cff74b568b
Currently, the scene owns the renderer, which puts more responsibilities on the scene other than painting windows and it also puts some limitations on what we can do, for example, there can be only one scene, etc. This change decouples the scene and the renderer so the scene is more swappable. Scenes are no longer implemented as plugins because opengl backend and scene creation needs to be wrapped in opengl safety points. We could still create the render backend and then go through the list of scene plugins, but accessing concrete scene implementation is much much simpler. Besides that, having scenes implemented as plugins is not worthwhile because there are only two scenes and each contributes very small amount of binary size. On the other hand, we still need to take into account how many times kwin accesses the hard drive to load plugins in order to function as expected.
407 lines
13 KiB
C++
407 lines
13 KiB
C++
/*
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KWin - the KDE window manager
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This file is part of the KDE project.
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SPDX-FileCopyrightText: 2006 Lubos Lunak <l.lunak@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#ifndef KWIN_SCENE_H
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#define KWIN_SCENE_H
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#include "toplevel.h"
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#include "utils.h"
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#include "kwineffects.h"
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#include <QElapsedTimer>
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#include <QMatrix4x4>
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namespace KWin
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{
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namespace Decoration
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{
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class DecoratedClientImpl;
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}
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class AbstractOutput;
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class DecorationRenderer;
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class Deleted;
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class EffectFrameImpl;
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class EffectWindowImpl;
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class GLTexture;
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class Item;
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class OverlayWindow;
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class RenderLoop;
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class Shadow;
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class ShadowItem;
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class SurfaceItem;
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class SurfacePixmapInternal;
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class SurfacePixmapWayland;
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class SurfacePixmapX11;
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class SurfaceTexture;
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class WindowItem;
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// The base class for compositing backends.
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class KWIN_EXPORT Scene : public QObject
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{
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Q_OBJECT
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public:
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explicit Scene(QObject *parent = nullptr);
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~Scene() override = 0;
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class EffectFrame;
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class Window;
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/**
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* Schedules a repaint for the specified @a region.
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*/
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void addRepaint(const QRegion ®ion);
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/**
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* Returns the repaints region for output with the specified @a output.
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*/
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QRegion repaints(AbstractOutput *output) const;
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void resetRepaints(AbstractOutput *output);
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// Returns true if the ctor failed to properly initialize.
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virtual bool initFailed() const = 0;
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virtual CompositingType compositingType() const = 0;
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// Repaints the given screen areas, windows provides the stacking order.
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// The entry point for the main part of the painting pass.
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// returns the time since the last vblank signal - if there's one
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// ie. "what of this frame is lost to painting"
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virtual void paint(AbstractOutput *output, const QRegion &damage, const QList<Toplevel *> &windows,
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RenderLoop *renderLoop) = 0;
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void paintScreen(AbstractOutput *output, const QList<Toplevel *> &toplevels);
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/**
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* Adds the Toplevel to the Scene.
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*
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* If the toplevel gets deleted, then the scene will try automatically
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* to re-bind an underlying scene window to the corresponding Deleted.
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*
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* @param toplevel The window to be added.
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* @note You can add a toplevel to scene only once.
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*/
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void addToplevel(Toplevel *toplevel);
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/**
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* Removes the Toplevel from the Scene.
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*
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* @param toplevel The window to be removed.
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* @note You can remove a toplevel from the scene only once.
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*/
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void removeToplevel(Toplevel *toplevel);
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/**
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* @brief Creates the Scene backend of an EffectFrame.
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*
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* @param frame The EffectFrame this Scene::EffectFrame belongs to.
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*/
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virtual Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame) = 0;
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/**
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* @brief Creates the Scene specific Shadow subclass.
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*
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* An implementing class has to create a proper instance. It is not allowed to
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* return @c null.
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*
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* @param toplevel The Toplevel for which the Shadow needs to be created.
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*/
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virtual Shadow *createShadow(Toplevel *toplevel) = 0;
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// Flags controlling how painting is done.
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enum {
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// Window (or at least part of it) will be painted opaque.
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PAINT_WINDOW_OPAQUE = 1 << 0,
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// Window (or at least part of it) will be painted translucent.
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PAINT_WINDOW_TRANSLUCENT = 1 << 1,
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// Window will be painted with transformed geometry.
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PAINT_WINDOW_TRANSFORMED = 1 << 2,
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// Paint only a region of the screen (can be optimized, cannot
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// be used together with TRANSFORMED flags).
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PAINT_SCREEN_REGION = 1 << 3,
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// Whole screen will be painted with transformed geometry.
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PAINT_SCREEN_TRANSFORMED = 1 << 4,
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// At least one window will be painted with transformed geometry.
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PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
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// Clear whole background as the very first step, without optimizing it
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PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
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// PAINT_DECORATION_ONLY = 1 << 7 has been removed
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// Window will be painted with a lanczos filter.
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PAINT_WINDOW_LANCZOS = 1 << 8
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// PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9 has been removed
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};
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virtual OverlayWindow* overlayWindow() const = 0;
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virtual bool makeOpenGLContextCurrent();
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virtual void doneOpenGLContextCurrent();
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virtual bool supportsNativeFence() const;
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virtual QMatrix4x4 screenProjectionMatrix() const;
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virtual DecorationRenderer *createDecorationRenderer(Decoration::DecoratedClientImpl *) = 0;
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/**
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* Whether the Scene is able to drive animations.
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* This is used as a hint to the effects system which effects can be supported.
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* If the Scene performs software rendering it is supposed to return @c false,
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* if rendering is hardware accelerated it should return @c true.
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*/
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virtual bool animationsSupported() const = 0;
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/**
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* The QPainter used by a QPainter based compositor scene.
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* Default implementation returns @c nullptr;
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*/
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virtual QPainter *scenePainter() const;
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/**
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* The render buffer used by a QPainter based compositor.
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* Default implementation returns @c nullptr.
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*/
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virtual QImage *qpainterRenderBuffer(AbstractOutput *output) const;
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/**
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* The backend specific extensions (e.g. EGL/GLX extensions).
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*
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* Not the OpenGL (ES) extension!
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*
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* Default implementation returns empty list
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*/
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virtual QVector<QByteArray> openGLPlatformInterfaceExtensions() const;
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virtual QSharedPointer<GLTexture> textureForOutput(AbstractOutput *output) const {
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Q_UNUSED(output);
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return {};
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}
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virtual SurfaceTexture *createSurfaceTextureInternal(SurfacePixmapInternal *pixmap);
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virtual SurfaceTexture *createSurfaceTextureX11(SurfacePixmapX11 *pixmap);
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virtual SurfaceTexture *createSurfaceTextureWayland(SurfacePixmapWayland *pixmap);
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virtual void paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data);
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static QMatrix4x4 createProjectionMatrix(const QRect &rect);
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Q_SIGNALS:
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void frameRendered();
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void resetCompositing();
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public Q_SLOTS:
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// a window has been closed
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void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted);
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protected:
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virtual Window *createWindow(Toplevel *toplevel) = 0;
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void createStackingOrder(const QList<Toplevel *> &toplevels);
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void clearStackingOrder();
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// shared implementation, starts painting the screen
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void paintScreen(const QRegion &damage, const QRegion &repaint,
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QRegion *updateRegion, QRegion *validRegion, RenderLoop *renderLoop,
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const QMatrix4x4 &projection = QMatrix4x4());
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// Render cursor texture in case hardware cursor is disabled/non-applicable
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virtual void paintCursor(const QRegion ®ion) = 0;
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friend class EffectsHandlerImpl;
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// called after all effects had their paintScreen() called
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void finalPaintScreen(int mask, const QRegion ®ion, ScreenPaintData& data);
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// shared implementation of painting the screen in the generic
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// (unoptimized) way
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virtual void paintGenericScreen(int mask, const ScreenPaintData &data);
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// shared implementation of painting the screen in an optimized way
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virtual void paintSimpleScreen(int mask, const QRegion ®ion);
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// paint the background (not the desktop background - the whole background)
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virtual void paintBackground(const QRegion ®ion) = 0;
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/**
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* Notifies about starting to paint.
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*
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* @p damage contains the reported damage as suggested by windows and effects on prepaint calls.
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*/
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virtual void aboutToStartPainting(AbstractOutput *output, const QRegion &damage);
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// called after all effects had their paintWindow() called
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void finalPaintWindow(EffectWindowImpl* w, int mask, const QRegion ®ion, WindowPaintData& data);
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// shared implementation, starts painting the window
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virtual void paintWindow(Window* w, int mask, const QRegion ®ion);
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// called after all effects had their drawWindow() called
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virtual void finalDrawWindow(EffectWindowImpl* w, int mask, const QRegion ®ion, WindowPaintData& data);
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// let the scene decide whether it's better to paint more of the screen, eg. in order to allow a buffer swap
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// the default is NOOP
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virtual void extendPaintRegion(QRegion ®ion, bool opaqueFullscreen);
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virtual void paintEffectQuickView(EffectQuickView *w) = 0;
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// saved data for 2nd pass of optimized screen painting
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struct Phase2Data {
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Window *window = nullptr;
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QRegion region;
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QRegion clip;
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int mask = 0;
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};
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// The region which actually has been painted by paintScreen() and should be
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// copied from the buffer to the screen. I.e. the region returned from Scene::paintScreen().
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// Since prePaintWindow() can extend areas to paint, these changes would have to propagate
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// up all the way from paintSimpleScreen() up to paintScreen(), so save them here rather
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// than propagate them up in arguments.
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QRegion painted_region;
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// Additional damage that needs to be repaired to bring a reused back buffer up to date
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QRegion repaint_region;
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// The dirty region before it was unioned with repaint_region
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QRegion damaged_region;
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// The screen that is being currently painted
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AbstractOutput *painted_screen = nullptr;
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// windows in their stacking order
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QVector< Window* > stacking_order;
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private:
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void removeRepaints(AbstractOutput *output);
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std::chrono::milliseconds m_expectedPresentTimestamp = std::chrono::milliseconds::zero();
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QHash< Toplevel*, Window* > m_windows;
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QMap<AbstractOutput *, QRegion> m_repaints;
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// how many times finalPaintScreen() has been called
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int m_paintScreenCount = 0;
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};
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// The base class for windows representations in composite backends
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class Scene::Window : public QObject
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{
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Q_OBJECT
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public:
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explicit Window(Toplevel *client, QObject *parent = nullptr);
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~Window() override;
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// perform the actual painting of the window
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virtual void performPaint(int mask, const QRegion ®ion, const WindowPaintData &data) = 0;
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int x() const;
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int y() const;
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int width() const;
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int height() const;
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QRect geometry() const;
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QPoint pos() const;
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QSize size() const;
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QRect rect() const;
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// access to the internal window class
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// TODO eventually get rid of this
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Toplevel* window() const;
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// should the window be painted
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bool isPaintingEnabled() const;
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void resetPaintingEnabled();
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// Flags explaining why painting should be disabled
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enum {
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// Window will not be painted
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PAINT_DISABLED = 1 << 0,
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// Window will not be painted because it is deleted
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PAINT_DISABLED_BY_DELETE = 1 << 1,
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// Window will not be painted because of which desktop it's on
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PAINT_DISABLED_BY_DESKTOP = 1 << 2,
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// Window will not be painted because it is minimized
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PAINT_DISABLED_BY_MINIMIZE = 1 << 3,
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// Window will not be painted because it's not on the current activity
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PAINT_DISABLED_BY_ACTIVITY = 1 << 5
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};
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void enablePainting(int reason);
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void disablePainting(int reason);
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// is the window visible at all
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bool isVisible() const;
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// is the window fully opaque
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bool isOpaque() const;
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QRegion decorationShape() const;
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void updateToplevel(Deleted *deleted);
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void referencePreviousPixmap();
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void unreferencePreviousPixmap();
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WindowItem *windowItem() const;
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SurfaceItem *surfaceItem() const;
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ShadowItem *shadowItem() const;
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virtual QSharedPointer<GLTexture> windowTexture() {
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return {};
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}
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protected:
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Toplevel* toplevel;
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private:
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void referencePreviousPixmap_helper(SurfaceItem *item);
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void unreferencePreviousPixmap_helper(SurfaceItem *item);
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void updateWindowPosition();
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int disable_painting;
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QScopedPointer<WindowItem> m_windowItem;
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Q_DISABLE_COPY(Window)
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};
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class Scene::EffectFrame
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{
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public:
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EffectFrame(EffectFrameImpl* frame);
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virtual ~EffectFrame();
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virtual void render(const QRegion ®ion, double opacity, double frameOpacity) = 0;
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virtual void free() = 0;
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virtual void freeIconFrame() = 0;
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virtual void freeTextFrame() = 0;
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virtual void freeSelection() = 0;
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virtual void crossFadeIcon() = 0;
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virtual void crossFadeText() = 0;
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protected:
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EffectFrameImpl* m_effectFrame;
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};
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inline
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int Scene::Window::x() const
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{
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return toplevel->x();
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}
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inline
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int Scene::Window::y() const
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{
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return toplevel->y();
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}
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inline
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int Scene::Window::width() const
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{
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return toplevel->width();
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}
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inline
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int Scene::Window::height() const
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{
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return toplevel->height();
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}
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inline
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QRect Scene::Window::geometry() const
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{
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return toplevel->frameGeometry();
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}
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inline
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QSize Scene::Window::size() const
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{
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return toplevel->size();
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}
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inline
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QPoint Scene::Window::pos() const
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{
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return toplevel->pos();
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}
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inline
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QRect Scene::Window::rect() const
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{
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return toplevel->rect();
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}
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inline
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Toplevel* Scene::Window::window() const
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{
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return toplevel;
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}
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} // namespace
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#endif
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