kwin/scene_qpainter.h
Martin Gräßlin 758d41d6bf Paint the software cursor directly in SceneQPainter
Summary:
No need to delegate the painting of the software cursor into the backend.
The core has enough information to perform the rendering itself.

This change means less code duplication and all platforms which might use
a software cursor in QPainter compositor gain support for it without any
further adjustments.

Reviewers: #kwin, #plasma_on_wayland

Subscribers: plasma-devel, kwin

Tags: #plasma_on_wayland, #kwin

Differential Revision: https://phabricator.kde.org/D2028
2016-06-29 08:50:46 +02:00

259 lines
7.7 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2013 Martin Gräßlin <mgraesslin@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_QPAINTER_H
#define KWIN_SCENE_QPAINTER_H
#include "scene.h"
#include "shadow.h"
#include "decorations/decorationrenderer.h"
namespace KWin {
class KWIN_EXPORT QPainterBackend
{
public:
virtual ~QPainterBackend();
virtual void present(int mask, const QRegion &damage) = 0;
/**
* @brief Returns the OverlayWindow used by the backend.
*
* A backend does not have to use an OverlayWindow, this is mostly for the X world.
* In case the backend does not use an OverlayWindow it is allowed to return @c null.
* It's the task of the caller to check whether it is @c null.
*
* @return :OverlayWindow*
**/
virtual OverlayWindow *overlayWindow();
virtual bool usesOverlayWindow() const = 0;
virtual void prepareRenderingFrame() = 0;
/**
* @brief Shows the Overlay Window
*
* Default implementation does nothing.
*/
virtual void showOverlay();
/**
* @brief React on screen geometry changes.
*
* Default implementation does nothing. Override if specific functionality is required.
*
* @param size The new screen size
*/
virtual void screenGeometryChanged(const QSize &size);
/**
* @brief Whether the creation of the Backend failed.
*
* The SceneQPainter should test whether the Backend got constructed correctly. If this method
* returns @c true, the SceneQPainter should not try to start the rendering.
*
* @return bool @c true if the creation of the Backend failed, @c false otherwise.
**/
bool isFailed() const {
return m_failed;
}
virtual QImage *buffer() = 0;
/**
* Overload for the case that there is a different buffer per screen.
* Default implementation just calls buffer.
* @param screenId The id of the screen as used in Screens
* @todo Get a better identifier for screen then a counter variable
**/
virtual QImage *bufferForScreen(int screenId);
virtual bool needsFullRepaint() const = 0;
/**
* Whether the rendering needs to be split per screen.
* Default implementation returns @c false.
**/
virtual bool perScreenRendering() const;
protected:
QPainterBackend();
/**
* @brief Sets the backend initialization to failed.
*
* This method should be called by the concrete subclass in case the initialization failed.
* The given @p reason is logged as a warning.
*
* @param reason The reason why the initialization failed.
**/
void setFailed(const QString &reason);
private:
bool m_failed;
};
class SceneQPainter : public Scene
{
Q_OBJECT
public:
virtual ~SceneQPainter();
virtual bool usesOverlayWindow() const override;
virtual OverlayWindow* overlayWindow() override;
virtual qint64 paint(QRegion damage, ToplevelList windows) override;
virtual void paintGenericScreen(int mask, ScreenPaintData data) override;
virtual CompositingType compositingType() const override;
virtual bool initFailed() const override;
virtual EffectFrame *createEffectFrame(EffectFrameImpl *frame) override;
virtual Shadow *createShadow(Toplevel *toplevel) override;
Decoration::Renderer *createDecorationRenderer(Decoration::DecoratedClientImpl *impl) override;
void screenGeometryChanged(const QSize &size) override;
QPainter *painter();
static SceneQPainter *createScene(QObject *parent);
protected:
virtual void paintBackground(QRegion region) override;
virtual Scene::Window *createWindow(Toplevel *toplevel) override;
private:
explicit SceneQPainter(QPainterBackend *backend, QObject *parent = nullptr);
void paintCursor();
QScopedPointer<QPainterBackend> m_backend;
QScopedPointer<QPainter> m_painter;
class Window;
};
class SceneQPainter::Window : public Scene::Window
{
public:
Window(SceneQPainter *scene, Toplevel *c);
virtual ~Window();
virtual void performPaint(int mask, QRegion region, WindowPaintData data) override;
protected:
virtual WindowPixmap *createWindowPixmap() override;
private:
void renderShadow(QPainter *painter);
void renderWindowDecorations(QPainter *painter);
SceneQPainter *m_scene;
};
class QPainterWindowPixmap : public WindowPixmap
{
public:
explicit QPainterWindowPixmap(Scene::Window *window);
virtual ~QPainterWindowPixmap();
virtual void create() override;
void updateBuffer() override;
const QImage &image();
protected:
WindowPixmap *createChild(const QPointer<KWayland::Server::SubSurfaceInterface> &subSurface) override;
private:
explicit QPainterWindowPixmap(const QPointer<KWayland::Server::SubSurfaceInterface> &subSurface, WindowPixmap *parent);
QImage m_image;
};
class QPainterEffectFrame : public Scene::EffectFrame
{
public:
QPainterEffectFrame(EffectFrameImpl *frame, SceneQPainter *scene);
virtual ~QPainterEffectFrame();
virtual void crossFadeIcon() override {}
virtual void crossFadeText() override {}
virtual void free() override {}
virtual void freeIconFrame() override {}
virtual void freeTextFrame() override {}
virtual void freeSelection() override {}
virtual void render(QRegion region, double opacity, double frameOpacity) override;
private:
SceneQPainter *m_scene;
};
class SceneQPainterShadow : public Shadow
{
public:
SceneQPainterShadow(Toplevel* toplevel);
virtual ~SceneQPainterShadow();
using Shadow::ShadowElements;
using Shadow::ShadowElementTop;
using Shadow::ShadowElementTopRight;
using Shadow::ShadowElementRight;
using Shadow::ShadowElementBottomRight;
using Shadow::ShadowElementBottom;
using Shadow::ShadowElementBottomLeft;
using Shadow::ShadowElementLeft;
using Shadow::ShadowElementTopLeft;
using Shadow::ShadowElementsCount;
using Shadow::shadowPixmap;
using Shadow::topOffset;
using Shadow::leftOffset;
using Shadow::rightOffset;
using Shadow::bottomOffset;
protected:
virtual bool prepareBackend() override;
};
class SceneQPainterDecorationRenderer : public Decoration::Renderer
{
Q_OBJECT
public:
enum class DecorationPart : int {
Left,
Top,
Right,
Bottom,
Count
};
explicit SceneQPainterDecorationRenderer(Decoration::DecoratedClientImpl *client);
virtual ~SceneQPainterDecorationRenderer();
void render() override;
void reparent(Deleted *deleted) override;
QImage image(DecorationPart part) const;
private:
void resizeImages();
QImage m_images[int(DecorationPart::Count)];
};
inline
bool SceneQPainter::usesOverlayWindow() const
{
return m_backend->usesOverlayWindow();
}
inline
OverlayWindow* SceneQPainter::overlayWindow()
{
return m_backend->overlayWindow();
}
inline
QPainter* SceneQPainter::painter()
{
return m_painter.data();
}
inline
const QImage &QPainterWindowPixmap::image()
{
return m_image;
}
} // KWin
#endif // KWIN_SCENEQPAINTER_H