
**/
virtual void startInteractiveWindowSelection(std::function<void(KWin::EffectWindow*)> callback) = 0;
/**
* Starts an interactive position selection process.
*
* Once the user selected a position on the screen the @p callback is invoked with
* the selected point as argument. In case the user cancels the interactive position selection
* or selecting a position is currently not possible (e.g. screen locked) the @p callback
* is invoked with a point at @c -1 as x and y argument.
*
* During the interactive window selection the cursor is turned into a crosshair cursor.
*
* @param callback The function to invoke once the interactive position selection ends
* @since 5.9
**/
virtual void startInteractivePositionSelection(std::function<void(const QPoint &)> callback) = 0;
/**
* Shows an on-screen-message. To hide it again use @link{hideOnScreenMessage}.
*
* @param message The message to show
* @param iconName The optional themed icon name
* @see hideOnScreenMessage
* @since 5.9
**/
virtual void showOnScreenMessage(const QString &message, const QString &iconName = QString()) = 0;
/**
* Flags for how to hide a shown on-screen-message
* @see hideOnScreenMessage
* @since 5.9
**/
enum class OnScreenMessageHideFlag {
/**
* The on-screen-message should skip the close window animation.
* @see EffectWindow::skipsCloseAnimation
**/
SkipsCloseAnimation = 1
};
Q_DECLARE_FLAGS(OnScreenMessageHideFlags, OnScreenMessageHideFlag)
/**
* Hides a previously shown on-screen-message again.
* @param flags The flags for how to hide the message
* @see showOnScreenMessage
* @since 5.9
**/
virtual void hideOnScreenMessage(OnScreenMessageHideFlags flags = OnScreenMessageHideFlags()) = 0;
/*
* @returns The configuration used by the EffectsHandler.
* @since 5.10
**/
virtual KSharedConfigPtr config() const = 0;
/**
* @returns The global input configuration (kcminputrc)
* @since 5.10
**/
virtual KSharedConfigPtr inputConfig() const = 0;
Q_SIGNALS:
/**
* Signal emitted when the current desktop changed.
* @param oldDesktop The previously current desktop
* @param newDesktop The new current desktop
* @param with The window which is taken over to the new desktop, can be NULL
* @since 4.9
*/
void desktopChanged(int oldDesktop, int newDesktop, KWin::EffectWindow *with);
/**
* @since 4.7
* @deprecated
*/
void desktopChanged(int oldDesktop, int newDesktop);
/**
* Signal emitted when a window moved to another desktop
* NOTICE that this does NOT imply that the desktop has changed
* The @param window which is moved to the new desktop
* @param oldDesktop The previous desktop of the window
* @param newDesktop The new desktop of the window
* @since 4.11.4
*/
void desktopPresenceChanged(KWin::EffectWindow *window, int oldDesktop, int newDesktop);
/**
* Signal emitted when the number of currently existing desktops is changed.
* @param old The previous number of desktops in used.
* @see EffectsHandler::numberOfDesktops.
* @since 4.7
*/
void numberDesktopsChanged(uint old);
/**
* Signal emitted when the number of screens changed.
* @since 5.0
**/
void numberScreensChanged();
/**
* Signal emitted when the desktop showing ("dashboard") state changed
* The desktop is risen to the keepAbove layer, you may want to elevate
* windows or such.
* @since 5.3
**/
void showingDesktopChanged(bool);
/**
* Signal emitted when a new window has been added to the Workspace.
* @param w The added window
* @since 4.7
**/
void windowAdded(KWin::EffectWindow *w);
/**
* Signal emitted when a window is being removed from the Workspace.
* An effect which wants to animate the window closing should connect
* to this signal and reference the window by using
* @link EffectWindow::refWindow
* @param w The window which is being closed
* @since 4.7
**/
void windowClosed(KWin::EffectWindow *w);
/**
* Signal emitted when a window get's activated.
* @param w The new active window, or @c NULL if there is no active window.
* @since 4.7
**/
void windowActivated(KWin::EffectWindow *w);
/**
* Signal emitted when a window is deleted.
* This means that a closed window is not referenced any more.
* An effect bookkeeping the closed windows should connect to this
* signal to clean up the internal references.
* @param w The window which is going to be deleted.
* @see EffectWindow::refWindow
* @see EffectWindow::unrefWindow
* @see windowClosed
* @since 4.7
**/
void windowDeleted(KWin::EffectWindow *w);
/**
* Signal emitted when a user begins a window move or resize operation.
* To figure out whether the user resizes or moves the window use
* @link EffectWindow::isUserMove or @link EffectWindow::isUserResize.
* Whenever the geometry is updated the signal @link windowStepUserMovedResized
* is emitted with the current geometry.
* The move/resize operation ends with the signal @link windowFinishUserMovedResized.
* Only one window can be moved/resized by the user at the same time!
* @param w The window which is being moved/resized
* @see windowStepUserMovedResized
* @see windowFinishUserMovedResized
* @see EffectWindow::isUserMove
* @see EffectWindow::isUserResize
* @since 4.7
**/
void windowStartUserMovedResized(KWin::EffectWindow *w);
/**
* Signal emitted during a move/resize operation when the user changed the geometry.
* Please note: KWin supports two operation modes. In one mode all changes are applied
* instantly. This means the window's geometry matches the passed in @p geometry. In the
* other mode the geometry is changed after the user ended the move/resize mode.
* The @p geometry differs from the window's geometry. Also the window's pixmap still has
* the same size as before. Depending what the effect wants to do it would be recommended
* to scale/translate the window.
* @param w The window which is being moved/resized
* @param geometry The geometry of the window in the current move/resize step.
* @see windowStartUserMovedResized
* @see windowFinishUserMovedResized
* @see EffectWindow::isUserMove
* @see EffectWindow::isUserResize
* @since 4.7
**/
void windowStepUserMovedResized(KWin::EffectWindow *w, const QRect &geometry);
/**
* Signal emitted when the user finishes move/resize of window @p w.
* @param w The window which has been moved/resized
* @see windowStartUserMovedResized
* @see windowFinishUserMovedResized
* @since 4.7
**/
void windowFinishUserMovedResized(KWin::EffectWindow *w);
/**
* Signal emitted when the maximized state of the window @p w changed.
* A window can be in one of four states:
* @li restored: both @p horizontal and @p vertical are @c false
* @li horizontally maximized: @p horizontal is @c true and @p vertical is @c false
* @li vertically maximized: @p horizontal is @c false and @p vertical is @c true
* @li completely maximized: both @p horizontal and @p vertical are @C true
* @param w The window whose maximized state changed
* @param horizontal If @c true maximized horizontally
* @param vertical If @c true maximized vertically
* @since 4.7
**/
void windowMaximizedStateChanged(KWin::EffectWindow *w, bool horizontal, bool vertical);
/**
* Signal emitted when the geometry or shape of a window changed.
* This is caused if the window changes geometry without user interaction.
* E.g. the decoration is changed. This is in opposite to windowUserMovedResized
* which is caused by direct user interaction.
* @param w The window whose geometry changed
* @param old The previous geometry
* @see windowUserMovedResized
* @since 4.7
**/
void windowGeometryShapeChanged(KWin::EffectWindow *w, const QRect &old);
/**
* Signal emitted when the padding of a window changed. (eg. shadow size)
* @param w The window whose geometry changed
* @param old The previous expandedGeometry()
* @since 4.9
**/
void windowPaddingChanged(KWin::EffectWindow *w, const QRect &old);
/**
* Signal emitted when the windows opacity is changed.
* @param w The window whose opacity level is changed.
* @param oldOpacity The previous opacity level
* @param newOpacity The new opacity level
* @since 4.7
**/
void windowOpacityChanged(KWin::EffectWindow *w, qreal oldOpacity, qreal newOpacity);
/**
* Signal emitted when a window got minimized.
* @param w The window which was minimized
* @since 4.7
**/
void windowMinimized(KWin::EffectWindow *w);
/**
* Signal emitted when a window got unminimized.
* @param w The window which was unminimized
* @since 4.7
**/
void windowUnminimized(KWin::EffectWindow *w);
/**
* Signal emitted when a window either becomes modal (ie. blocking for its main client) or looses that state.
* @param w The window which was unminimized
* @since 4.11
**/
void windowModalityChanged(KWin::EffectWindow *w);
/**
* Signal emitted when a window either became unresponsive (eg. app froze or crashed)
* or respoonsive
* @param w The window that became (un)responsive
* @param unresponsive Whether the window is responsive or unresponsive
* @since 5.10
*/
void windowUnresponsiveChanged(KWin::EffectWindow *w, bool unresponsive);
/**
* Signal emitted when an area of a window is scheduled for repainting.
* Use this signal in an effect if another area needs to be synced as well.
* @param w The window which is scheduled for repainting
* @param r Always empty.
* @since 4.7
**/
void windowDamaged(KWin::EffectWindow *w, const QRect &r);
/**
* Signal emitted when a tabbox is added.
* An effect who wants to replace the tabbox with itself should use @link refTabBox.
* @param mode The TabBoxMode.
* @see refTabBox
* @see tabBoxClosed
* @see tabBoxUpdated
* @see tabBoxKeyEvent
* @since 4.7
**/
void tabBoxAdded(int mode);
/**
* Signal emitted when the TabBox was closed by KWin core.
* An effect which referenced the TabBox should use @link unrefTabBox to unref again.
* @see unrefTabBox
* @see tabBoxAdded
* @since 4.7
**/
void tabBoxClosed();
/**
* Signal emitted when the selected TabBox window changed or the TabBox List changed.
* An effect should only response to this signal if it referenced the TabBox with @link refTabBox.
* @see refTabBox
* @see currentTabBoxWindowList
* @see currentTabBoxDesktopList
* @see currentTabBoxWindow
* @see currentTabBoxDesktop
* @since 4.7
**/
void tabBoxUpdated();
/**
* Signal emitted when a key event, which is not handled by TabBox directly is, happens while
* TabBox is active. An effect might use the key event to e.g. change the selected window.
* An effect should only response to this signal if it referenced the TabBox with @link refTabBox.
* @param event The key event not handled by TabBox directly
* @see refTabBox
* @since 4.7
**/
void tabBoxKeyEvent(QKeyEvent* event);
void currentTabAboutToChange(KWin::EffectWindow* from, KWin::EffectWindow* to);
void tabAdded(KWin::EffectWindow* from, KWin::EffectWindow* to); // from merged with to
void tabRemoved(KWin::EffectWindow* c, KWin::EffectWindow* group); // c removed from group
/**
* Signal emitted when mouse changed.
* If an effect needs to get updated mouse positions, it needs to first call @link startMousePolling.
* For a fullscreen effect it is better to use an input window and react on @link windowInputMouseEvent.
* @param pos The new mouse position
* @param oldpos The previously mouse position
* @param buttons The pressed mouse buttons
* @param oldbuttons The previously pressed mouse buttons
* @param modifiers Pressed keyboard modifiers
* @param oldmodifiers Previously pressed keyboard modifiers.
* @see startMousePolling
* @since 4.7
**/
void mouseChanged(const QPoint& pos, const QPoint& oldpos,
Qt::MouseButtons buttons, Qt::MouseButtons oldbuttons,
Qt::KeyboardModifiers modifiers, Qt::KeyboardModifiers oldmodifiers);
/**
* Signal emitted when the cursor shape changed.
* You'll likely want to query the current cursor as reaction: xcb_xfixes_get_cursor_image_unchecked
* Connection to this signal is tracked, so if you don't need it anymore, disconnect from it to stop cursor event filtering
*/
void cursorShapeChanged();
/**
* Receives events registered for using @link registerPropertyType.
* Use readProperty() to get the property data.
* Note that the property may be already set on the window, so doing the same
* processing from windowAdded() (e.g. simply calling propertyNotify() from it)
* is usually needed.
* @param w The window whose property changed, is @c null if it is a root window property
* @param atom The property
* @since 4.7
*/
void propertyNotify(KWin::EffectWindow* w, long atom);
/**
* Signal emitted after the screen geometry changed (e.g. add of a monitor).
* Effects using displayWidth()/displayHeight() to cache information should
* react on this signal and update the caches.
* @param size The new screen size
* @since 4.8
**/
void screenGeometryChanged(const QSize &size);
/**
* This signal is emitted when the global
* activity is changed
* @param id id of the new current activity
* @since 4.9
**/
void currentActivityChanged(const QString &id);
/**
* This signal is emitted when a new activity is added
* @param id id of the new activity
* @since 4.9
*/
void activityAdded(const QString &id);
/**
* This signal is emitted when the activity
* is removed
* @param id id of the removed activity
* @since 4.9
*/
void activityRemoved(const QString &id);
/**
* This signal is emitted when the screen got locked or unlocked.
* @param locked @c true if the screen is now locked, @c false if it is now unlocked
* @since 4.11
**/
void screenLockingChanged(bool locked);
/**
* This signels is emitted when ever the stacking order is change, ie. a window is risen
* or lowered
* @since 4.10
*/
void stackingOrderChanged();
/**
* This signal is emitted when the user starts to approach the @p border with the mouse.
* The @p factor describes how far away the mouse is in a relative mean. The values are in
* [0.0, 1.0] with 0.0 being emitted when first entered and on leaving. The value 1.0 means that
* the @p border is reached with the mouse. So the values are well suited for animations.
* The signal is always emitted when the mouse cursor position changes.
* @param border The screen edge which is being approached
* @param factor Value in range [0.0,1.0] to describe how close the mouse is to the border
* @param geometry The geometry of the edge which is being approached
* @since 4.11
**/
void screenEdgeApproaching(ElectricBorder border, qreal factor, const QRect &geometry);
/**
* Emitted whenever the virtualScreenSize changes.
* @see virtualScreenSize()
* @since 5.0
**/
void virtualScreenSizeChanged();
/**
* Emitted whenever the virtualScreenGeometry changes.
* @see virtualScreenGeometry()
* @since 5.0
**/
void virtualScreenGeometryChanged();
/**
* The window @p w gets shown again. The window was previously
* initially shown with @link{windowAdded} and hidden with @link{windowHidden}.
*
* @see windowHidden
* @see windowAdded
* @since 5.8
**/
void windowShown(KWin::EffectWindow *w);
/**
* The window @p w got hidden but not yet closed.
* This can happen when a window is still being used and is supposed to be shown again
* with @link{windowShown}. On X11 an example is autohiding panels. On Wayland every
* window first goes through the window hidden state and might get shown again, or might
* get closed the normal way.
*
* @see windowShown
* @see windowClosed
* @since 5.8
**/
void windowHidden(KWin::EffectWindow *w);
/**
* This signal gets emitted when the data on EffectWindow @p w for @p role changed.
*
* An Effect can connect to this signal to read the new value and react on it.
* E.g. an Effect which does not operate on windows grabbed by another Effect wants
* to cancel the already scheduled animation if another Effect adds a grab.
*
* @param w The EffectWindow for which the data changed
* @param role The data role which changed
* @see EffectWindow::setData
* @see EffectWindow::data
* @since 5.8.4
**/
void windowDataChanged(KWin::EffectWindow *w, int role);
/**
* The xcb connection changed, either a new xcbConnection got created or the existing one
* got destroyed.
* Effects can use this to refetch the properties they want to set.
*
* When the xcbConnection changes also the @link{x11RootWindow} becomes invalid.
* @see xcbConnection
* @see x11RootWindow
* @since 5.11
**/
void xcbConnectionChanged();
protected:
QVector< EffectPair > loaded_effects;
//QHash< QString, EffectFactory* > effect_factories;
CompositingType compositing_type;
};
/**
* @short Representation of a window used by/for Effect classes.
*
* The purpose is to hide internal data and also to serve as a single
* representation for the case when Client/Unmanaged becomes Deleted.
**/
class KWINEFFECTS_EXPORT EffectWindow : public QObject
{
Q_OBJECT
Q_PROPERTY(bool alpha READ hasAlpha CONSTANT)
Q_PROPERTY(QRect geometry READ geometry)
Q_PROPERTY(QRect expandedGeometry READ expandedGeometry)
Q_PROPERTY(int height READ height)
Q_PROPERTY(qreal opacity READ opacity)
Q_PROPERTY(QPoint pos READ pos)
Q_PROPERTY(int screen READ screen)
Q_PROPERTY(QSize size READ size)
Q_PROPERTY(int width READ width)
Q_PROPERTY(int x READ x)
Q_PROPERTY(int y READ y)
Q_PROPERTY(int desktop READ desktop)
Q_PROPERTY(bool onAllDesktops READ isOnAllDesktops)
Q_PROPERTY(bool onCurrentDesktop READ isOnCurrentDesktop)
Q_PROPERTY(QRect rect READ rect)
Q_PROPERTY(QString windowClass READ windowClass)
Q_PROPERTY(QString windowRole READ windowRole)
/**
* Returns whether the window is a desktop background window (the one with wallpaper).
* See _NET_WM_WINDOW_TYPE_DESKTOP at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
Q_PROPERTY(bool desktopWindow READ isDesktop)
/**
* Returns whether the window is a dock (i.e. a panel).
* See _NET_WM_WINDOW_TYPE_DOCK at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
Q_PROPERTY(bool dock READ isDock)
/**
* Returns whether the window is a standalone (detached) toolbar window.
* See _NET_WM_WINDOW_TYPE_TOOLBAR at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
Q_PROPERTY(bool toolbar READ isToolbar)
/**
* Returns whether the window is a torn-off menu.
* See _NET_WM_WINDOW_TYPE_MENU at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
Q_PROPERTY(bool menu READ isMenu)
/**
* Returns whether the window is a "normal" window, i.e. an application or any other window
* for which none of the specialized window types fit.
* See _NET_WM_WINDOW_TYPE_NORMAL at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
Q_PROPERTY(bool normalWindow READ isNormalWindow)
/**
* Returns whether the window is a dialog window.
* See _NET_WM_WINDOW_TYPE_DIALOG at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
Q_PROPERTY(bool dialog READ isDialog)
/**
* Returns whether the window is a splashscreen. Note that many (especially older) applications
* do not support marking their splash windows with this type.
* See _NET_WM_WINDOW_TYPE_SPLASH at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
Q_PROPERTY(bool splash READ isSplash)
/**
* Returns whether the window is a utility window, such as a tool window.
* See _NET_WM_WINDOW_TYPE_UTILITY at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
Q_PROPERTY(bool utility READ isUtility)
/**
* Returns whether the window is a dropdown menu (i.e. a popup directly or indirectly open
* from the applications menubar).
* See _NET_WM_WINDOW_TYPE_DROPDOWN_MENU at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
Q_PROPERTY(bool dropdownMenu READ isDropdownMenu)
/**
* Returns whether the window is a popup menu (that is not a torn-off or dropdown menu).
* See _NET_WM_WINDOW_TYPE_POPUP_MENU at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
Q_PROPERTY(bool popupMenu READ isPopupMenu)
/**
* Returns whether the window is a tooltip.
* See _NET_WM_WINDOW_TYPE_TOOLTIP at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
Q_PROPERTY(bool tooltip READ isTooltip)
/**
* Returns whether the window is a window with a notification.
* See _NET_WM_WINDOW_TYPE_NOTIFICATION at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
Q_PROPERTY(bool notification READ isNotification)
/**
* Returns whether the window is an on screen display window
* using the non-standard _KDE_NET_WM_WINDOW_TYPE_ON_SCREEN_DISPLAY
*/
Q_PROPERTY(bool onScreenDisplay READ isOnScreenDisplay)
/**
* Returns whether the window is a combobox popup.
* See _NET_WM_WINDOW_TYPE_COMBO at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
Q_PROPERTY(bool comboBox READ isComboBox)
/**
* Returns whether the window is a Drag&Drop icon.
* See _NET_WM_WINDOW_TYPE_DND at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
Q_PROPERTY(bool dndIcon READ isDNDIcon)
/**
* Returns the NETWM window type
* See http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
Q_PROPERTY(int windowType READ windowType)
/**
* Whether this EffectWindow is managed by KWin (it has control over its placement and other
* aspects, as opposed to override-redirect windows that are entirely handled by the application).
**/
Q_PROPERTY(bool managed READ isManaged)
/**
* Whether this EffectWindow represents an already deleted window and only kept for the compositor for animations.
**/
Q_PROPERTY(bool deleted READ isDeleted)
/**
* Whether the window has an own shape
**/
Q_PROPERTY(bool shaped READ hasOwnShape)
/**
* The Window's shape
**/
Q_PROPERTY(QRegion shape READ shape)
/**
* The Caption of the window. Read from WM_NAME property together with a suffix for hostname and shortcut.
**/
Q_PROPERTY(QString caption READ caption)
/**
* Whether the window is set to be kept above other windows.
**/
Q_PROPERTY(bool keepAbove READ keepAbove)
/**
* Whether the window is minimized.
**/
Q_PROPERTY(bool minimized READ isMinimized WRITE setMinimized)
/**
* Whether the window represents a modal window.
**/
Q_PROPERTY(bool modal READ isModal)
/**
* Whether the window is moveable. Even if it is not moveable, it might be possible to move
* it to another screen.
* @see moveableAcrossScreens
**/
Q_PROPERTY(bool moveable READ isMovable)
/**
* Whether the window can be moved to another screen.
* @see moveable
**/
Q_PROPERTY(bool moveableAcrossScreens READ isMovableAcrossScreens)
/**
* By how much the window wishes to grow/shrink at least. Usually QSize(1,1).
* MAY BE DISOBEYED BY THE WM! It's only for information, do NOT rely on it at all.
*/
Q_PROPERTY(QSize basicUnit READ basicUnit)
/**
* Whether the window is currently being moved by the user.
**/
Q_PROPERTY(bool move READ isUserMove)
/**
* Whether the window is currently being resized by the user.
**/
Q_PROPERTY(bool resize READ isUserResize)
/**
* The optional geometry representing the minimized Client in e.g a taskbar.
* See _NET_WM_ICON_GEOMETRY at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
**/
Q_PROPERTY(QRect iconGeometry READ iconGeometry)
/**
* Returns whether the window is any of special windows types (desktop, dock, splash, ...),
* i.e. window types that usually don't have a window frame and the user does not use window
* management (moving, raising,...) on them.
**/
Q_PROPERTY(bool specialWindow READ isSpecialWindow)
Q_PROPERTY(QIcon icon READ icon)
/**
* Whether the window should be excluded from window switching effects.
**/
Q_PROPERTY(bool skipSwitcher READ isSkipSwitcher)
/**
* Geometry of the actual window contents inside the whole (including decorations) window.
*/
Q_PROPERTY(QRect contentsRect READ contentsRect)
/**
* Geometry of the transparent rect in the decoration.
* May be different from contentsRect if the decoration is extended into the client area.
*/
Q_PROPERTY(QRect decorationInnerRect READ decorationInnerRect)
Q_PROPERTY(bool hasDecoration READ hasDecoration)
Q_PROPERTY(QStringList activities READ activities)
Q_PROPERTY(bool onCurrentActivity READ isOnCurrentActivity)
Q_PROPERTY(bool onAllActivities READ isOnAllActivities)
/**
* Whether the decoration currently uses an alpha channel.
* @since 4.10
**/
Q_PROPERTY(bool decorationHasAlpha READ decorationHasAlpha)
/**
* Whether the window is currently visible to the user, that is:
* <ul>
* <li>Not minimized</li>
* <li>On current desktop</li>
* <li>On current activity</li>
* </ul>
* @since 4.11
**/
Q_PROPERTY(bool visible READ isVisible)
/**
* Whether the window does not want to be animated on window close.
* In case this property is @c true it is not useful to start an animation on window close.
* The window will not be visible, but the animation hooks are executed.
* @since 5.0
**/
Q_PROPERTY(bool skipsCloseAnimation READ skipsCloseAnimation)
/**
* Interface to the corresponding wayland surface.
* relevant only in Wayland, on X11 it will be nullptr
*/
Q_PROPERTY(KWayland::Server::SurfaceInterface *surface READ surface)
/**
* Whether the window is fullscreen.
* @since 5.6
**/
Q_PROPERTY(bool fullScreen READ isFullScreen)
/**
* Whether this client is unresponsive.
*
* When an application failed to react on a ping request in time, it is
* considered unresponsive. This usually indicates that the application froze or crashed.
*
* @since 5.10
*/
Q_PROPERTY(bool unresponsive READ isUnresponsive)
public:
/** Flags explaining why painting should be disabled */
enum {
/** Window will not be painted */
PAINT_DISABLED = 1 << 0,
/** Window will not be painted because it is deleted */
PAINT_DISABLED_BY_DELETE = 1 << 1,
/** Window will not be painted because of which desktop it's on */
PAINT_DISABLED_BY_DESKTOP = 1 << 2,
/** Window will not be painted because it is minimized */
PAINT_DISABLED_BY_MINIMIZE = 1 << 3,
/** Window will not be painted because it is not the active window in a client group */
PAINT_DISABLED_BY_TAB_GROUP = 1 << 4,
/** Window will not be painted because it's not on the current activity */
PAINT_DISABLED_BY_ACTIVITY = 1 << 5
};
explicit EffectWindow(QObject *parent = nullptr);
virtual ~EffectWindow();
virtual void enablePainting(int reason) = 0;
virtual void disablePainting(int reason) = 0;
virtual bool isPaintingEnabled() = 0;
Q_SCRIPTABLE void addRepaint(const QRect& r);
Q_SCRIPTABLE void addRepaint(int x, int y, int w, int h);
Q_SCRIPTABLE void addRepaintFull();
Q_SCRIPTABLE void addLayerRepaint(const QRect& r);
Q_SCRIPTABLE void addLayerRepaint(int x, int y, int w, int h);
virtual void refWindow() = 0;
virtual void unrefWindow() = 0;
bool isDeleted() const;
bool isMinimized() const;
double opacity() const;
bool hasAlpha() const;
bool isOnCurrentActivity() const;
Q_SCRIPTABLE bool isOnActivity(QString id) const;
bool isOnAllActivities() const;
QStringList activities() const;
bool isOnDesktop(int d) const;
bool isOnCurrentDesktop() const;
bool isOnAllDesktops() const;
int desktop() const; // prefer isOnXXX()
int x() const;
int y() const;
int width() const;
int height() const;
/**
* By how much the window wishes to grow/shrink at least. Usually QSize(1,1).
* MAY BE DISOBEYED BY THE WM! It's only for information, do NOT rely on it at all.
*/
QSize basicUnit() const;
QRect geometry() const;
/**
* Geometry of the window including decoration and potentially shadows.
* May be different from geometry() if the window has a shadow.
* @since 4.9
*/
QRect expandedGeometry() const;
virtual QRegion shape() const = 0;
int screen() const;
/** @internal Do not use */
bool hasOwnShape() const; // only for shadow effect, for now
QPoint pos() const;
QSize size() const;
QRect rect() const;
bool isMovable() const;
bool isMovableAcrossScreens() const;
bool isUserMove() const;
bool isUserResize() const;
QRect iconGeometry() const;
/**
* Geometry of the actual window contents inside the whole (including decorations) window.
*/
QRect contentsRect() const;
/**
* Geometry of the transparent rect in the decoration.
* May be different from contentsRect() if the decoration is extended into the client area.
* @since 4.5
*/
virtual QRect decorationInnerRect() const = 0;
bool hasDecoration() const;
bool decorationHasAlpha() const;
virtual QByteArray readProperty(long atom, long type, int format) const = 0;
virtual void deleteProperty(long atom) const = 0;
QString caption() const;
QIcon icon() const;
QString windowClass() const;
QString windowRole() const;
virtual const EffectWindowGroup* group() const = 0;
/**
* Returns whether the window is a desktop background window (the one with wallpaper).
* See _NET_WM_WINDOW_TYPE_DESKTOP at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
bool isDesktop() const;
/**
* Returns whether the window is a dock (i.e. a panel).
* See _NET_WM_WINDOW_TYPE_DOCK at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
bool isDock() const;
/**
* Returns whether the window is a standalone (detached) toolbar window.
* See _NET_WM_WINDOW_TYPE_TOOLBAR at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
bool isToolbar() const;
/**
* Returns whether the window is a torn-off menu.
* See _NET_WM_WINDOW_TYPE_MENU at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
bool isMenu() const;
/**
* Returns whether the window is a "normal" window, i.e. an application or any other window
* for which none of the specialized window types fit.
* See _NET_WM_WINDOW_TYPE_NORMAL at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
bool isNormalWindow() const; // normal as in 'NET::Normal or NET::Unknown non-transient'
/**
* Returns whether the window is any of special windows types (desktop, dock, splash, ...),
* i.e. window types that usually don't have a window frame and the user does not use window
* management (moving, raising,...) on them.
*/
bool isSpecialWindow() const;
/**
* Returns whether the window is a dialog window.
* See _NET_WM_WINDOW_TYPE_DIALOG at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
bool isDialog() const;
/**
* Returns whether the window is a splashscreen. Note that many (especially older) applications
* do not support marking their splash windows with this type.
* See _NET_WM_WINDOW_TYPE_SPLASH at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
bool isSplash() const;
/**
* Returns whether the window is a utility window, such as a tool window.
* See _NET_WM_WINDOW_TYPE_UTILITY at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
bool isUtility() const;
/**
* Returns whether the window is a dropdown menu (i.e. a popup directly or indirectly open
* from the applications menubar).
* See _NET_WM_WINDOW_TYPE_DROPDOWN_MENU at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
bool isDropdownMenu() const;
/**
* Returns whether the window is a popup menu (that is not a torn-off or dropdown menu).
* See _NET_WM_WINDOW_TYPE_POPUP_MENU at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
bool isPopupMenu() const; // a context popup, not dropdown, not torn-off
/**
* Returns whether the window is a tooltip.
* See _NET_WM_WINDOW_TYPE_TOOLTIP at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
bool isTooltip() const;
/**
* Returns whether the window is a window with a notification.
* See _NET_WM_WINDOW_TYPE_NOTIFICATION at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
bool isNotification() const;
/**
* Returns whether the window is an on screen display window
* using the non-standard _KDE_NET_WM_WINDOW_TYPE_ON_SCREEN_DISPLAY
*/
bool isOnScreenDisplay() const;
/**
* Returns whether the window is a combobox popup.
* See _NET_WM_WINDOW_TYPE_COMBO at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
bool isComboBox() const;
/**
* Returns whether the window is a Drag&Drop icon.
* See _NET_WM_WINDOW_TYPE_DND at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
bool isDNDIcon() const;
/**
* Returns the NETWM window type
* See http://standards.freedesktop.org/wm-spec/wm-spec-latest.html .
*/
NET::WindowType windowType() const;
/**
* Returns whether the window is managed by KWin (it has control over its placement and other
* aspects, as opposed to override-redirect windows that are entirely handled by the application).
*/
bool isManaged() const; // whether it's managed or override-redirect
/**
* Returns whether or not the window can accept keyboard focus.
*/
bool acceptsFocus() const;
/**
* Returns whether or not the window is kept above all other windows.
*/
bool keepAbove() const;
bool isModal() const;
Q_SCRIPTABLE virtual KWin::EffectWindow* findModal() = 0;
Q_SCRIPTABLE virtual QList<KWin::EffectWindow*> mainWindows() const = 0;
/**
* Returns whether the window should be excluded from window switching effects.
* @since 4.5
*/
bool isSkipSwitcher() const;
/**
* Returns the unmodified window quad list. Can also be used to force rebuilding.
*/
virtual WindowQuadList buildQuads(bool force = false) const = 0;
void setMinimized(bool minimize);
void minimize();
void unminimize();
Q_SCRIPTABLE void closeWindow() const;
bool isCurrentTab() const;
/**
* @since 4.11
**/
bool isVisible() const;
/**
* @since 5.0
**/
bool skipsCloseAnimation() const;
/**
* @since 5.5
*/
KWayland::Server::SurfaceInterface *surface() const;
/**
* @since 5.6
**/
bool isFullScreen() const;
/**
* @since 5.10
*/
bool isUnresponsive() const;
/**
* Can be used to by effects to store arbitrary data in the EffectWindow.
*
* Invoking this method will emit the signal EffectsHandler::windowDataChanged.
* @see EffectsHandler::windowDataChanged
*/
Q_SCRIPTABLE virtual void setData(int role, const QVariant &data) = 0;
Q_SCRIPTABLE virtual QVariant data(int role) const = 0;
/**
* @brief References the previous window pixmap to prevent discarding.
*
* This method allows to reference the previous window pixmap in case that a window changed
* its size, which requires a new window pixmap. By referencing the previous (and then outdated)
* window pixmap an effect can for example cross fade the current window pixmap with the previous
* one. This allows for smoother transitions for window geometry changes.
*
* If an effect calls this method on a window it also needs to call @link unreferencePreviousWindowPixmap
* once it does no longer need the previous window pixmap.
*
* Note: the window pixmap is not kept forever even when referenced. If the geometry changes again, so that
* a new window pixmap is created, the previous window pixmap will be exchanged with the current one. This
* means it's still possible to have rendering glitches. An effect is supposed to track for itself the changes
* to the window's geometry and decide how the transition should continue in such a situation.
*
* @see unreferencePreviousWindowPixmap
* @since 4.11
*/
virtual void referencePreviousWindowPixmap() = 0;
/**
* @brief Unreferences the previous window pixmap. Only relevant after @link referencePreviousWindowPixmap had
* been called.
*
* @see referencePreviousWindowPixmap
* @since 4.11
*/
virtual void unreferencePreviousWindowPixmap() = 0;
};
class KWINEFFECTS_EXPORT EffectWindowGroup
{
public:
virtual ~EffectWindowGroup();
virtual EffectWindowList members() const = 0;
};
struct GLVertex2D
{
QVector2D position;
QVector2D texcoord;
};
struct GLVertex3D
{
QVector3D position;
QVector2D texcoord;
};
/**
* @short Vertex class
*
* A vertex is one position in a window. WindowQuad consists of four WindowVertex objects
* and represents one part of a window.
**/
class KWINEFFECTS_EXPORT WindowVertex
{
public:
WindowVertex();
WindowVertex(const QPointF &position, const QPointF &textureCoordinate);
WindowVertex(double x, double y, double tx, double ty);
double x() const { return px; }
double y() const { return py; }
double u() const { return tx; }
double v() const { return ty; }
double originalX() const { return ox; }
double originalY() const { return oy; }
double textureX() const { return tx; }
double textureY() const { return ty; }
void move(double x, double y);
void setX(double x);
void setY(double y);
private:
friend class WindowQuad;
friend class WindowQuadList;
double px, py; // position
double ox, oy; // origional position
double tx, ty; // texture coords
};
/**
* @short Class representing one area of a window.
*
* WindowQuads consists of four WindowVertex objects and represents one part of a window.
*/
// NOTE: This class expects the (original) vertices to be in the clockwise order starting from topleft.
class KWINEFFECTS_EXPORT WindowQuad
{
public:
explicit WindowQuad(WindowQuadType type, int id = -1);
WindowQuad makeSubQuad(double x1, double y1, double x2, double y2) const;
WindowVertex& operator[](int index);
const WindowVertex& operator[](int index) const;
WindowQuadType type() const;
void setUVAxisSwapped(bool value) { uvSwapped = value; }
bool uvAxisSwapped() const { return uvSwapped; }
int id() const;
bool decoration() const;
bool effect() const;
double left() const;
double right() const;
double top() const;
double bottom() const;
double originalLeft() const;
double originalRight() const;
double originalTop() const;
double originalBottom() const;
bool smoothNeeded() const;
bool isTransformed() const;
private:
friend class WindowQuadList;
WindowVertex verts[ 4 ];
WindowQuadType quadType; // 0 - contents, 1 - decoration
bool uvSwapped;
int quadID;
};
class KWINEFFECTS_EXPORT WindowQuadList
: public QList< WindowQuad >
{
public:
WindowQuadList splitAtX(double x) const;
WindowQuadList splitAtY(double y) const;
WindowQuadList makeGrid(int maxquadsize) const;
WindowQuadList makeRegularGrid(int xSubdivisions, int ySubdivisions) const;
WindowQuadList select(WindowQuadType type) const;
WindowQuadList filterOut(WindowQuadType type) const;
bool smoothNeeded() const;
void makeInterleavedArrays(unsigned int type, GLVertex2D *vertices, const QMatrix4x4 &matrix) const;
void makeArrays(float** vertices, float** texcoords, const QSizeF &size, bool yInverted) const;
bool isTransformed() const;
};
class KWINEFFECTS_EXPORT WindowPrePaintData
{
public:
int mask;
/**
* Region that will be painted, in screen coordinates.
**/
QRegion paint;
/**
* The clip region will be subtracted from paint region of following windows.
* I.e. window will definitely cover it's clip region
**/
QRegion clip;
WindowQuadList quads;
/**
* Simple helper that sets data to say the window will be painted as non-opaque.
* Takes also care of changing the regions.
*/
void setTranslucent();
/**
* Helper to mark that this window will be transformed
**/
void setTransformed();
};
class KWINEFFECTS_EXPORT PaintData
{
public:
virtual ~PaintData();
/**
* @returns scale factor in X direction.
* @since 4.10
**/
qreal xScale() const;
/**
* @returns scale factor in Y direction.
* @since 4.10
**/
qreal yScale() const;
/**
* @returns scale factor in Z direction.
* @since 4.10
**/
qreal zScale() const;
/**
* Sets the scale factor in X direction to @p scale
* @param scale The scale factor in X direction
* @since 4.10
**/
void setXScale(qreal scale);
/**
* Sets the scale factor in Y direction to @p scale
* @param scale The scale factor in Y direction
* @since 4.10
**/
void setYScale(qreal scale);
/**
* Sets the scale factor in Z direction to @p scale
* @param scale The scale factor in Z direction
* @since 4.10
**/
void setZScale(qreal scale);
/**
* Sets the scale factor in X and Y direction.
* @param scale The scale factor for X and Y direction
* @since 4.10
**/
void setScale(const QVector2D &scale);
/**
* Sets the scale factor in X, Y and Z direction
* @param scale The scale factor for X, Y and Z direction
* @since 4.10
**/
void setScale(const QVector3D &scale);
const QGraphicsScale &scale() const;
const QVector3D &translation() const;
/**
* @returns the translation in X direction.
* @since 4.10
**/
qreal xTranslation() const;
/**
* @returns the translation in Y direction.
* @since 4.10
**/
qreal yTranslation() const;
/**
* @returns the translation in Z direction.
* @since 4.10
**/
qreal zTranslation() const;
/**
* Sets the translation in X direction to @p translate.
* @since 4.10
**/
void setXTranslation(qreal translate);
/**
* Sets the translation in Y direction to @p translate.
* @since 4.10
**/
void setYTranslation(qreal translate);
/**
* Sets the translation in Z direction to @p translate.
* @since 4.10
**/
void setZTranslation(qreal translate);
/**
* Performs a translation by adding the values component wise.
* @param x Translation in X direction
* @param y Translation in Y direction
* @param z Translation in Z direction
* @since 4.10
**/
void translate(qreal x, qreal y = 0.0, qreal z = 0.0);
/**
* Performs a translation by adding the values component wise.
* Overloaded method for convenience.
* @param translate The translation
* @since 4.10
**/
void translate(const QVector3D &translate);
/**
* Sets the rotation angle.
* @param angle The new rotation angle.
* @since 4.10
* @see rotationAngle()
**/
void setRotationAngle(qreal angle);
/**
* Returns the rotation angle.
* Initially 0.0.
* @returns The current rotation angle.
* @since 4.10
* @see setRotationAngle
**/
qreal rotationAngle() const;
/**
* Sets the rotation origin.
* @param origin The new rotation origin.
* @since 4.10
* @see rotationOrigin()
**/
void setRotationOrigin(const QVector3D &origin);
/**
* Returns the rotation origin. That is the point in space which is fixed during the rotation.
* Initially this is 0/0/0.
* @returns The rotation's origin
* @since 4.10
* @see setRotationOrigin()
**/
QVector3D rotationOrigin() const;
/**
* Sets the rotation axis.
* Set a component to 1.0 to rotate around this axis and to 0.0 to disable rotation around the
* axis.
* @param axis A vector holding information on which axis to rotate
* @since 4.10
* @see rotationAxis()
**/
void setRotationAxis(const QVector3D &axis);
/**
* Sets the rotation axis.
* Overloaded method for convenience.
* @param axis The axis around which should be rotated.
* @since 4.10
* @see rotationAxis()
**/
void setRotationAxis(Qt::Axis axis);
/**
* The current rotation axis.
* By default the rotation is (0/0/1) which means a rotation around the z axis.
* @returns The current rotation axis.
* @since 4.10
* @see setRotationAxis
**/
QVector3D rotationAxis() const;
protected:
PaintData();
PaintData(const PaintData &other);
private:
PaintDataPrivate * const d;
};
class KWINEFFECTS_EXPORT WindowPaintData : public PaintData
{
public:
explicit WindowPaintData(EffectWindow* w);
explicit WindowPaintData(EffectWindow* w, const QMatrix4x4 &screenProjectionMatrix);
WindowPaintData(const WindowPaintData &other);
virtual ~WindowPaintData();
/**
* Scales the window by @p scale factor.
* Multiplies all three components by the given factor.
* @since 4.10
**/
WindowPaintData& operator*=(qreal scale);
/**
* Scales the window by @p scale factor.
* Performs a component wise multiplication on x and y components.
* @since 4.10
**/
WindowPaintData& operator*=(const QVector2D &scale);
/**
* Scales the window by @p scale factor.
* Performs a component wise multiplication.
* @since 4.10
**/
WindowPaintData& operator*=(const QVector3D &scale);
/**
* Translates the window by the given @p translation and returns a reference to the ScreenPaintData.
* @since 4.10
**/
WindowPaintData& operator+=(const QPointF &translation);
/**
* Translates the window by the given @p translation and returns a reference to the ScreenPaintData.
* Overloaded method for convenience.
* @since 4.10
**/
WindowPaintData& operator+=(const QPoint &translation);
/**
* Translates the window by the given @p translation and returns a reference to the ScreenPaintData.
* Overloaded method for convenience.
* @since 4.10
**/
WindowPaintData& operator+=(const QVector2D &translation);
/**
* Translates the window by the given @p translation and returns a reference to the ScreenPaintData.
* Overloaded method for convenience.
* @since 4.10
**/
WindowPaintData& operator+=(const QVector3D &translation);
/**
* Window opacity, in range 0 = transparent to 1 = fully opaque
* @see setOpacity
* @since 4.10
*/
qreal opacity() const;
/**
* Sets the window opacity to the new @p opacity.
* If you want to modify the existing opacity level consider using multiplyOpacity.
* @param opacity The new opacity level
* @since 4.10
**/
void setOpacity(qreal opacity);
/**
* Multiplies the current opacity with the @p factor.
* @param factor Factor with which the opacity should be multiplied
* @return New opacity level
* @since 4.10
**/
qreal multiplyOpacity(qreal factor);
/**
* Saturation of the window, in range [0; 1]
* 1 means that the window is unchanged, 0 means that it's completely
* unsaturated (greyscale). 0.5 would make the colors less intense,
* but not completely grey
* Use EffectsHandler::saturationSupported() to find out whether saturation
* is supported by the system, otherwise this value has no effect.
* @return The current saturation
* @see setSaturation()
* @since 4.10
**/
qreal saturation() const;
/**
* Sets the window saturation level to @p saturation.
* If you want to modify the existing saturation level consider using multiplySaturation.
* @param saturation The new saturation level
* @since 4.10
**/
void setSaturation(qreal saturation) const;
/**
* Multiplies the current saturation with @p factor.
* @param factor with which the saturation should be multiplied
* @return New saturation level
* @since 4.10
**/
qreal multiplySaturation(qreal factor);
/**
* Brightness of the window, in range [0; 1]
* 1 means that the window is unchanged, 0 means that it's completely
* black. 0.5 would make it 50% darker than usual
**/
qreal brightness() const;
/**
* Sets the window brightness level to @p brightness.
* If you want to modify the existing brightness level consider using multiplyBrightness.
* @param brightness The new brightness level
**/
void setBrightness(qreal brightness);
/**
* Multiplies the current brightness level with @p factor.
* @param factor with which the brightness should be multiplied.
* @return New brightness level
* @since 4.10
**/
qreal multiplyBrightness(qreal factor);
/**
* The screen number for which the painting should be done.
* This affects color correction (different screens may need different
* color correction lookup tables because they have different ICC profiles).
* @return screen for which painting should be done
*/
int screen() const;
/**
* @param screen New screen number
* A value less than 0 will indicate that a default profile should be done.
*/
void setScreen(int screen) const;
/**
* @brief Sets the cross fading @p factor to fade over with previously sized window.
* If @c 1.0 only the current window is used, if @c 0.0 only the previous window is used.
*
* By default only the current window is used. This factor can only make any visual difference
* if the previous window get referenced.
*
* @param factor The cross fade factor between @c 0.0 (previous window) and @c 1.0 (current window)
* @see crossFadeProgress
*/
void setCrossFadeProgress(qreal factor);
/**
* @see setCrossFadeProgress
*/
qreal crossFadeProgress() const;
/**
* Sets the projection matrix that will be used when painting the window.
*
* The default projection matrix can be overridden by setting this matrix
* to a non-identity matrix.
*/
void setProjectionMatrix(const QMatrix4x4 &matrix);
/**
* Returns the current projection matrix.
*
* The default value for this matrix is the identity matrix.
*/
QMatrix4x4 projectionMatrix() const;
/**
* Returns a reference to the projection matrix.
*/
QMatrix4x4 &rprojectionMatrix();
/**
* Sets the model-view matrix that will be used when painting the window.
*
* The default model-view matrix can be overridden by setting this matrix
* to a non-identity matrix.
*/
void setModelViewMatrix(const QMatrix4x4 &matrix);
/**
* Returns the current model-view matrix.
*
* The default value for this matrix is the identity matrix.
*/
QMatrix4x4 modelViewMatrix() const;
/**
* Returns a reference to the model-view matrix.
*/
QMatrix4x4 &rmodelViewMatrix();
/**
* Returns The projection matrix as used by the current screen painting pass
* including screen transformations.
*
* @since 5.6
**/
QMatrix4x4 screenProjectionMatrix() const;
WindowQuadList quads;
/**
* Shader to be used for rendering, if any.
*/
GLShader* shader;
private:
WindowPaintDataPrivate * const d;
};
class KWINEFFECTS_EXPORT ScreenPaintData : public PaintData
{
public:
ScreenPaintData();
ScreenPaintData(const QMatrix4x4 &projectionMatrix, const QRect &outputGeometry = QRect());
ScreenPaintData(const ScreenPaintData &other);
virtual ~ScreenPaintData();
/**
* Scales the screen by @p scale factor.
* Multiplies all three components by the given factor.
* @since 4.10
**/
ScreenPaintData& operator*=(qreal scale);
/**
* Scales the screen by @p scale factor.
* Performs a component wise multiplication on x and y components.
* @since 4.10
**/
ScreenPaintData& operator*=(const QVector2D &scale);
/**
* Scales the screen by @p scale factor.
* Performs a component wise multiplication.
* @since 4.10
**/
ScreenPaintData& operator*=(const QVector3D &scale);
/**
* Translates the screen by the given @p translation and returns a reference to the ScreenPaintData.
* @since 4.10
**/
ScreenPaintData& operator+=(const QPointF &translation);
/**
* Translates the screen by the given @p translation and returns a reference to the ScreenPaintData.
* Overloaded method for convenience.
* @since 4.10
**/
ScreenPaintData& operator+=(const QPoint &translation);
/**
* Translates the screen by the given @p translation and returns a reference to the ScreenPaintData.
* Overloaded method for convenience.
* @since 4.10
**/
ScreenPaintData& operator+=(const QVector2D &translation);
/**
* Translates the screen by the given @p translation and returns a reference to the ScreenPaintData.
* Overloaded method for convenience.
* @since 4.10
**/
ScreenPaintData& operator+=(const QVector3D &translation);
ScreenPaintData& operator=(const ScreenPaintData &rhs);
/**
* The projection matrix used by the scene for the current rendering pass.
* On non-OpenGL compositors it's set to Identity matrix.
* @since 5.6
**/
QMatrix4x4 projectionMatrix() const;
/**
* The geometry of the currently rendered output.
* Only set for per-output rendering (e.g. Wayland).
*
* This geometry can be used as a hint about the native window the OpenGL context
* is bound. OpenGL calls need to be translated to this geometry.
* @since 5.9
**/
QRect outputGeometry() const;
private:
class Private;
QScopedPointer<Private> d;
};
class KWINEFFECTS_EXPORT ScreenPrePaintData
{
public:
int mask;
QRegion paint;
};
/**
* @short Helper class for restricting painting area only to allowed area.
*
* This helper class helps specifying areas that should be painted, clipping
* out the rest. The simplest usage is creating an object on the stack
* and giving it the area that is allowed to be painted to. When the object
* is destroyed, the restriction will be removed.
* Note that all painting code must use paintArea() to actually perform the clipping.
*/
class KWINEFFECTS_EXPORT PaintClipper
{
public:
/**
* Calls push().
*/
explicit PaintClipper(const QRegion& allowed_area);
/**
* Calls pop().
*/
~PaintClipper();
/**
* Allows painting only in the given area. When areas have been already
* specified, painting is allowed only in the intersection of all areas.
*/
static void push(const QRegion& allowed_area);
/**
* Removes the given area. It must match the top item in the stack.
*/
static void pop(const QRegion& allowed_area);
/**
* Returns true if any clipping should be performed.
*/
static bool clip();
/**
* If clip() returns true, this function gives the resulting area in which
* painting is allowed. It is usually simpler to use the helper Iterator class.
*/
static QRegion paintArea();
/**
* Helper class to perform the clipped painting. The usage is:
* @code
* for ( PaintClipper::Iterator iterator;
* !iterator.isDone();
* iterator.next())
* { // do the painting, possibly use iterator.boundingRect()
* }
* @endcode
*/
class KWINEFFECTS_EXPORT Iterator
{
public:
Iterator();
~Iterator();
bool isDone();
void next();
QRect boundingRect() const;
private:
struct Data;
Data* data;
};
private:
QRegion area;
static QStack< QRegion >* areas;
};
/**
* @internal
*/
template <typename T>
class KWINEFFECTS_EXPORT Motion
{
public:
/**
* Creates a new motion object. "Strength" is the amount of
* acceleration that is applied to the object when the target
* changes and "smoothness" relates to how fast the object
* can change its direction and speed.
*/
explicit Motion(T initial, double strength, double smoothness);
/**
* Creates an exact copy of another motion object, including
* position, target and velocity.
*/
Motion(const Motion<T> &other);
~Motion();
inline T value() const {
return m_value;
}
inline void setValue(const T value) {
m_value = value;
}
inline T target() const {
return m_target;
}
inline void setTarget(const T target) {
m_start = m_value;
m_target = target;
}
inline T velocity() const {
return m_velocity;
}
inline void setVelocity(const T velocity) {
m_velocity = velocity;
}
inline double strength() const {
return m_strength;
}
inline void setStrength(const double strength) {
m_strength = strength;
}
inline double smoothness() const {
return m_smoothness;
}
inline void setSmoothness(const double smoothness) {
m_smoothness = smoothness;
}
inline T startValue() {
return m_start;
}
/**
* The distance between the current position and the target.
*/
inline T distance() const {
return m_target - m_value;
}
/**
* Calculates the new position if not at the target. Called
* once per frame only.
*/
void calculate(const int msec);
/**
* Place the object on top of the target immediately,
* bypassing all movement calculation.
*/
void finish();
private:
T m_value;
T m_start;
T m_target;
T m_velocity;
double m_strength;
double m_smoothness;
};
/**
* @short A single 1D motion dynamics object.
*
* This class represents a single object that can be moved around a
* 1D space. Although it can be used directly by itself it is
* recommended to use a motion manager instead.
*/
class KWINEFFECTS_EXPORT Motion1D : public Motion<double>
{
public:
explicit Motion1D(double initial = 0.0, double strength = 0.08, double smoothness = 4.0);
Motion1D(const Motion1D &other);
~Motion1D();
};
/**
* @short A single 2D motion dynamics object.
*
* This class represents a single object that can be moved around a
* 2D space. Although it can be used directly by itself it is
* recommended to use a motion manager instead.
*/
class KWINEFFECTS_EXPORT Motion2D : public Motion<QPointF>
{
public:
explicit Motion2D(QPointF initial = QPointF(), double strength = 0.08, double smoothness = 4.0);
Motion2D(const Motion2D &other);
~Motion2D();
};
/**
* @short Helper class for motion dynamics in KWin effects.
*
* This motion manager class is intended to help KWin effect authors
* move windows across the screen smoothly and naturally. Once
* windows are registered by the manager the effect can issue move
* commands with the moveWindow() methods. The position of any
* managed window can be determined in realtime by the
* transformedGeometry() method. As the manager knows if any windows
* are moving at any given time it can also be used as a notifier as
* to see whether the effect is active or not.
*/
class KWINEFFECTS_EXPORT WindowMotionManager
{
public:
/**
* Creates a new window manager object.
*/
explicit WindowMotionManager(bool useGlobalAnimationModifier = true);
~WindowMotionManager();
/**
* Register a window for managing.
*/
void manage(EffectWindow *w);
/**
* Register a list of windows for managing.
*/
inline void manage(EffectWindowList list) {
for (int i = 0; i < list.size(); i++)
manage(list.at(i));
}
/**
* Deregister a window. All transformations applied to the
* window will be permanently removed and cannot be recovered.
*/
void unmanage(EffectWindow *w);
/**
* Deregister all windows, returning the manager to its
* originally initiated state.
*/
void unmanageAll();
/**
* Determine the new positions for windows that have not
* reached their target. Called once per frame, usually in
* prePaintScreen(). Remember to set the
* Effect::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS flag.
*/
void calculate(int time);
/**
* Modify a registered window's paint data to make it appear
* at its real location on the screen. Usually called in
* paintWindow(). Remember to flag the window as having been
* transformed in prePaintWindow() by calling
* WindowPrePaintData::setTransformed()
*/
void apply(EffectWindow *w, WindowPaintData &data);
/**
* Set all motion targets and values back to where the
* windows were before transformations. The same as
* unmanaging then remanaging all windows.
*/
void reset();
/**
* Resets the motion target and current value of a single
* window.
*/
void reset(EffectWindow *w);
/**
* Ask the manager to move the window to the target position
* with the specified scale. If `yScale` is not provided or
* set to 0.0, `scale` will be used as the scale in the
* vertical direction as well as in the horizontal direction.
*/
void moveWindow(EffectWindow *w, QPoint target, double scale = 1.0, double yScale = 0.0);
/**
* This is an overloaded method, provided for convenience.
*
* Ask the manager to move the window to the target rectangle.
* Automatically determines scale.
*/
inline void moveWindow(EffectWindow *w, QRect target) {
// TODO: Scale might be slightly different in the comparison due to rounding
moveWindow(w, target.topLeft(),
target.width() / double(w->width()), target.height() / double(w->height()));
}
/**
* Retrieve the current tranformed geometry of a registered
* window.
*/
QRectF transformedGeometry(EffectWindow *w) const;
/**
* Sets the current transformed geometry of a registered window to the given geometry.
* @see transformedGeometry
* @since 4.5
*/
void setTransformedGeometry(EffectWindow *w, const QRectF &geometry);
/**
* Retrieve the current target geometry of a registered
* window.
*/
QRectF targetGeometry(EffectWindow *w) const;
/**
* Return the window that has its transformed geometry under
* the specified point. It is recommended to use the stacking
* order as it's what the user sees, but it is slightly
* slower to process.
*/
EffectWindow* windowAtPoint(QPoint point, bool useStackingOrder = true) const;
/**
* Return a list of all currently registered windows.
*/
inline EffectWindowList managedWindows() const {
return m_managedWindows.keys();
}
/**
* Returns whether or not a specified window is being managed
* by this manager object.
*/
inline bool isManaging(EffectWindow *w) const {
return m_managedWindows.contains(w);
}
/**
* Returns whether or not this manager object is actually
* managing any windows or not.
*/
inline bool managingWindows() const {
return !m_managedWindows.empty();
}
/**
* Returns whether all windows have reached their targets yet
* or not. Can be used to see if an effect should be
* processed and displayed or not.
*/
inline bool areWindowsMoving() const {
return !m_movingWindowsSet.isEmpty();
}
/**
* Returns whether a window has reached its targets yet
* or not.
*/
inline bool isWindowMoving(EffectWindow *w) const {
return m_movingWindowsSet.contains(w);
}
private:
bool m_useGlobalAnimationModifier;
struct WindowMotion {
// TODO: Rotation, etc?
Motion2D translation; // Absolute position
Motion2D scale; // xScale and yScale
};
QHash<EffectWindow*, WindowMotion> m_managedWindows;
QSet<EffectWindow*> m_movingWindowsSet;
};
/**
* @short Helper class for displaying text and icons in frames.
*
* Paints text and/or and icon with an optional frame around them. The
* available frames includes one that follows the default Plasma theme and
* another that doesn't.
* It is recommended to use this class whenever displaying text.
*/
class KWINEFFECTS_EXPORT EffectFrame
{
public:
EffectFrame();
virtual ~EffectFrame();
/**
* Delete any existing textures to free up graphics memory. They will
* be automatically recreated the next time they are required.
*/
virtual void free() = 0;
/**
* Render the frame.
*/
virtual void render(QRegion region = infiniteRegion(), double opacity = 1.0, double frameOpacity = 1.0) = 0;
virtual void setPosition(const QPoint& point) = 0;
/**
* Set the text alignment for static frames and the position alignment
* for non-static.
*/
virtual void setAlignment(Qt::Alignment alignment) = 0;
virtual Qt::Alignment alignment() const = 0;
virtual void setGeometry(const QRect& geometry, bool force = false) = 0;
virtual const QRect& geometry() const = 0;
virtual void setText(const QString& text) = 0;
virtual const QString& text() const = 0;
virtual void setFont(const QFont& font) = 0;
virtual const QFont& font() const = 0;
/**
* Set the icon that will appear on the left-hand size of the frame.
*/
virtual void setIcon(const QIcon& icon) = 0;
virtual const QIcon& icon() const = 0;
virtual void setIconSize(const QSize& size) = 0;
virtual const QSize& iconSize() const = 0;
/**
* Sets the geometry of a selection.
* To remove the selection set a null rect.
* @param selection The geometry of the selection in screen coordinates.
**/
virtual void setSelection(const QRect& selection) = 0;
/**
* @param shader The GLShader for rendering.
**/
virtual void setShader(GLShader* shader) = 0;
/**
* @returns The GLShader used for rendering or null if none.
**/
virtual GLShader* shader() const = 0;
/**
* @returns The style of this EffectFrame.
**/
virtual EffectFrameStyle style() const = 0;
/**
* If @p enable is @c true cross fading between icons and text is enabled
* By default disabled. Use setCrossFadeProgress to cross fade.
* Cross Fading is currently only available if OpenGL is used.
* @param enable @c true enables cross fading, @c false disables it again
* @see isCrossFade
* @see setCrossFadeProgress
* @since 4.6
**/
void enableCrossFade(bool enable);
/**
* @returns @c true if cross fading is enabled, @c false otherwise
* @see enableCrossFade
* @since 4.6
**/
bool isCrossFade() const;
/**
* Sets the current progress for cross fading the last used icon/text
* with current icon/text to @p progress.
* A value of 0.0 means completely old icon/text, a value of 1.0 means
* completely current icon/text.
* Default value is 1.0. You have to enable cross fade before using it.
* Cross Fading is currently only available if OpenGL is used.
* @see enableCrossFade
* @see isCrossFade
* @see crossFadeProgress
* @since 4.6
**/
void setCrossFadeProgress(qreal progress);
/**
* @returns The current progress for cross fading
* @see setCrossFadeProgress
* @see enableCrossFade
* @see isCrossFade
* @since 4.6
**/
qreal crossFadeProgress() const;
/**
* Returns The projection matrix as used by the current screen painting pass
* including screen transformations.
*
* This matrix is only valid during a rendering pass started by render.
*
* @since 5.6
* @see render
* @see EffectsHandler::paintEffectFrame
* @see Effect::paintEffectFrame
**/
QMatrix4x4 screenProjectionMatrix() const;
protected:
void setScreenProjectionMatrix(const QMatrix4x4 &projection);
private:
EffectFramePrivate* const d;
};
/**
* Pointer to the global EffectsHandler object.
**/
extern KWINEFFECTS_EXPORT EffectsHandler* effects;
/***************************************************************
WindowVertex
***************************************************************/
inline
WindowVertex::WindowVertex()
: px(0), py(0), ox(0), oy(0), tx(0), ty(0)
{
}
inline
WindowVertex::WindowVertex(double _x, double _y, double _tx, double _ty)
: px(_x), py(_y), ox(_x), oy(_y), tx(_tx), ty(_ty)
{
}
inline
WindowVertex::WindowVertex(const QPointF &position, const QPointF &texturePosition)
: px(position.x()), py(position.y()), ox(position.x()), oy(position.y()), tx(texturePosition.x()), ty(texturePosition.y())
{
}
inline
void WindowVertex::move(double x, double y)
{
px = x;
py = y;
}
inline
void WindowVertex::setX(double x)
{
px = x;
}
inline
void WindowVertex::setY(double y)
{
py = y;
}
/***************************************************************
WindowQuad
***************************************************************/
inline
WindowQuad::WindowQuad(WindowQuadType t, int id)
: quadType(t)
, uvSwapped(false)
, quadID(id)
{
}
inline
WindowVertex& WindowQuad::operator[](int index)
{
assert(index >= 0 && index < 4);
return verts[ index ];
}
inline
const WindowVertex& WindowQuad::operator[](int index) const
{
assert(index >= 0 && index < 4);
return verts[ index ];
}
inline
WindowQuadType WindowQuad::type() const
{
assert(quadType != WindowQuadError);
return quadType;
}
inline
int WindowQuad::id() const
{
return quadID;
}
inline
bool WindowQuad::decoration() const
{
assert(quadType != WindowQuadError);
return quadType == WindowQuadDecoration;
}
inline
bool WindowQuad::effect() const
{
assert(quadType != WindowQuadError);
return quadType >= EFFECT_QUAD_TYPE_START;
}
inline
bool WindowQuad::isTransformed() const
{
return !(verts[ 0 ].px == verts[ 0 ].ox && verts[ 0 ].py == verts[ 0 ].oy
&& verts[ 1 ].px == verts[ 1 ].ox && verts[ 1 ].py == verts[ 1 ].oy
&& verts[ 2 ].px == verts[ 2 ].ox && verts[ 2 ].py == verts[ 2 ].oy
&& verts[ 3 ].px == verts[ 3 ].ox && verts[ 3 ].py == verts[ 3 ].oy);
}
inline
double WindowQuad::left() const
{
return qMin(verts[ 0 ].px, qMin(verts[ 1 ].px, qMin(verts[ 2 ].px, verts[ 3 ].px)));
}
inline
double WindowQuad::right() const
{
return qMax(verts[ 0 ].px, qMax(verts[ 1 ].px, qMax(verts[ 2 ].px, verts[ 3 ].px)));
}
inline
double WindowQuad::top() const
{
return qMin(verts[ 0 ].py, qMin(verts[ 1 ].py, qMin(verts[ 2 ].py, verts[ 3 ].py)));
}
inline
double WindowQuad::bottom() const
{
return qMax(verts[ 0 ].py, qMax(verts[ 1 ].py, qMax(verts[ 2 ].py, verts[ 3 ].py)));
}
inline
double WindowQuad::originalLeft() const
{
return verts[ 0 ].ox;
}
inline
double WindowQuad::originalRight() const
{
return verts[ 2 ].ox;
}
inline
double WindowQuad::originalTop() const
{
return verts[ 0 ].oy;
}
inline
double WindowQuad::originalBottom() const
{
return verts[ 2 ].oy;
}
/***************************************************************
Motion
***************************************************************/
template <typename T>
Motion<T>::Motion(T initial, double strength, double smoothness)
: m_value(initial)
, m_start(initial)
, m_target(initial)
, m_velocity()
, m_strength(strength)
, m_smoothness(smoothness)
{
}
template <typename T>
Motion<T>::Motion(const Motion &other)
: m_value(other.value())
, m_start(other.target())
, m_target(other.target())
, m_velocity(other.velocity())
, m_strength(other.strength())
, m_smoothness(other.smoothness())
{
}
template <typename T>
Motion<T>::~Motion()
{
}
template <typename T>
void Motion<T>::calculate(const int msec)
{
if (m_value == m_target && m_velocity == T()) // At target and not moving
return;
// Poor man's time independent calculation
int steps = qMax(1, msec / 5);
for (int i = 0; i < steps; i++) {
T diff = m_target - m_value;
T strength = diff * m_strength;
m_velocity = (m_smoothness * m_velocity + strength) / (m_smoothness + 1.0);
m_value += m_velocity;
}
}
template <typename T>
void Motion<T>::finish()
{
m_value = m_target;
m_velocity = T();
}
/***************************************************************
Effect
***************************************************************/
template <typename T>
int Effect::animationTime(int defaultDuration)
{
return animationTime(T::duration() != 0 ? T::duration() : defaultDuration);
}
template <typename T>
void Effect::initConfig()
{
T::instance(effects->config());
}
} // namespace
Q_DECLARE_METATYPE(KWin::EffectWindow*)
Q_DECLARE_METATYPE(QList<KWin::EffectWindow*>)
/** @} */
#endif // KWINEFFECTS_H