kwin/scene.h
Philip Falkner f060c3bfbb Improved filtering algorithm. Now fast filtering is used by default, while (depending on SmoothScale in kwinrc) bilinear filtering is used on transformed windows and screens.
Optionally, if SmoothScale is set to 2, trilinear filtering will be attempted instead of bilinear.  This requires GL_ARB_texture_non_power_of_two, GL_EXT_framebuffer_object, and valid mipmaps.

svn path=/branches/work/kwin_composite/; revision=629453
2007-02-02 19:58:35 +00:00

196 lines
6.4 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#ifndef KWIN_SCENE_H
#define KWIN_SCENE_H
#include <qdatetime.h>
#include "toplevel.h"
#include "utils.h"
namespace KWinInternal
{
class Workspace;
class Deleted;
class WindowPaintData;
class ScreenPaintData;
class EffectWindow;
// The base class for compositing backends.
class Scene
{
public:
Scene( Workspace* ws );
virtual ~Scene() = 0;
class Window;
// Repaints the given screen areas, windows provides the stacking order.
// The entry point for the main part of the painting pass.
virtual void paint( QRegion damage, ToplevelList windows ) = 0;
// Notification function - KWin core informs about changes.
// Used to mainly discard cached data.
// shape/size of a window changed
virtual void windowGeometryShapeChanged( Toplevel* ) = 0;
// opacity of a window changed
virtual void windowOpacityChanged( Toplevel* ) = 0;
// a new window has been created
virtual void windowAdded( Toplevel* ) = 0;
// a window has been closed
virtual void windowClosed( Toplevel*, Deleted* ) = 0;
// a window has been destroyed
virtual void windowDeleted( Deleted* ) = 0;
// Flags controlling how painting is done.
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,
// When set, the window won't be painted (set by default
// for hidden windows, can be unset in pre-paint).
PAINT_WINDOW_DISABLED = 1 << 3,
// Paint only a region of the screen (can be optimized, cannot
// be used together with TRANSFORMED flags).
PAINT_SCREEN_REGION = 1 << 4,
// Whole screen will be painted with transformed geometry.
PAINT_SCREEN_TRANSFORMED = 1 << 5,
// Clear whole background as the very first step, without optimizing it
PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
};
// types of filtering available
enum ImageFilterType { ImageFilterFast, ImageFilterGood };
// there's nothing to paint (adjust time_diff later)
void idle();
bool waitSyncAvailable() { return has_waitSync; }
protected:
// shared implementation, starts painting the screen
void paintScreen( int* mask, QRegion* region );
friend class EffectsHandler;
// called after all effects had their paintScreen() called
void finalPaintScreen( int mask, QRegion region, ScreenPaintData& data );
// shared implementation of painting the screen in the generic
// (unoptimized) way
virtual void paintGenericScreen( int mask, ScreenPaintData data );
// shared implementation of painting the screen in an optimized way
virtual void paintSimpleScreen( int mask, QRegion region );
// paint the background (not the desktop background - the whole background)
virtual void paintBackground( QRegion region ) = 0;
// called after all effects had their paintWindow() called
void finalPaintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
// shared implementation, starts painting the window
virtual void paintWindow( Window* w, int mask, QRegion region );
// infinite region, i.e. everything
static QRegion infiniteRegion();
// compute time since the last repaint
void updateTimeDiff();
// saved data for 2nd pass of optimized screen painting
struct Phase2Data
{
Phase2Data( Window* w, QRegion r, int m ) : window( w ), region( r ), mask( m ) {}
Window* window;
QRegion region;
int mask;
};
// windows in their stacking order
QVector< Window* > stacking_order;
// time since last repaint
int time_diff;
QTime last_time;
Workspace* wspace;
bool has_waitSync;
};
// The base class for windows representations in composite backends
class Scene::Window
{
public:
Window( Toplevel* c );
virtual ~Window();
// this class is often copied by value, use manually instead of dtor
virtual void free();
// perform the actual painting of the window
virtual void performPaint( int mask, QRegion region, WindowPaintData data ) = 0;
virtual void prepareForPainting() {}
int x() const;
int y() const;
int width() const;
int height() const;
// access to the internal window class
// TODO eventually get rid of this
Toplevel* window();
// is the window visible at all
bool isVisible() const;
// is the window fully opaque
bool isOpaque() const;
// shape of the window
QRegion shape() const;
void discardShape();
void updateToplevel( Toplevel* c );
Window() {} // QMap sucks even in Qt4
protected:
Toplevel* toplevel;
ImageFilterType filter;
private:
mutable QRegion shape_region;
mutable bool shape_valid;
};
extern Scene* scene;
inline
QRegion Scene::infiniteRegion()
{ // INT_MIN / 2 because width/height is used (INT_MIN+INT_MAX==-1)
return QRegion( INT_MIN / 2, INT_MIN / 2, INT_MAX, INT_MAX );
}
inline
int Scene::Window::x() const
{
return toplevel->x();
}
inline
int Scene::Window::y() const
{
return toplevel->y();
}
inline
int Scene::Window::width() const
{
return toplevel->width();
}
inline
int Scene::Window::height() const
{
return toplevel->height();
}
inline
Toplevel* Scene::Window::window()
{
return toplevel;
}
inline
void Scene::Window::updateToplevel( Toplevel* c )
{
toplevel = c;
}
} // namespace
#endif