eabad32cfb
This allows an effect to fade between old and new text/icon. As an example it's added to CoverSwitch. Currently only supported in OpenGL. XRender might be added, but I'm missing an idea for an effect to add it. Most effects using EffectFrame require OpenGL anyway. svn path=/trunk/KDE/kdebase/workspace/; revision=1160252
208 lines
6.9 KiB
C++
208 lines
6.9 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_OPENGL_H
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#define KWIN_SCENE_OPENGL_H
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#include "scene.h"
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#include "kwinglutils.h"
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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#ifdef HAVE_XSHM
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#include <X11/extensions/XShm.h>
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#endif
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namespace KWin
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{
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class SceneOpenGL
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: public Scene
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{
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public:
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class EffectFrame;
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class Texture;
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class Window;
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SceneOpenGL( Workspace* ws );
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virtual ~SceneOpenGL();
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virtual bool initFailed() const;
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virtual CompositingType compositingType() const { return OpenGLCompositing; }
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virtual void paint( QRegion damage, ToplevelList windows );
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virtual void windowGeometryShapeChanged( Toplevel* );
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virtual void windowOpacityChanged( Toplevel* );
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virtual void windowAdded( Toplevel* );
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virtual void windowClosed( Toplevel*, Deleted* );
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virtual void windowDeleted( Deleted* );
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protected:
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virtual void paintGenericScreen( int mask, ScreenPaintData data );
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virtual void paintBackground( QRegion region );
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private:
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bool selectMode();
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bool initTfp();
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bool initShm();
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void cleanupShm();
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bool initBuffer();
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bool initRenderingContext();
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bool initBufferConfigs();
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bool initDrawableConfigs();
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void waitSync();
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void flushBuffer( int mask, QRegion damage );
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bool selfCheck();
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void selfCheckSetup();
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bool selfCheckFinish();
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GC gcroot;
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class FBConfigInfo
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{
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public:
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GLXFBConfig fbconfig;
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int bind_texture_format;
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int y_inverted;
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int mipmap;
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};
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Drawable buffer;
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GLXFBConfig fbcbuffer;
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static bool db;
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static GLXFBConfig fbcbuffer_db;
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static GLXFBConfig fbcbuffer_nondb;
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static FBConfigInfo fbcdrawableinfo[ 32 + 1 ];
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static GLXDrawable glxbuffer;
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static GLXContext ctxbuffer;
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static GLXContext ctxdrawable;
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static GLXDrawable last_pixmap; // for a workaround in bindTexture()
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static bool tfp_mode;
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static bool shm_mode;
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QHash< Toplevel*, Window* > windows;
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#ifdef HAVE_XSHM
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static XShmSegmentInfo shm;
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#endif
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bool init_ok;
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bool selfCheckDone;
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};
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class SceneOpenGL::Texture
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: public GLTexture
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{
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public:
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Texture();
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Texture( const Pixmap& pix, const QSize& size, int depth );
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virtual ~Texture();
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using GLTexture::load;
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virtual bool load( const Pixmap& pix, const QSize& size, int depth,
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QRegion region );
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virtual bool load( const Pixmap& pix, const QSize& size, int depth );
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virtual bool load( const QImage& image, GLenum target = GL_TEXTURE_2D );
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virtual bool load( const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D );
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virtual void discard();
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virtual void release(); // undo the tfp_mode binding
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virtual void bind();
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virtual void unbind();
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protected:
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void findTarget();
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QRegion optimizeBindDamage( const QRegion& reg, int limit );
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void createTexture();
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private:
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void init();
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GLXPixmap bound_glxpixmap; // the glx pixmap the texture is bound to, only for tfp_mode
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};
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class SceneOpenGL::Window
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: public 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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virtual void performPaint( int mask, QRegion region, WindowPaintData data );
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virtual void pixmapDiscarded();
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bool bindTexture();
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void discardTexture();
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void checkTextureSize();
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protected:
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enum TextureType
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{
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Content,
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DecorationTop,
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DecorationLeft,
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DecorationRight,
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DecorationBottom
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};
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void paintDecoration( const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco );
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void makeDecorationArrays( float** vertices, float** texcoords, const WindowQuadList& quads, const QRect& rect ) const;
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void renderQuads( int mask, const QRegion& region, const WindowQuadList& quads );
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void prepareStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader );
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void prepareRenderStates( TextureType type, double opacity, double brightness, double saturation );
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void prepareShaderRenderStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader );
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void restoreStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader );
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void restoreRenderStates( TextureType type, double opacity, double brightness, double saturation );
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void restoreShaderRenderStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader );
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private:
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Texture texture;
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Texture topTexture;
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Texture leftTexture;
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Texture rightTexture;
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Texture bottomTexture;
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};
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class SceneOpenGL::EffectFrame
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: public 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 free();
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virtual void freeIconFrame();
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virtual void freeTextFrame();
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virtual void freeSelection();
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virtual void render(QRegion region, double opacity, double frameOpacity);
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virtual void crossFadeIcon();
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virtual void crossFadeText();
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static void cleanup();
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private:
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void updateTexture();
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void updateTextTexture();
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GLTexture* m_texture;
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GLTexture* m_textTexture;
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GLTexture* m_oldTextTexture;
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GLTexture* m_iconTexture;
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GLTexture* m_oldIconTexture;
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GLTexture* m_selectionTexture;
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GLVertexBuffer* m_unstyledVBO;
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static GLTexture* m_unstyledTexture;
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static void updateUnstyledTexture(); // Update OpenGL unstyled frame texture
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};
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} // namespace
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#endif
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#endif
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