kwin/effects/blur/blur.h
Martin Gräßlin ab6f2ba1fd EffectsHandler emits windowAdded signal
All previously existing windowAdded methods are renamed to slotWindowAdded.
EffectsHandlerImpl is connected to Workspace's clientAdded signal, which is
emitted a little bit earlier than the previous direct method call. This might
change behavior.
Another signal is added to Workspace to signal that an unmanaged is added.
2011-02-25 22:06:02 +01:00

71 lines
2 KiB
C++

/*
* Copyright © 2010 Fredrik Höglund <fredrik@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; see the file COPYING. if not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifndef BLUR_H
#define BLUR_H
#include <kwineffects.h>
#include <kwinglutils.h>
#include <QVector>
#include <QVector2D>
namespace KWin
{
class BlurShader;
class BlurEffect : public KWin::Effect
{
Q_OBJECT
public:
BlurEffect();
~BlurEffect();
static bool supported();
void reconfigure(ReconfigureFlags flags);
void propertyNotify(EffectWindow *w, long atom);
void paintScreen(int mask, QRegion region, ScreenPaintData &data);
void drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data);
void paintEffectFrame(EffectFrame *frame, QRegion region, double opacity, double frameOpacity);
public Q_SLOTS:
void slotWindowAdded(EffectWindow *w);
private:
QRect expand(const QRect &rect) const;
QRegion expand(const QRegion &region) const;
QRegion blurRegion(const EffectWindow *w) const;
void updateBlurRegion(EffectWindow *w) const;
void drawRegion(const QRegion &region);
void doBlur(const QRegion &shape, const QRect &screen, const float opacity);
private:
BlurShader *shader;
QVector<QVector2D> vertices;
GLRenderTarget *target;
GLTexture *tex;
long net_wm_blur_region;
};
} // namespace KWin
#endif