7249ca2cfb
at the same time (in other words, only when activating compositing using the kcm). Currently selfcheck causes bad flicker (due to X mapping the overlay window for too long?) which looks bad during KDE startup. With this patch, KDE startup is without any flicker. svn path=/trunk/KDE/kdebase/workspace/; revision=923842
286 lines
9.5 KiB
C++
286 lines
9.5 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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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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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 <QDateTime>
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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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namespace KWin
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{
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class Workspace;
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class Deleted;
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class EffectWindowImpl;
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// The base class for compositing backends.
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class Scene
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{
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public:
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Scene( Workspace* ws );
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virtual ~Scene() = 0;
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class Window;
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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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virtual void paint( QRegion damage, ToplevelList windows ) = 0;
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// Notification function - KWin core informs about changes.
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// Used to mainly discard cached data.
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// shape/size of a window changed
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virtual void windowGeometryShapeChanged( Toplevel* ) = 0;
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// opacity of a window changed
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virtual void windowOpacityChanged( Toplevel* ) = 0;
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// a new window has been created
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virtual void windowAdded( Toplevel* ) = 0;
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// a window has been closed
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virtual void windowClosed( Toplevel*, Deleted* ) = 0;
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// a window has been destroyed
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virtual void windowDeleted( Deleted* ) = 0;
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// Flags controlling how painting is done.
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enum
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{
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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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};
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// types of filtering available
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enum ImageFilterType { ImageFilterFast, ImageFilterGood };
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// there's nothing to paint (adjust time_diff later)
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void idle();
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bool waitSyncAvailable() { return has_waitSync; }
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protected:
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// shared implementation, starts painting the screen
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void paintScreen( int* mask, QRegion* region );
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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, QRegion region, 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, 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, QRegion region );
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// paint the background (not the desktop background - the whole background)
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virtual void paintBackground( QRegion region ) = 0;
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// called after all effects had their paintWindow() called
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void finalPaintWindow( EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data );
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// shared implementation, starts painting the window
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virtual void paintWindow( Window* w, int mask, QRegion region, WindowQuadList quads );
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// called after all effects had their drawWindow() called
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void finalDrawWindow( EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data );
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// compute time since the last repaint
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void updateTimeDiff();
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QList< QPoint > selfCheckPoints() const;
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QRegion selfCheckRegion() const;
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// dimensions of the test pixmap for selfcheck
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int selfCheckWidth() const;
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int selfCheckHeight() const;
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// saved data for 2nd pass of optimized screen painting
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struct Phase2Data
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{
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Phase2Data( Window* w, QRegion r, QRegion c, int m, const WindowQuadList& q )
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: window( w ), region( r ), clip( c ), mask( m ), quads( q ) {}
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Phase2Data() { window = 0; mask = 0; }
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Window* window;
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QRegion region;
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QRegion clip;
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int mask;
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WindowQuadList quads;
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};
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// windows in their stacking order
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QVector< Window* > stacking_order;
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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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// time since last repaint
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int time_diff;
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QTime last_time;
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Workspace* wspace;
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bool has_waitSync;
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bool selfCheckDone;
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};
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// The base class for windows representations in composite backends
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class Scene::Window
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{
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public:
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Window( Toplevel* c );
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virtual ~Window();
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// perform the actual painting of the window
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virtual void performPaint( int mask, QRegion region, WindowPaintData data ) = 0;
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// do any cleanup needed when the window's composite pixmap is discarded
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virtual void pixmapDiscarded() {}
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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();
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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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{
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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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};
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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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// shape of the window
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QRegion shape() const;
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void discardShape();
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void updateToplevel( Toplevel* c );
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// creates initial quad list for the window
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virtual WindowQuadList buildQuads( bool force = false ) const;
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void suspendUnredirect( bool suspend );
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protected:
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WindowQuadList makeQuads( WindowQuadType type, const QRegion& reg ) const;
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Toplevel* toplevel;
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ImageFilterType filter;
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private:
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int disable_painting;
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mutable QRegion shape_region;
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mutable bool shape_valid;
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mutable WindowQuadList* cached_quad_list;
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Q_DISABLE_COPY(Window)
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};
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extern Scene* scene;
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inline
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int Scene::selfCheckWidth() const
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{
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return 3;
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}
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inline
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int Scene::selfCheckHeight() const
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{
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return 2;
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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->geometry();
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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()
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{
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return toplevel;
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}
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inline
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void Scene::Window::updateToplevel( Toplevel* c )
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{
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toplevel = c;
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}
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inline
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void Scene::Window::suspendUnredirect( bool suspend )
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{
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toplevel->suspendUnredirect( suspend );
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}
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} // namespace
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#endif
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