kwin/scene.h
Arthur Arlt d8072be54d Move OverlayWindow from Workspace to its own class
All the functionality of Overlay Window is moved to its own class
OverlayWindow. It is created and owned by class Scene, since almost
all function calls are called from this class.

REVIEW: 101866
2011-07-09 19:08:48 +02:00

334 lines
10 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@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 KWIN_SCENE_H
#define KWIN_SCENE_H
#include <QDateTime>
#include "toplevel.h"
#include "utils.h"
#include "kwineffects.h"
namespace KWin
{
class Workspace;
class Deleted;
class EffectFrameImpl;
class EffectWindowImpl;
class LanczosFilter;
class OverlayWindow;
class Shadow;
// The base class for compositing backends.
class Scene : public QObject
{
Q_OBJECT
public:
Scene(Workspace* ws);
virtual ~Scene() = 0;
class EffectFrame;
class Window;
// Returns true if the ctor failed to properly initialize.
virtual bool initFailed() const = 0;
virtual CompositingType compositingType() const = 0;
// 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.
// a new window has been created
virtual void windowAdded(Toplevel*) = 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,
// Paint only a region of the screen (can be optimized, cannot
// be used together with TRANSFORMED flags).
PAINT_SCREEN_REGION = 1 << 3,
// Whole screen will be painted with transformed geometry.
PAINT_SCREEN_TRANSFORMED = 1 << 4,
// At least one window will be painted with transformed geometry.
PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
// Clear whole background as the very first step, without optimizing it
PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
// Temporary solution since (_OPAQUE | _TRANSLUCENT) is not working currently.
PAINT_DECORATION_ONLY = 1 << 7,
// Window will be painted with a lanczos filter.
PAINT_WINDOW_LANCZOS = 1 << 8,
// same as PAINT_SCREEN_TRANSFORMED without full repainting
PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9
};
// types of filtering available
enum ImageFilterType { ImageFilterFast, ImageFilterGood };
inline uint estimatedRenderTime() {
return lastRenderTime;
}
// there's nothing to paint (adjust time_diff later)
void idle();
bool waitSyncAvailable() {
return has_waitSync;
}
OverlayWindow* overlayWindow();
public Q_SLOTS:
// opacity of a window changed
virtual void windowOpacityChanged(KWin::Toplevel* c) = 0;
// shape/size of a window changed
virtual void windowGeometryShapeChanged(KWin::Toplevel* c) = 0;
// a window has been closed
virtual void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted) = 0;
protected:
// shared implementation, starts painting the screen
void paintScreen(int* mask, QRegion* region);
friend class EffectsHandlerImpl;
// 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(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
// shared implementation, starts painting the window
virtual void paintWindow(Window* w, int mask, QRegion region, WindowQuadList quads);
// called after all effects had their drawWindow() called
void finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
// compute time since the last repaint
void updateTimeDiff();
// saved data for 2nd pass of optimized screen painting
struct Phase2Data {
Phase2Data(Window* w, QRegion r, QRegion c, int m, const WindowQuadList& q)
: window(w), region(r), clip(c), mask(m), quads(q) {}
Phase2Data() {
window = 0;
mask = 0;
}
Window* window;
QRegion region;
QRegion clip;
int mask;
WindowQuadList quads;
};
// windows in their stacking order
QVector< Window* > stacking_order;
// The region which actually has been painted by paintScreen() and should be
// copied from the buffer to the screen. I.e. the region returned from Scene::paintScreen().
// Since prePaintWindow() can extend areas to paint, these changes would have to propagate
// up all the way from paintSimpleScreen() up to paintScreen(), so save them here rather
// than propagate them up in arguments.
QRegion painted_region;
// time since last repaint
int time_diff;
uint lastRenderTime;
QTime last_time;
Workspace* wspace;
bool has_waitSync;
LanczosFilter* lanczos_filter;
OverlayWindow* m_overlayWindow;
};
// The base class for windows representations in composite backends
class Scene::Window
{
public:
Window(Toplevel* c);
virtual ~Window();
// perform the actual painting of the window
virtual void performPaint(int mask, QRegion region, WindowPaintData data) = 0;
// do any cleanup needed when the window's composite pixmap is discarded
virtual void pixmapDiscarded() {}
int x() const;
int y() const;
int width() const;
int height() const;
QRect geometry() const;
QPoint pos() const;
QSize size() const;
QRect rect() const;
// access to the internal window class
// TODO eventually get rid of this
Toplevel* window();
// should the window be painted
bool isPaintingEnabled() const;
void resetPaintingEnabled();
// 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_CLIENT_GROUP = 1 << 4,
// Window will not be painted because it's not on the current activity
PAINT_DISABLED_BY_ACTIVITY = 1 << 5
};
void enablePainting(int reason);
void disablePainting(int reason);
// is the window visible at all
bool isVisible() const;
// is the window fully opaque
bool isOpaque() const;
// shape of the window
QRegion shape() const;
QRegion clientShape() const;
void discardShape();
void updateToplevel(Toplevel* c);
// creates initial quad list for the window
virtual WindowQuadList buildQuads(bool force = false) const;
void suspendUnredirect(bool suspend);
void updateShadow(Shadow* shadow);
const Shadow* shadow() const;
Shadow* shadow();
protected:
WindowQuadList makeQuads(WindowQuadType type, const QRegion& reg) const;
Toplevel* toplevel;
ImageFilterType filter;
Shadow *m_shadow;
private:
int disable_painting;
mutable QRegion shape_region;
mutable bool shape_valid;
mutable WindowQuadList* cached_quad_list;
Q_DISABLE_COPY(Window)
};
class Scene::EffectFrame
{
public:
EffectFrame(EffectFrameImpl* frame);
virtual ~EffectFrame();
virtual void render(QRegion region, double opacity, double frameOpacity) = 0;
virtual void free() = 0;
virtual void freeIconFrame() = 0;
virtual void freeTextFrame() = 0;
virtual void freeSelection() = 0;
virtual void crossFadeIcon() = 0;
virtual void crossFadeText() = 0;
protected:
EffectFrameImpl* m_effectFrame;
};
extern Scene* scene;
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
QRect Scene::Window::geometry() const
{
return toplevel->geometry();
}
inline
QSize Scene::Window::size() const
{
return toplevel->size();
}
inline
QPoint Scene::Window::pos() const
{
return toplevel->pos();
}
inline
QRect Scene::Window::rect() const
{
return toplevel->rect();
}
inline
Toplevel* Scene::Window::window()
{
return toplevel;
}
inline
void Scene::Window::updateToplevel(Toplevel* c)
{
toplevel = c;
}
inline
void Scene::Window::suspendUnredirect(bool suspend)
{
toplevel->suspendUnredirect(suspend);
}
inline
void Scene::Window::updateShadow(Shadow* shadow)
{
m_shadow = shadow;
}
inline
const Shadow* Scene::Window::shadow() const
{
return m_shadow;
}
inline
Shadow* Scene::Window::shadow()
{
return m_shadow;
}
} // namespace
#endif