ddab4e0d2c
svn path=/branches/work/kwin_composite/; revision=596186
210 lines
5.5 KiB
C++
210 lines
5.5 KiB
C++
/*****************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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#include "scene_basic.h"
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#include "client.h"
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#include <X11/extensions/shape.h>
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#include "effects.h"
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namespace KWinInternal
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{
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//****************************************
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// Scene::WrapperEffect
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//****************************************
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Scene::WrapperEffect::~WrapperEffect()
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{
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}
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//****************************************
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// Scene
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//****************************************
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Scene* scene;
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Scene::Scene( Workspace* ws )
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: wspace( ws )
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{
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}
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Scene::~Scene()
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{
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}
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void Scene::WrapperEffect::prePaintScreen( int*, QRegion* )
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{
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// nothing, no changes
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}
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// the function that'll be eventually called by paintScreen() above
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void Scene::WrapperEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
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{
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if( mask & PAINT_SCREEN_REGION )
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scene->paintSimpleScreen( region );
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else
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scene->paintGenericScreen();
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}
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// the generic painting code that should eventually handle even
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// transformations
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void Scene::paintGenericScreen()
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{
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paintBackground( infiniteRegion());
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foreach( Window* w, stacking_order ) // bottom to top
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{
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if( !w->isVisible())
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continue;
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paintWindow( w, PAINT_WINDOW_OPAQUE | PAINT_WINDOW_TRANSLUCENT, infiniteRegion());
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}
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}
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// the optimized case without any transformations at all
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void Scene::paintSimpleScreen( QRegion region )
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{
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QList< Phase2Data > phase2;
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// TODO repaint only damaged areas (means also don't do glXSwapBuffers and similar)
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region = QRegion( 0, 0, displayWidth(), displayHeight());
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// Draw each opaque window top to bottom, subtracting the bounding rect of
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// each window from the clip region after it's been drawn.
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for( int i = stacking_order.count() - 1; // top to bottom
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i >= 0;
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--i )
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{
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Window* w = stacking_order[ i ];
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if( !w->isVisible())
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continue;
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if( region.isEmpty()) // completely clipped
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continue;
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if( !w->isOpaque())
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{
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phase2.prepend( Phase2Data( w, region ));
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continue;
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}
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paintWindow( w, PAINT_WINDOW_OPAQUE, region );
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// window is opaque, clip windows below
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region -= w->shape().translated( w->x(), w->y());
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}
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// Fill any areas of the root window not covered by windows
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paintBackground( region );
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// Now walk the list bottom to top, drawing translucent windows.
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// That we draw bottom to top is important now since we're drawing translucent objects
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// and also are clipping only by opaque windows.
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foreach( Phase2Data d, phase2 )
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{
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Window* w = d.window;
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paintWindow( w, PAINT_WINDOW_TRANSLUCENT, d.region );
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}
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}
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void Scene::WrapperEffect::prePaintWindow( Scene::Window* , int*, QRegion* )
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{
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// nothing, no changes
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}
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void Scene::paintWindow( Window* w, int mask, QRegion region )
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{
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WindowPaintData data;
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// data.opacity = w->opacity();
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WrapperEffect wrapper;
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effects->paintWindow( w, mask, region, data, &wrapper );
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}
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// the function that'll be eventually called by paintWindow() above
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void Scene::WrapperEffect::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data )
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{
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w->performPaint( region, mask );
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}
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void Scene::windowGeometryShapeChanged( Toplevel* )
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{
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}
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void Scene::windowOpacityChanged( Toplevel* )
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{
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}
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void Scene::windowAdded( Toplevel* )
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{
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}
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void Scene::windowDeleted( Toplevel* )
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{
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}
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//****************************************
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// Scene::Window
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//****************************************
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Scene::Window::Window( Toplevel * c )
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: toplevel( c )
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, shape_valid( false )
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{
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}
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Scene::Window::~Window()
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{
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}
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void Scene::Window::free()
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{
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}
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void Scene::Window::discardShape()
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{
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shape_valid = false;
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}
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QRegion Scene::Window::shape() const
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{
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if( !shape_valid )
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{
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Client* c = dynamic_cast< Client* >( toplevel );
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if( toplevel->shape() || ( c != NULL && !c->mask().isEmpty()))
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{
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int count, order;
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XRectangle* rects = XShapeGetRectangles( display(), toplevel->handle(),
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ShapeBounding, &count, &order );
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if(rects)
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{
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shape_region = QRegion();
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for( int i = 0;
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i < count;
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++i )
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shape_region += QRegion( rects[ i ].x, rects[ i ].y,
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rects[ i ].width, rects[ i ].height );
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XFree(rects);
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}
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else
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shape_region = QRegion( 0, 0, width(), height());
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}
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else
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shape_region = QRegion( 0, 0, width(), height());
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shape_valid = true;
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}
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return shape_region;
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}
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bool Scene::Window::isVisible() const
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{
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// TODO mapping state?
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return !toplevel->geometry()
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.intersect( QRect( 0, 0, displayWidth(), displayHeight()))
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.isEmpty();
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}
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bool Scene::Window::isOpaque() const
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{
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return toplevel->opacity() == 1.0 && !toplevel->hasAlpha();
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}
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} // namespace
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