diff --git a/autotests/libkwineffects/CMakeLists.txt b/autotests/libkwineffects/CMakeLists.txt index 06ff1a50b..ebbbcc2dc 100644 --- a/autotests/libkwineffects/CMakeLists.txt +++ b/autotests/libkwineffects/CMakeLists.txt @@ -1,19 +1,20 @@ include(ECMMarkAsTest) macro(KWINEFFECTS_UNIT_TESTS) foreach(_testname ${ARGN}) add_executable(${_testname} ${_testname}.cpp) add_test(NAME kwineffects-${_testname} COMMAND ${_testname}) target_link_libraries(${_testname} Qt5::Test kwineffects) ecm_mark_as_test(${_testname}) endforeach() endmacro() kwineffects_unit_tests( windowquadlisttest + timelinetest ) add_executable(kwinglplatformtest kwinglplatformtest.cpp mock_gl.cpp ../../libkwineffects/kwinglplatform.cpp) add_test(NAME kwineffects-kwinglplatformtest COMMAND kwinglplatformtest) target_link_libraries(kwinglplatformtest Qt5::Test Qt5::Gui Qt5::X11Extras KF5::ConfigCore XCB::XCB) ecm_mark_as_test(kwinglplatformtest) diff --git a/autotests/libkwineffects/timelinetest.cpp b/autotests/libkwineffects/timelinetest.cpp new file mode 100644 index 000000000..848356296 --- /dev/null +++ b/autotests/libkwineffects/timelinetest.cpp @@ -0,0 +1,256 @@ +/******************************************************************** + KWin - the KDE window manager + This file is part of the KDE project. + +Copyright (C) 2018 Vlad Zagorodniy + +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 . +*********************************************************************/ + +#include + +#include + +using namespace std::chrono_literals; + +// FIXME: Delete it in the future. +Q_DECLARE_METATYPE(std::chrono::milliseconds) + +class TimeLineTest : public QObject +{ + Q_OBJECT + +private Q_SLOTS: + void testUpdateForward(); + void testUpdateBackward(); + void testUpdateFinished(); + void testToggleDirection(); + void testReset(); + void testSetElapsed_data(); + void testSetElapsed(); + void testSetDuration(); + void testSetDurationRetargeting(); + void testSetDurationRetargetingSmallDuration(); + void testRunning(); +}; + +void TimeLineTest::testUpdateForward() +{ + KWin::TimeLine timeLine(1000ms, KWin::TimeLine::Forward); + timeLine.setEasingCurve(QEasingCurve::Linear); + + // 0/1000 + QCOMPARE(timeLine.value(), 0.0); + QVERIFY(!timeLine.done()); + + // 100/1000 + timeLine.update(100ms); + QCOMPARE(timeLine.value(), 0.1); + QVERIFY(!timeLine.done()); + + // 400/1000 + timeLine.update(300ms); + QCOMPARE(timeLine.value(), 0.4); + QVERIFY(!timeLine.done()); + + // 900/1000 + timeLine.update(500ms); + QCOMPARE(timeLine.value(), 0.9); + QVERIFY(!timeLine.done()); + + // 1000/1000 + timeLine.update(3000ms); + QCOMPARE(timeLine.value(), 1.0); + QVERIFY(timeLine.done()); +} + +void TimeLineTest::testUpdateBackward() +{ + KWin::TimeLine timeLine(1000ms, KWin::TimeLine::Backward); + timeLine.setEasingCurve(QEasingCurve::Linear); + + // 0/1000 + QCOMPARE(timeLine.value(), 1.0); + QVERIFY(!timeLine.done()); + + // 100/1000 + timeLine.update(100ms); + QCOMPARE(timeLine.value(), 0.9); + QVERIFY(!timeLine.done()); + + // 400/1000 + timeLine.update(300ms); + QCOMPARE(timeLine.value(), 0.6); + QVERIFY(!timeLine.done()); + + // 900/1000 + timeLine.update(500ms); + QCOMPARE(timeLine.value(), 0.1); + QVERIFY(!timeLine.done()); + + // 1000/1000 + timeLine.update(3000ms); + QCOMPARE(timeLine.value(), 0.0); + QVERIFY(timeLine.done()); +} + +void TimeLineTest::testUpdateFinished() +{ + KWin::TimeLine timeLine(1000ms, KWin::TimeLine::Forward); + timeLine.setEasingCurve(QEasingCurve::Linear); + + timeLine.update(1000ms); + QCOMPARE(timeLine.value(), 1.0); + QVERIFY(timeLine.done()); + + timeLine.update(42ms); + QCOMPARE(timeLine.value(), 1.0); + QVERIFY(timeLine.done()); +} + +void TimeLineTest::testToggleDirection() +{ + KWin::TimeLine timeLine(1000ms, KWin::TimeLine::Forward); + timeLine.setEasingCurve(QEasingCurve::Linear); + + QCOMPARE(timeLine.value(), 0.0); + QVERIFY(!timeLine.done()); + + timeLine.update(600ms); + QCOMPARE(timeLine.value(), 0.6); + QVERIFY(!timeLine.done()); + + timeLine.toggleDirection(); + QCOMPARE(timeLine.value(), 0.6); + QVERIFY(!timeLine.done()); + + timeLine.update(200ms); + QCOMPARE(timeLine.value(), 0.4); + QVERIFY(!timeLine.done()); + + timeLine.update(3000ms); + QCOMPARE(timeLine.value(), 0.0); + QVERIFY(timeLine.done()); +} + +void TimeLineTest::testReset() +{ + KWin::TimeLine timeLine(1000ms, KWin::TimeLine::Forward); + timeLine.setEasingCurve(QEasingCurve::Linear); + + timeLine.update(1000ms); + QCOMPARE(timeLine.value(), 1.0); + QVERIFY(timeLine.done()); + + timeLine.reset(); + QCOMPARE(timeLine.value(), 0.0); + QVERIFY(!timeLine.done()); +} + +void TimeLineTest::testSetElapsed_data() +{ + QTest::addColumn("duration"); + QTest::addColumn("elapsed"); + QTest::addColumn("expectedElapsed"); + QTest::addColumn("expectedDone"); + QTest::addColumn("initiallyDone"); + + QTest::newRow("Less than duration, not finished") << 1000ms << 300ms << 300ms << false << false; + QTest::newRow("Less than duration, finished") << 1000ms << 300ms << 300ms << false << true; + QTest::newRow("Greater than duration, not finished") << 1000ms << 3000ms << 1000ms << true << false; + QTest::newRow("Greater than duration, finished") << 1000ms << 3000ms << 1000ms << true << true; + QTest::newRow("Equal to duration, not finished") << 1000ms << 1000ms << 1000ms << true << false; + QTest::newRow("Equal to duration, finished") << 1000ms << 1000ms << 1000ms << true << true; +} + +void TimeLineTest::testSetElapsed() +{ + QFETCH(std::chrono::milliseconds, duration); + QFETCH(std::chrono::milliseconds, elapsed); + QFETCH(std::chrono::milliseconds, expectedElapsed); + QFETCH(bool, expectedDone); + QFETCH(bool, initiallyDone); + + KWin::TimeLine timeLine(duration, KWin::TimeLine::Forward); + timeLine.setEasingCurve(QEasingCurve::Linear); + + if (initiallyDone) { + timeLine.update(duration); + QVERIFY(timeLine.done()); + } + + timeLine.setElapsed(elapsed); + QCOMPARE(timeLine.elapsed(), expectedElapsed); + QCOMPARE(timeLine.done(), expectedDone); +} + +void TimeLineTest::testSetDuration() +{ + KWin::TimeLine timeLine(1000ms, KWin::TimeLine::Forward); + timeLine.setEasingCurve(QEasingCurve::Linear); + + QCOMPARE(timeLine.duration(), 1000ms); + + timeLine.setDuration(3000ms); + QCOMPARE(timeLine.duration(), 3000ms); +} + +void TimeLineTest::testSetDurationRetargeting() +{ + KWin::TimeLine timeLine(1000ms, KWin::TimeLine::Forward); + timeLine.setEasingCurve(QEasingCurve::Linear); + + timeLine.update(500ms); + QCOMPARE(timeLine.value(), 0.5); + QVERIFY(!timeLine.done()); + + timeLine.setDuration(3000ms); + QCOMPARE(timeLine.value(), 0.5); + QVERIFY(!timeLine.done()); +} + +void TimeLineTest::testSetDurationRetargetingSmallDuration() +{ + KWin::TimeLine timeLine(1000ms, KWin::TimeLine::Forward); + timeLine.setEasingCurve(QEasingCurve::Linear); + + timeLine.update(999ms); + QCOMPARE(timeLine.value(), 0.999); + QVERIFY(!timeLine.done()); + + timeLine.setDuration(3ms); + QCOMPARE(timeLine.value(), 1.0); + QVERIFY(timeLine.done()); +} + +void TimeLineTest::testRunning() +{ + KWin::TimeLine timeLine(1000ms, KWin::TimeLine::Forward); + timeLine.setEasingCurve(QEasingCurve::Linear); + + QVERIFY(!timeLine.running()); + QVERIFY(!timeLine.done()); + + timeLine.update(100ms); + QVERIFY(timeLine.running()); + QVERIFY(!timeLine.done()); + + timeLine.update(900ms); + QVERIFY(!timeLine.running()); + QVERIFY(timeLine.done()); +} + +QTEST_MAIN(TimeLineTest) + +#include "timelinetest.moc" diff --git a/libkwineffects/kwineffects.cpp b/libkwineffects/kwineffects.cpp index 6c099e388..86e13ffb6 100644 --- a/libkwineffects/kwineffects.cpp +++ b/libkwineffects/kwineffects.cpp @@ -1,1923 +1,2071 @@ /******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006 Lubos Lunak Copyright (C) 2009 Lucas Murray +Copyright (C) 2018 Vlad Zagorodniy 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 . *********************************************************************/ #include "kwineffects.h" #include "config-kwin.h" #ifdef KWIN_HAVE_XRENDER_COMPOSITING #include "kwinxrenderutils.h" #endif #include #include #include #include #include #include #include #include #include #include #include #include #include #include #ifdef KWIN_HAVE_XRENDER_COMPOSITING #include #endif #if defined(__GNUC__) # define KWIN_ALIGN(n) __attribute((aligned(n))) # if defined(__SSE2__) # define HAVE_SSE2 # endif #elif defined(__INTEL_COMPILER) # define KWIN_ALIGN(n) __declspec(align(n)) # define HAVE_SSE2 #else # define KWIN_ALIGN(n) #endif #ifdef HAVE_SSE2 # include #endif namespace KWin { void WindowPrePaintData::setTranslucent() { mask |= Effect::PAINT_WINDOW_TRANSLUCENT; mask &= ~Effect::PAINT_WINDOW_OPAQUE; clip = QRegion(); // cannot clip, will be transparent } void WindowPrePaintData::setTransformed() { mask |= Effect::PAINT_WINDOW_TRANSFORMED; } class PaintDataPrivate { public: QGraphicsScale scale; QVector3D translation; QGraphicsRotation rotation; }; PaintData::PaintData() : d(new PaintDataPrivate()) { } PaintData::~PaintData() { delete d; } qreal PaintData::xScale() const { return d->scale.xScale(); } qreal PaintData::yScale() const { return d->scale.yScale(); } qreal PaintData::zScale() const { return d->scale.zScale(); } void PaintData::setScale(const QVector2D &scale) { d->scale.setXScale(scale.x()); d->scale.setYScale(scale.y()); } void PaintData::setScale(const QVector3D &scale) { d->scale.setXScale(scale.x()); d->scale.setYScale(scale.y()); d->scale.setZScale(scale.z()); } void PaintData::setXScale(qreal scale) { d->scale.setXScale(scale); } void PaintData::setYScale(qreal scale) { d->scale.setYScale(scale); } void PaintData::setZScale(qreal scale) { d->scale.setZScale(scale); } const QGraphicsScale &PaintData::scale() const { return d->scale; } void PaintData::setXTranslation(qreal translate) { d->translation.setX(translate); } void PaintData::setYTranslation(qreal translate) { d->translation.setY(translate); } void PaintData::setZTranslation(qreal translate) { d->translation.setZ(translate); } void PaintData::translate(qreal x, qreal y, qreal z) { translate(QVector3D(x, y, z)); } void PaintData::translate(const QVector3D &t) { d->translation += t; } qreal PaintData::xTranslation() const { return d->translation.x(); } qreal PaintData::yTranslation() const { return d->translation.y(); } qreal PaintData::zTranslation() const { return d->translation.z(); } const QVector3D &PaintData::translation() const { return d->translation; } qreal PaintData::rotationAngle() const { return d->rotation.angle(); } QVector3D PaintData::rotationAxis() const { return d->rotation.axis(); } QVector3D PaintData::rotationOrigin() const { return d->rotation.origin(); } void PaintData::setRotationAngle(qreal angle) { d->rotation.setAngle(angle); } void PaintData::setRotationAxis(Qt::Axis axis) { d->rotation.setAxis(axis); } void PaintData::setRotationAxis(const QVector3D &axis) { d->rotation.setAxis(axis); } void PaintData::setRotationOrigin(const QVector3D &origin) { d->rotation.setOrigin(origin); } class WindowPaintDataPrivate { public: qreal opacity; qreal saturation; qreal brightness; int screen; qreal crossFadeProgress; QMatrix4x4 pMatrix; QMatrix4x4 mvMatrix; QMatrix4x4 screenProjectionMatrix; }; WindowPaintData::WindowPaintData(EffectWindow *w) : WindowPaintData(w, QMatrix4x4()) { } WindowPaintData::WindowPaintData(EffectWindow* w, const QMatrix4x4 &screenProjectionMatrix) : PaintData() , shader(nullptr) , d(new WindowPaintDataPrivate()) { d->screenProjectionMatrix = screenProjectionMatrix; quads = w->buildQuads(); setOpacity(w->opacity()); setSaturation(1.0); setBrightness(1.0); setScreen(0); setCrossFadeProgress(1.0); } WindowPaintData::WindowPaintData(const WindowPaintData &other) : PaintData() , quads(other.quads) , shader(other.shader) , d(new WindowPaintDataPrivate()) { setXScale(other.xScale()); setYScale(other.yScale()); setZScale(other.zScale()); translate(other.translation()); setRotationOrigin(other.rotationOrigin()); setRotationAxis(other.rotationAxis()); setRotationAngle(other.rotationAngle()); setOpacity(other.opacity()); setSaturation(other.saturation()); setBrightness(other.brightness()); setScreen(other.screen()); setCrossFadeProgress(other.crossFadeProgress()); setProjectionMatrix(other.projectionMatrix()); setModelViewMatrix(other.modelViewMatrix()); d->screenProjectionMatrix = other.d->screenProjectionMatrix; } WindowPaintData::~WindowPaintData() { delete d; } qreal WindowPaintData::opacity() const { return d->opacity; } qreal WindowPaintData::saturation() const { return d->saturation; } qreal WindowPaintData::brightness() const { return d->brightness; } int WindowPaintData::screen() const { return d->screen; } void WindowPaintData::setOpacity(qreal opacity) { d->opacity = opacity; } void WindowPaintData::setSaturation(qreal saturation) const { d->saturation = saturation; } void WindowPaintData::setBrightness(qreal brightness) { d->brightness = brightness; } void WindowPaintData::setScreen(int screen) const { d->screen = screen; } qreal WindowPaintData::crossFadeProgress() const { return d->crossFadeProgress; } void WindowPaintData::setCrossFadeProgress(qreal factor) { d->crossFadeProgress = qBound(qreal(0.0), factor, qreal(1.0)); } qreal WindowPaintData::multiplyOpacity(qreal factor) { d->opacity *= factor; return d->opacity; } qreal WindowPaintData::multiplySaturation(qreal factor) { d->saturation *= factor; return d->saturation; } qreal WindowPaintData::multiplyBrightness(qreal factor) { d->brightness *= factor; return d->brightness; } void WindowPaintData::setProjectionMatrix(const QMatrix4x4 &matrix) { d->pMatrix = matrix; } QMatrix4x4 WindowPaintData::projectionMatrix() const { return d->pMatrix; } QMatrix4x4 &WindowPaintData::rprojectionMatrix() { return d->pMatrix; } void WindowPaintData::setModelViewMatrix(const QMatrix4x4 &matrix) { d->mvMatrix = matrix; } QMatrix4x4 WindowPaintData::modelViewMatrix() const { return d->mvMatrix; } QMatrix4x4 &WindowPaintData::rmodelViewMatrix() { return d->mvMatrix; } WindowPaintData &WindowPaintData::operator*=(qreal scale) { this->setXScale(this->xScale() * scale); this->setYScale(this->yScale() * scale); this->setZScale(this->zScale() * scale); return *this; } WindowPaintData &WindowPaintData::operator*=(const QVector2D &scale) { this->setXScale(this->xScale() * scale.x()); this->setYScale(this->yScale() * scale.y()); return *this; } WindowPaintData &WindowPaintData::operator*=(const QVector3D &scale) { this->setXScale(this->xScale() * scale.x()); this->setYScale(this->yScale() * scale.y()); this->setZScale(this->zScale() * scale.z()); return *this; } WindowPaintData &WindowPaintData::operator+=(const QPointF &translation) { return this->operator+=(QVector3D(translation)); } WindowPaintData &WindowPaintData::operator+=(const QPoint &translation) { return this->operator+=(QVector3D(translation)); } WindowPaintData &WindowPaintData::operator+=(const QVector2D &translation) { return this->operator+=(QVector3D(translation)); } WindowPaintData &WindowPaintData::operator+=(const QVector3D &translation) { translate(translation); return *this; } QMatrix4x4 WindowPaintData::screenProjectionMatrix() const { return d->screenProjectionMatrix; } class ScreenPaintData::Private { public: QMatrix4x4 projectionMatrix; QRect outputGeometry; }; ScreenPaintData::ScreenPaintData() : PaintData() , d(new Private()) { } ScreenPaintData::ScreenPaintData(const QMatrix4x4 &projectionMatrix, const QRect &outputGeometry) : PaintData() , d(new Private()) { d->projectionMatrix = projectionMatrix; d->outputGeometry = outputGeometry; } ScreenPaintData::~ScreenPaintData() = default; ScreenPaintData::ScreenPaintData(const ScreenPaintData &other) : PaintData() , d(new Private()) { translate(other.translation()); setXScale(other.xScale()); setYScale(other.yScale()); setZScale(other.zScale()); setRotationOrigin(other.rotationOrigin()); setRotationAxis(other.rotationAxis()); setRotationAngle(other.rotationAngle()); d->projectionMatrix = other.d->projectionMatrix; d->outputGeometry = other.d->outputGeometry; } ScreenPaintData &ScreenPaintData::operator=(const ScreenPaintData &rhs) { setXScale(rhs.xScale()); setYScale(rhs.yScale()); setZScale(rhs.zScale()); setXTranslation(rhs.xTranslation()); setYTranslation(rhs.yTranslation()); setZTranslation(rhs.zTranslation()); setRotationOrigin(rhs.rotationOrigin()); setRotationAxis(rhs.rotationAxis()); setRotationAngle(rhs.rotationAngle()); d->projectionMatrix = rhs.d->projectionMatrix; d->outputGeometry = rhs.d->outputGeometry; return *this; } ScreenPaintData &ScreenPaintData::operator*=(qreal scale) { setXScale(this->xScale() * scale); setYScale(this->yScale() * scale); setZScale(this->zScale() * scale); return *this; } ScreenPaintData &ScreenPaintData::operator*=(const QVector2D &scale) { setXScale(this->xScale() * scale.x()); setYScale(this->yScale() * scale.y()); return *this; } ScreenPaintData &ScreenPaintData::operator*=(const QVector3D &scale) { setXScale(this->xScale() * scale.x()); setYScale(this->yScale() * scale.y()); setZScale(this->zScale() * scale.z()); return *this; } ScreenPaintData &ScreenPaintData::operator+=(const QPointF &translation) { return this->operator+=(QVector3D(translation)); } ScreenPaintData &ScreenPaintData::operator+=(const QPoint &translation) { return this->operator+=(QVector3D(translation)); } ScreenPaintData &ScreenPaintData::operator+=(const QVector2D &translation) { return this->operator+=(QVector3D(translation)); } ScreenPaintData &ScreenPaintData::operator+=(const QVector3D &translation) { translate(translation); return *this; } QMatrix4x4 ScreenPaintData::projectionMatrix() const { return d->projectionMatrix; } QRect ScreenPaintData::outputGeometry() const { return d->outputGeometry; } //**************************************** // Effect //**************************************** Effect::Effect() { } Effect::~Effect() { } void Effect::reconfigure(ReconfigureFlags) { } void* Effect::proxy() { return nullptr; } void Effect::windowInputMouseEvent(QEvent*) { } void Effect::grabbedKeyboardEvent(QKeyEvent*) { } bool Effect::borderActivated(ElectricBorder) { return false; } void Effect::prePaintScreen(ScreenPrePaintData& data, int time) { effects->prePaintScreen(data, time); } void Effect::paintScreen(int mask, QRegion region, ScreenPaintData& data) { effects->paintScreen(mask, region, data); } void Effect::postPaintScreen() { effects->postPaintScreen(); } void Effect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time) { effects->prePaintWindow(w, data, time); } void Effect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data) { effects->paintWindow(w, mask, region, data); } void Effect::postPaintWindow(EffectWindow* w) { effects->postPaintWindow(w); } void Effect::paintEffectFrame(KWin::EffectFrame* frame, QRegion region, double opacity, double frameOpacity) { effects->paintEffectFrame(frame, region, opacity, frameOpacity); } bool Effect::provides(Feature) { return false; } bool Effect::isActive() const { return true; } QString Effect::debug(const QString &) const { return QString(); } void Effect::drawWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data) { effects->drawWindow(w, mask, region, data); } void Effect::buildQuads(EffectWindow* w, WindowQuadList& quadList) { effects->buildQuads(w, quadList); } void Effect::setPositionTransformations(WindowPaintData& data, QRect& region, EffectWindow* w, const QRect& r, Qt::AspectRatioMode aspect) { QSize size = w->size(); size.scale(r.size(), aspect); data.setXScale(size.width() / double(w->width())); data.setYScale(size.height() / double(w->height())); int width = int(w->width() * data.xScale()); int height = int(w->height() * data.yScale()); int x = r.x() + (r.width() - width) / 2; int y = r.y() + (r.height() - height) / 2; region = QRect(x, y, width, height); data.setXTranslation(x - w->x()); data.setYTranslation(y - w->y()); } QPoint Effect::cursorPos() { return effects->cursorPos(); } double Effect::animationTime(const KConfigGroup& cfg, const QString& key, int defaultTime) { int time = cfg.readEntry(key, 0); return time != 0 ? time : qMax(defaultTime * effects->animationTimeFactor(), 1.); } double Effect::animationTime(int defaultTime) { // at least 1ms, otherwise 0ms times can break some things return qMax(defaultTime * effects->animationTimeFactor(), 1.); } int Effect::requestedEffectChainPosition() const { return 0; } xcb_connection_t *Effect::xcbConnection() const { return effects->xcbConnection(); } xcb_window_t Effect::x11RootWindow() const { return effects->x11RootWindow(); } bool Effect::touchDown(quint32 id, const QPointF &pos, quint32 time) { Q_UNUSED(id) Q_UNUSED(pos) Q_UNUSED(time) return false; } bool Effect::touchMotion(quint32 id, const QPointF &pos, quint32 time) { Q_UNUSED(id) Q_UNUSED(pos) Q_UNUSED(time) return false; } bool Effect::touchUp(quint32 id, quint32 time) { Q_UNUSED(id) Q_UNUSED(time) return false; } bool Effect::perform(Feature feature, const QVariantList &arguments) { Q_UNUSED(feature) Q_UNUSED(arguments) return false; } //**************************************** // EffectFactory //**************************************** EffectPluginFactory::EffectPluginFactory() { } EffectPluginFactory::~EffectPluginFactory() { } bool EffectPluginFactory::enabledByDefault() const { return true; } bool EffectPluginFactory::isSupported() const { return true; } //**************************************** // EffectsHandler //**************************************** EffectsHandler::EffectsHandler(CompositingType type) : compositing_type(type) { if (compositing_type == NoCompositing) return; KWin::effects = this; } EffectsHandler::~EffectsHandler() { // All effects should already be unloaded by Impl dtor assert(loaded_effects.count() == 0); } CompositingType EffectsHandler::compositingType() const { return compositing_type; } bool EffectsHandler::isOpenGLCompositing() const { return compositing_type & OpenGLCompositing; } EffectsHandler* effects = nullptr; //**************************************** // EffectWindow //**************************************** class Q_DECL_HIDDEN EffectWindow::Private { public: Private(EffectWindow *q); EffectWindow *q; bool managed = false; }; EffectWindow::Private::Private(EffectWindow *q) : q(q) { } EffectWindow::EffectWindow(QObject *parent) : QObject(parent) , d(new Private(this)) { // Deleted windows are not managed. So, when windowClosed signal is // emitted, effects can't distinguish managed windows from unmanaged // windows(e.g. combo box popups, popup menus, etc). Save value of the // managed property during construction of EffectWindow. At that time, // parent can be Client, ShellClient, or Unmanaged. So, later on, when // an instance of Deleted becomes parent of the EffectWindow, effects // can still figure out whether it is/was a managed window. d->managed = parent->property("managed").value(); } EffectWindow::~EffectWindow() { } #define WINDOW_HELPER( rettype, prototype, propertyname ) \ rettype EffectWindow::prototype ( ) const \ { \ return parent()->property( propertyname ).value< rettype >(); \ } WINDOW_HELPER(double, opacity, "opacity") WINDOW_HELPER(bool, hasAlpha, "alpha") WINDOW_HELPER(int, x, "x") WINDOW_HELPER(int, y, "y") WINDOW_HELPER(int, width, "width") WINDOW_HELPER(int, height, "height") WINDOW_HELPER(QPoint, pos, "pos") WINDOW_HELPER(QSize, size, "size") WINDOW_HELPER(int, screen, "screen") WINDOW_HELPER(QRect, geometry, "geometry") WINDOW_HELPER(QRect, expandedGeometry, "visibleRect") WINDOW_HELPER(QRect, rect, "rect") WINDOW_HELPER(int, desktop, "desktop") WINDOW_HELPER(bool, isDesktop, "desktopWindow") WINDOW_HELPER(bool, isDock, "dock") WINDOW_HELPER(bool, isToolbar, "toolbar") WINDOW_HELPER(bool, isMenu, "menu") WINDOW_HELPER(bool, isNormalWindow, "normalWindow") WINDOW_HELPER(bool, isDialog, "dialog") WINDOW_HELPER(bool, isSplash, "splash") WINDOW_HELPER(bool, isUtility, "utility") WINDOW_HELPER(bool, isDropdownMenu, "dropdownMenu") WINDOW_HELPER(bool, isPopupMenu, "popupMenu") WINDOW_HELPER(bool, isTooltip, "tooltip") WINDOW_HELPER(bool, isNotification, "notification") WINDOW_HELPER(bool, isOnScreenDisplay, "onScreenDisplay") WINDOW_HELPER(bool, isComboBox, "comboBox") WINDOW_HELPER(bool, isDNDIcon, "dndIcon") WINDOW_HELPER(bool, isDeleted, "deleted") WINDOW_HELPER(bool, hasOwnShape, "shaped") WINDOW_HELPER(QString, windowRole, "windowRole") WINDOW_HELPER(QStringList, activities, "activities") WINDOW_HELPER(bool, skipsCloseAnimation, "skipsCloseAnimation") WINDOW_HELPER(KWayland::Server::SurfaceInterface *, surface, "surface") QString EffectWindow::windowClass() const { return parent()->property("resourceName").toString() + QLatin1Char(' ') + parent()->property("resourceClass").toString(); } QRect EffectWindow::contentsRect() const { return QRect(parent()->property("clientPos").toPoint(), parent()->property("clientSize").toSize()); } NET::WindowType EffectWindow::windowType() const { return static_cast(parent()->property("windowType").toInt()); } bool EffectWindow::isOnActivity(QString activity) const { const QStringList activities = parent()->property("activities").toStringList(); return activities.isEmpty() || activities.contains(activity); } bool EffectWindow::isOnAllActivities() const { return parent()->property("activities").toStringList().isEmpty(); } #undef WINDOW_HELPER #define WINDOW_HELPER_DEFAULT( rettype, prototype, propertyname, defaultValue ) \ rettype EffectWindow::prototype ( ) const \ { \ const QVariant variant = parent()->property( propertyname ); \ if (!variant.isValid()) { \ return defaultValue; \ } \ return variant.value< rettype >(); \ } WINDOW_HELPER_DEFAULT(bool, isMinimized, "minimized", false) WINDOW_HELPER_DEFAULT(bool, isMovable, "moveable", false) WINDOW_HELPER_DEFAULT(bool, isMovableAcrossScreens, "moveableAcrossScreens", false) WINDOW_HELPER_DEFAULT(QString, caption, "caption", QString()) WINDOW_HELPER_DEFAULT(bool, keepAbove, "keepAbove", true) WINDOW_HELPER_DEFAULT(bool, keepBelow, "keepBelow", false) WINDOW_HELPER_DEFAULT(bool, isModal, "modal", false) WINDOW_HELPER_DEFAULT(QSize, basicUnit, "basicUnit", QSize(1, 1)) WINDOW_HELPER_DEFAULT(bool, isUserMove, "move", false) WINDOW_HELPER_DEFAULT(bool, isUserResize, "resize", false) WINDOW_HELPER_DEFAULT(QRect, iconGeometry, "iconGeometry", QRect()) WINDOW_HELPER_DEFAULT(bool, isSpecialWindow, "specialWindow", true) WINDOW_HELPER_DEFAULT(bool, acceptsFocus, "wantsInput", true) // We don't actually know... WINDOW_HELPER_DEFAULT(QIcon, icon, "icon", QIcon()) WINDOW_HELPER_DEFAULT(bool, isSkipSwitcher, "skipSwitcher", false) WINDOW_HELPER_DEFAULT(bool, isCurrentTab, "isCurrentTab", true) WINDOW_HELPER_DEFAULT(bool, decorationHasAlpha, "decorationHasAlpha", false) WINDOW_HELPER_DEFAULT(bool, isFullScreen, "fullScreen", false) WINDOW_HELPER_DEFAULT(bool, isUnresponsive, "unresponsive", false) #undef WINDOW_HELPER_DEFAULT #define WINDOW_HELPER_SETTER( prototype, propertyname, args, value ) \ void EffectWindow::prototype ( args ) \ {\ const QVariant variant = parent()->property( propertyname ); \ if (variant.isValid()) { \ parent()->setProperty( propertyname, value ); \ } \ } WINDOW_HELPER_SETTER(minimize, "minimized",,true) WINDOW_HELPER_SETTER(unminimize, "minimized",,false) #undef WINDOW_HELPER_SETTER void EffectWindow::setMinimized(bool min) { if (min) { minimize(); } else { unminimize(); } } void EffectWindow::closeWindow() const { QMetaObject::invokeMethod(parent(), "closeWindow"); } void EffectWindow::addRepaint(int x, int y, int w, int h) { QMetaObject::invokeMethod(parent(), "addRepaint", Q_ARG(int, x), Q_ARG(int, y), Q_ARG(int, w), Q_ARG(int, h)); } void EffectWindow::addRepaint(const QRect &r) { QMetaObject::invokeMethod(parent(), "addRepaint", Q_ARG(const QRect&, r)); } void EffectWindow::addRepaintFull() { QMetaObject::invokeMethod(parent(), "addRepaintFull"); } void EffectWindow::addLayerRepaint(int x, int y, int w, int h) { QMetaObject::invokeMethod(parent(), "addLayerRepaint", Q_ARG(int, x), Q_ARG(int, y), Q_ARG(int, w), Q_ARG(int, h)); } void EffectWindow::addLayerRepaint(const QRect &r) { QMetaObject::invokeMethod(parent(), "addLayerRepaint", Q_ARG(const QRect&, r)); } bool EffectWindow::isOnCurrentActivity() const { return isOnActivity(effects->currentActivity()); } bool EffectWindow::isOnCurrentDesktop() const { return isOnDesktop(effects->currentDesktop()); } bool EffectWindow::isOnDesktop(int d) const { return desktop() == d || isOnAllDesktops(); } bool EffectWindow::isOnAllDesktops() const { return desktop() == NET::OnAllDesktops; } bool EffectWindow::hasDecoration() const { return contentsRect() != QRect(0, 0, width(), height()); } bool EffectWindow::isVisible() const { return !isMinimized() && isOnCurrentDesktop() && isOnCurrentActivity(); } bool EffectWindow::isManaged() const { return d->managed; } //**************************************** // EffectWindowGroup //**************************************** EffectWindowGroup::~EffectWindowGroup() { } /*************************************************************** WindowQuad ***************************************************************/ WindowQuad WindowQuad::makeSubQuad(double x1, double y1, double x2, double y2) const { assert(x1 < x2 && y1 < y2 && x1 >= left() && x2 <= right() && y1 >= top() && y2 <= bottom()); #ifndef NDEBUG if (isTransformed()) qFatal("Splitting quads is allowed only in pre-paint calls!"); #endif WindowQuad ret(*this); // vertices are clockwise starting from topleft ret.verts[ 0 ].px = x1; ret.verts[ 3 ].px = x1; ret.verts[ 1 ].px = x2; ret.verts[ 2 ].px = x2; ret.verts[ 0 ].py = y1; ret.verts[ 1 ].py = y1; ret.verts[ 2 ].py = y2; ret.verts[ 3 ].py = y2; // original x/y are supposed to be the same, no transforming is done here ret.verts[ 0 ].ox = x1; ret.verts[ 3 ].ox = x1; ret.verts[ 1 ].ox = x2; ret.verts[ 2 ].ox = x2; ret.verts[ 0 ].oy = y1; ret.verts[ 1 ].oy = y1; ret.verts[ 2 ].oy = y2; ret.verts[ 3 ].oy = y2; const double my_u0 = verts[0].tx; const double my_u1 = verts[2].tx; const double my_v0 = verts[0].ty; const double my_v1 = verts[2].ty; const double width = right() - left(); const double height = bottom() - top(); const double texWidth = my_u1 - my_u0; const double texHeight = my_v1 - my_v0; if (!uvAxisSwapped()) { const double u0 = (x1 - left()) / width * texWidth + my_u0; const double u1 = (x2 - left()) / width * texWidth + my_u0; const double v0 = (y1 - top()) / height * texHeight + my_v0; const double v1 = (y2 - top()) / height * texHeight + my_v0; ret.verts[0].tx = u0; ret.verts[3].tx = u0; ret.verts[1].tx = u1; ret.verts[2].tx = u1; ret.verts[0].ty = v0; ret.verts[1].ty = v0; ret.verts[2].ty = v1; ret.verts[3].ty = v1; } else { const double u0 = (y1 - top()) / height * texWidth + my_u0; const double u1 = (y2 - top()) / height * texWidth + my_u0; const double v0 = (x1 - left()) / width * texHeight + my_v0; const double v1 = (x2 - left()) / width * texHeight + my_v0; ret.verts[0].tx = u0; ret.verts[1].tx = u0; ret.verts[2].tx = u1; ret.verts[3].tx = u1; ret.verts[0].ty = v0; ret.verts[3].ty = v0; ret.verts[1].ty = v1; ret.verts[2].ty = v1; } ret.setUVAxisSwapped(uvAxisSwapped()); return ret; } bool WindowQuad::smoothNeeded() const { // smoothing is needed if the width or height of the quad does not match the original size double width = verts[ 1 ].ox - verts[ 0 ].ox; double height = verts[ 2 ].oy - verts[ 1 ].oy; return(verts[ 1 ].px - verts[ 0 ].px != width || verts[ 2 ].px - verts[ 3 ].px != width || verts[ 2 ].py - verts[ 1 ].py != height || verts[ 3 ].py - verts[ 0 ].py != height); } /*************************************************************** WindowQuadList ***************************************************************/ WindowQuadList WindowQuadList::splitAtX(double x) const { WindowQuadList ret; foreach (const WindowQuad & quad, *this) { #ifndef NDEBUG if (quad.isTransformed()) qFatal("Splitting quads is allowed only in pre-paint calls!"); #endif bool wholeleft = true; bool wholeright = true; for (int i = 0; i < 4; ++i) { if (quad[ i ].x() < x) wholeright = false; if (quad[ i ].x() > x) wholeleft = false; } if (wholeleft || wholeright) { // is whole in one split part ret.append(quad); continue; } if (quad.top() == quad.bottom() || quad.left() == quad.right()) { // quad has no size ret.append(quad); continue; } ret.append(quad.makeSubQuad(quad.left(), quad.top(), x, quad.bottom())); ret.append(quad.makeSubQuad(x, quad.top(), quad.right(), quad.bottom())); } return ret; } WindowQuadList WindowQuadList::splitAtY(double y) const { WindowQuadList ret; foreach (const WindowQuad & quad, *this) { #ifndef NDEBUG if (quad.isTransformed()) qFatal("Splitting quads is allowed only in pre-paint calls!"); #endif bool wholetop = true; bool wholebottom = true; for (int i = 0; i < 4; ++i) { if (quad[ i ].y() < y) wholebottom = false; if (quad[ i ].y() > y) wholetop = false; } if (wholetop || wholebottom) { // is whole in one split part ret.append(quad); continue; } if (quad.top() == quad.bottom() || quad.left() == quad.right()) { // quad has no size ret.append(quad); continue; } ret.append(quad.makeSubQuad(quad.left(), quad.top(), quad.right(), y)); ret.append(quad.makeSubQuad(quad.left(), y, quad.right(), quad.bottom())); } return ret; } WindowQuadList WindowQuadList::makeGrid(int maxQuadSize) const { if (empty()) return *this; // Find the bounding rectangle double left = first().left(); double right = first().right(); double top = first().top(); double bottom = first().bottom(); foreach (const WindowQuad &quad, *this) { #ifndef NDEBUG if (quad.isTransformed()) qFatal("Splitting quads is allowed only in pre-paint calls!"); #endif left = qMin(left, quad.left()); right = qMax(right, quad.right()); top = qMin(top, quad.top()); bottom = qMax(bottom, quad.bottom()); } WindowQuadList ret; foreach (const WindowQuad &quad, *this) { const double quadLeft = quad.left(); const double quadRight = quad.right(); const double quadTop = quad.top(); const double quadBottom = quad.bottom(); // sanity check, see BUG 390953 if (quadLeft == quadRight || quadTop == quadBottom) { ret.append(quad); continue; } // Compute the top-left corner of the first intersecting grid cell const double xBegin = left + qFloor((quadLeft - left) / maxQuadSize) * maxQuadSize; const double yBegin = top + qFloor((quadTop - top) / maxQuadSize) * maxQuadSize; // Loop over all intersecting cells and add sub-quads for (double y = yBegin; y < quadBottom; y += maxQuadSize) { const double y0 = qMax(y, quadTop); const double y1 = qMin(quadBottom, y + maxQuadSize); for (double x = xBegin; x < quadRight; x += maxQuadSize) { const double x0 = qMax(x, quadLeft); const double x1 = qMin(quadRight, x + maxQuadSize); ret.append(quad.makeSubQuad(x0, y0, x1, y1)); } } } return ret; } WindowQuadList WindowQuadList::makeRegularGrid(int xSubdivisions, int ySubdivisions) const { if (empty()) return *this; // Find the bounding rectangle double left = first().left(); double right = first().right(); double top = first().top(); double bottom = first().bottom(); foreach (const WindowQuad &quad, *this) { #ifndef NDEBUG if (quad.isTransformed()) qFatal("Splitting quads is allowed only in pre-paint calls!"); #endif left = qMin(left, quad.left()); right = qMax(right, quad.right()); top = qMin(top, quad.top()); bottom = qMax(bottom, quad.bottom()); } double xIncrement = (right - left) / xSubdivisions; double yIncrement = (bottom - top) / ySubdivisions; WindowQuadList ret; foreach (const WindowQuad &quad, *this) { const double quadLeft = quad.left(); const double quadRight = quad.right(); const double quadTop = quad.top(); const double quadBottom = quad.bottom(); // sanity check, see BUG 390953 if (quadLeft == quadRight || quadTop == quadBottom) { ret.append(quad); continue; } // Compute the top-left corner of the first intersecting grid cell const double xBegin = left + qFloor((quadLeft - left) / xIncrement) * xIncrement; const double yBegin = top + qFloor((quadTop - top) / yIncrement) * yIncrement; // Loop over all intersecting cells and add sub-quads for (double y = yBegin; y < quadBottom; y += yIncrement) { const double y0 = qMax(y, quadTop); const double y1 = qMin(quadBottom, y + yIncrement); for (double x = xBegin; x < quadRight; x += xIncrement) { const double x0 = qMax(x, quadLeft); const double x1 = qMin(quadRight, x + xIncrement); ret.append(quad.makeSubQuad(x0, y0, x1, y1)); } } } return ret; } #ifndef GL_TRIANGLES # define GL_TRIANGLES 0x0004 #endif #ifndef GL_QUADS # define GL_QUADS 0x0007 #endif void WindowQuadList::makeInterleavedArrays(unsigned int type, GLVertex2D *vertices, const QMatrix4x4 &textureMatrix) const { // Since we know that the texture matrix just scales and translates // we can use this information to optimize the transformation const QVector2D coeff(textureMatrix(0, 0), textureMatrix(1, 1)); const QVector2D offset(textureMatrix(0, 3), textureMatrix(1, 3)); GLVertex2D *vertex = vertices; assert(type == GL_QUADS || type == GL_TRIANGLES); switch (type) { case GL_QUADS: #ifdef HAVE_SSE2 if (!(intptr_t(vertex) & 0xf)) { for (int i = 0; i < count(); i++) { const WindowQuad &quad = at(i); KWIN_ALIGN(16) GLVertex2D v[4]; for (int j = 0; j < 4; j++) { const WindowVertex &wv = quad[j]; v[j].position = QVector2D(wv.x(), wv.y()); v[j].texcoord = QVector2D(wv.u(), wv.v()) * coeff + offset; } const __m128i *srcP = (const __m128i *) &v; __m128i *dstP = (__m128i *) vertex; _mm_stream_si128(&dstP[0], _mm_load_si128(&srcP[0])); // Top-left _mm_stream_si128(&dstP[1], _mm_load_si128(&srcP[1])); // Top-right _mm_stream_si128(&dstP[2], _mm_load_si128(&srcP[2])); // Bottom-right _mm_stream_si128(&dstP[3], _mm_load_si128(&srcP[3])); // Bottom-left vertex += 4; } } else #endif // HAVE_SSE2 { for (int i = 0; i < count(); i++) { const WindowQuad &quad = at(i); for (int j = 0; j < 4; j++) { const WindowVertex &wv = quad[j]; GLVertex2D v; v.position = QVector2D(wv.x(), wv.y()); v.texcoord = QVector2D(wv.u(), wv.v()) * coeff + offset; *(vertex++) = v; } } } break; case GL_TRIANGLES: #ifdef HAVE_SSE2 if (!(intptr_t(vertex) & 0xf)) { for (int i = 0; i < count(); i++) { const WindowQuad &quad = at(i); KWIN_ALIGN(16) GLVertex2D v[4]; for (int j = 0; j < 4; j++) { const WindowVertex &wv = quad[j]; v[j].position = QVector2D(wv.x(), wv.y()); v[j].texcoord = QVector2D(wv.u(), wv.v()) * coeff + offset; } const __m128i *srcP = (const __m128i *) &v; __m128i *dstP = (__m128i *) vertex; __m128i src[4]; src[0] = _mm_load_si128(&srcP[0]); // Top-left src[1] = _mm_load_si128(&srcP[1]); // Top-right src[2] = _mm_load_si128(&srcP[2]); // Bottom-right src[3] = _mm_load_si128(&srcP[3]); // Bottom-left // First triangle _mm_stream_si128(&dstP[0], src[1]); // Top-right _mm_stream_si128(&dstP[1], src[0]); // Top-left _mm_stream_si128(&dstP[2], src[3]); // Bottom-left // Second triangle _mm_stream_si128(&dstP[3], src[3]); // Bottom-left _mm_stream_si128(&dstP[4], src[2]); // Bottom-right _mm_stream_si128(&dstP[5], src[1]); // Top-right vertex += 6; } } else #endif // HAVE_SSE2 { for (int i = 0; i < count(); i++) { const WindowQuad &quad = at(i); GLVertex2D v[4]; // Four unique vertices / quad for (int j = 0; j < 4; j++) { const WindowVertex &wv = quad[j]; v[j].position = QVector2D(wv.x(), wv.y()); v[j].texcoord = QVector2D(wv.u(), wv.v()) * coeff + offset; } // First triangle *(vertex++) = v[1]; // Top-right *(vertex++) = v[0]; // Top-left *(vertex++) = v[3]; // Bottom-left // Second triangle *(vertex++) = v[3]; // Bottom-left *(vertex++) = v[2]; // Bottom-right *(vertex++) = v[1]; // Top-right } } break; default: break; } } void WindowQuadList::makeArrays(float **vertices, float **texcoords, const QSizeF &size, bool yInverted) const { *vertices = new float[count() * 6 * 2]; *texcoords = new float[count() * 6 * 2]; float *vpos = *vertices; float *tpos = *texcoords; // Note: The positions in a WindowQuad are stored in clockwise order const int index[] = { 1, 0, 3, 3, 2, 1 }; for (int i = 0; i < count(); i++) { const WindowQuad &quad = at(i); for (int j = 0; j < 6; j++) { const WindowVertex &wv = quad[index[j]]; *vpos++ = wv.x(); *vpos++ = wv.y(); *tpos++ = wv.u() / size.width(); *tpos++ = yInverted ? (wv.v() / size.height()) : (1.0 - wv.v() / size.height()); } } } WindowQuadList WindowQuadList::select(WindowQuadType type) const { foreach (const WindowQuad & q, *this) { if (q.type() != type) { // something else than ones to select, make a copy and filter WindowQuadList ret; foreach (const WindowQuad & q, *this) { if (q.type() == type) ret.append(q); } return ret; } } return *this; // nothing to filter out } WindowQuadList WindowQuadList::filterOut(WindowQuadType type) const { foreach (const WindowQuad & q, *this) { if (q.type() == type) { // something to filter out, make a copy and filter WindowQuadList ret; foreach (const WindowQuad & q, *this) { if (q.type() != type) ret.append(q); } return ret; } } return *this; // nothing to filter out } bool WindowQuadList::smoothNeeded() const { foreach (const WindowQuad & q, *this) if (q.smoothNeeded()) return true; return false; } bool WindowQuadList::isTransformed() const { foreach (const WindowQuad & q, *this) if (q.isTransformed()) return true; return false; } /*************************************************************** PaintClipper ***************************************************************/ QStack< QRegion >* PaintClipper::areas = nullptr; PaintClipper::PaintClipper(const QRegion& allowed_area) : area(allowed_area) { push(area); } PaintClipper::~PaintClipper() { pop(area); } void PaintClipper::push(const QRegion& allowed_area) { if (allowed_area == infiniteRegion()) // don't push these return; if (areas == nullptr) areas = new QStack< QRegion >; areas->push(allowed_area); } void PaintClipper::pop(const QRegion& allowed_area) { if (allowed_area == infiniteRegion()) return; Q_ASSERT(areas != nullptr); Q_ASSERT(areas->top() == allowed_area); areas->pop(); if (areas->isEmpty()) { delete areas; areas = nullptr; } } bool PaintClipper::clip() { return areas != nullptr; } QRegion PaintClipper::paintArea() { assert(areas != nullptr); // can be called only with clip() == true const QSize &s = effects->virtualScreenSize(); QRegion ret = QRegion(0, 0, s.width(), s.height()); foreach (const QRegion & r, *areas) ret &= r; return ret; } struct PaintClipper::Iterator::Data { Data() : index(0) {} int index; QRegion region; }; PaintClipper::Iterator::Iterator() : data(new Data) { if (clip() && effects->isOpenGLCompositing()) { data->region = paintArea(); data->index = -1; next(); // move to the first one } #ifdef KWIN_HAVE_XRENDER_COMPOSITING if (clip() && effects->compositingType() == XRenderCompositing) { XFixesRegion region(paintArea()); xcb_xfixes_set_picture_clip_region(connection(), effects->xrenderBufferPicture(), region, 0, 0); } #endif } PaintClipper::Iterator::~Iterator() { #ifdef KWIN_HAVE_XRENDER_COMPOSITING if (clip() && effects->compositingType() == XRenderCompositing) xcb_xfixes_set_picture_clip_region(connection(), effects->xrenderBufferPicture(), XCB_XFIXES_REGION_NONE, 0, 0); #endif delete data; } bool PaintClipper::Iterator::isDone() { if (!clip()) return data->index == 1; // run once if (effects->isOpenGLCompositing()) return data->index >= data->region.rectCount(); // run once per each area #ifdef KWIN_HAVE_XRENDER_COMPOSITING if (effects->compositingType() == XRenderCompositing) return data->index == 1; // run once #endif abort(); } void PaintClipper::Iterator::next() { data->index++; } QRect PaintClipper::Iterator::boundingRect() const { if (!clip()) return infiniteRegion(); if (effects->isOpenGLCompositing()) return *(data->region.begin() + data->index); #ifdef KWIN_HAVE_XRENDER_COMPOSITING if (effects->compositingType() == XRenderCompositing) return data->region.boundingRect(); #endif abort(); return infiniteRegion(); } /*************************************************************** Motion1D ***************************************************************/ Motion1D::Motion1D(double initial, double strength, double smoothness) : Motion(initial, strength, smoothness) { } Motion1D::Motion1D(const Motion1D &other) : Motion(other) { } Motion1D::~Motion1D() { } /*************************************************************** Motion2D ***************************************************************/ Motion2D::Motion2D(QPointF initial, double strength, double smoothness) : Motion(initial, strength, smoothness) { } Motion2D::Motion2D(const Motion2D &other) : Motion(other) { } Motion2D::~Motion2D() { } /*************************************************************** WindowMotionManager ***************************************************************/ WindowMotionManager::WindowMotionManager(bool useGlobalAnimationModifier) : m_useGlobalAnimationModifier(useGlobalAnimationModifier) { // TODO: Allow developer to modify motion attributes } // TODO: What happens when the window moves by an external force? WindowMotionManager::~WindowMotionManager() { } void WindowMotionManager::manage(EffectWindow *w) { if (m_managedWindows.contains(w)) return; double strength = 0.08; double smoothness = 4.0; if (m_useGlobalAnimationModifier && effects->animationTimeFactor()) { // If the factor is == 0 then we just skip the calculation completely strength = 0.08 / effects->animationTimeFactor(); smoothness = effects->animationTimeFactor() * 4.0; } WindowMotion &motion = m_managedWindows[ w ]; motion.translation.setStrength(strength); motion.translation.setSmoothness(smoothness); motion.scale.setStrength(strength * 1.33); motion.scale.setSmoothness(smoothness / 2.0); motion.translation.setValue(w->pos()); motion.scale.setValue(QPointF(1.0, 1.0)); } void WindowMotionManager::unmanage(EffectWindow *w) { m_movingWindowsSet.remove(w); m_managedWindows.remove(w); } void WindowMotionManager::unmanageAll() { m_managedWindows.clear(); m_movingWindowsSet.clear(); } void WindowMotionManager::calculate(int time) { if (!effects->animationTimeFactor()) { // Just skip it completely if the user wants no animation m_movingWindowsSet.clear(); QHash::iterator it = m_managedWindows.begin(); for (; it != m_managedWindows.end(); ++it) { WindowMotion *motion = &it.value(); motion->translation.finish(); motion->scale.finish(); } } QHash::iterator it = m_managedWindows.begin(); for (; it != m_managedWindows.end(); ++it) { WindowMotion *motion = &it.value(); int stopped = 0; // TODO: What happens when distance() == 0 but we are still moving fast? // TODO: Motion needs to be calculated from the window's center Motion2D *trans = &motion->translation; if (trans->distance().isNull()) ++stopped; else { // Still moving trans->calculate(time); const short fx = trans->target().x() <= trans->startValue().x() ? -1 : 1; const short fy = trans->target().y() <= trans->startValue().y() ? -1 : 1; if (trans->distance().x()*fx/0.5 < 1.0 && trans->velocity().x()*fx/0.2 < 1.0 && trans->distance().y()*fy/0.5 < 1.0 && trans->velocity().y()*fy/0.2 < 1.0) { // Hide tiny oscillations motion->translation.finish(); ++stopped; } } Motion2D *scale = &motion->scale; if (scale->distance().isNull()) ++stopped; else { // Still scaling scale->calculate(time); const short fx = scale->target().x() < 1.0 ? -1 : 1; const short fy = scale->target().y() < 1.0 ? -1 : 1; if (scale->distance().x()*fx/0.001 < 1.0 && scale->velocity().x()*fx/0.05 < 1.0 && scale->distance().y()*fy/0.001 < 1.0 && scale->velocity().y()*fy/0.05 < 1.0) { // Hide tiny oscillations motion->scale.finish(); ++stopped; } } // We just finished this window's motion if (stopped == 2) m_movingWindowsSet.remove(it.key()); } } void WindowMotionManager::reset() { QHash::iterator it = m_managedWindows.begin(); for (; it != m_managedWindows.end(); ++it) { WindowMotion *motion = &it.value(); EffectWindow *window = it.key(); motion->translation.setTarget(window->pos()); motion->translation.finish(); motion->scale.setTarget(QPointF(1.0, 1.0)); motion->scale.finish(); } } void WindowMotionManager::reset(EffectWindow *w) { QHash::iterator it = m_managedWindows.find(w); if (it == m_managedWindows.end()) return; WindowMotion *motion = &it.value(); motion->translation.setTarget(w->pos()); motion->translation.finish(); motion->scale.setTarget(QPointF(1.0, 1.0)); motion->scale.finish(); } void WindowMotionManager::apply(EffectWindow *w, WindowPaintData &data) { QHash::iterator it = m_managedWindows.find(w); if (it == m_managedWindows.end()) return; // TODO: Take into account existing scale so that we can work with multiple managers (E.g. Present windows + grid) WindowMotion *motion = &it.value(); data += (motion->translation.value() - QPointF(w->x(), w->y())); data *= QVector2D(motion->scale.value()); } void WindowMotionManager::moveWindow(EffectWindow *w, QPoint target, double scale, double yScale) { QHash::iterator it = m_managedWindows.find(w); if (it == m_managedWindows.end()) abort(); // Notify the effect author that they did something wrong WindowMotion *motion = &it.value(); if (yScale == 0.0) yScale = scale; QPointF scalePoint(scale, yScale); if (motion->translation.value() == target && motion->scale.value() == scalePoint) return; // Window already at that position motion->translation.setTarget(target); motion->scale.setTarget(scalePoint); m_movingWindowsSet << w; } QRectF WindowMotionManager::transformedGeometry(EffectWindow *w) const { QHash::const_iterator it = m_managedWindows.constFind(w); if (it == m_managedWindows.end()) return w->geometry(); const WindowMotion *motion = &it.value(); QRectF geometry(w->geometry()); // TODO: Take into account existing scale so that we can work with multiple managers (E.g. Present windows + grid) geometry.moveTo(motion->translation.value()); geometry.setWidth(geometry.width() * motion->scale.value().x()); geometry.setHeight(geometry.height() * motion->scale.value().y()); return geometry; } void WindowMotionManager::setTransformedGeometry(EffectWindow *w, const QRectF &geometry) { QHash::iterator it = m_managedWindows.find(w); if (it == m_managedWindows.end()) return; WindowMotion *motion = &it.value(); motion->translation.setValue(geometry.topLeft()); motion->scale.setValue(QPointF(geometry.width() / qreal(w->width()), geometry.height() / qreal(w->height()))); } QRectF WindowMotionManager::targetGeometry(EffectWindow *w) const { QHash::const_iterator it = m_managedWindows.constFind(w); if (it == m_managedWindows.end()) return w->geometry(); const WindowMotion *motion = &it.value(); QRectF geometry(w->geometry()); // TODO: Take into account existing scale so that we can work with multiple managers (E.g. Present windows + grid) geometry.moveTo(motion->translation.target()); geometry.setWidth(geometry.width() * motion->scale.target().x()); geometry.setHeight(geometry.height() * motion->scale.target().y()); return geometry; } EffectWindow* WindowMotionManager::windowAtPoint(QPoint point, bool useStackingOrder) const { Q_UNUSED(useStackingOrder); // TODO: Stacking order uses EffectsHandler::stackingOrder() then filters by m_managedWindows QHash< EffectWindow*, WindowMotion >::ConstIterator it = m_managedWindows.constBegin(); while (it != m_managedWindows.constEnd()) { if (transformedGeometry(it.key()).contains(point)) return it.key(); ++it; } return nullptr; } /*************************************************************** EffectFramePrivate ***************************************************************/ class EffectFramePrivate { public: EffectFramePrivate(); ~EffectFramePrivate(); bool crossFading; qreal crossFadeProgress; QMatrix4x4 screenProjectionMatrix; }; EffectFramePrivate::EffectFramePrivate() : crossFading(false) , crossFadeProgress(1.0) { } EffectFramePrivate::~EffectFramePrivate() { } /*************************************************************** EffectFrame ***************************************************************/ EffectFrame::EffectFrame() : d(new EffectFramePrivate) { } EffectFrame::~EffectFrame() { delete d; } qreal EffectFrame::crossFadeProgress() const { return d->crossFadeProgress; } void EffectFrame::setCrossFadeProgress(qreal progress) { d->crossFadeProgress = progress; } bool EffectFrame::isCrossFade() const { return d->crossFading; } void EffectFrame::enableCrossFade(bool enable) { d->crossFading = enable; } QMatrix4x4 EffectFrame::screenProjectionMatrix() const { return d->screenProjectionMatrix; } void EffectFrame::setScreenProjectionMatrix(const QMatrix4x4 &spm) { d->screenProjectionMatrix = spm; } +/*************************************************************** + TimeLine +***************************************************************/ + +class Q_DECL_HIDDEN TimeLine::Data : public QSharedData +{ +public: + std::chrono::milliseconds duration; + Direction direction; + QEasingCurve easingCurve; + + std::chrono::milliseconds elapsed = std::chrono::milliseconds::zero(); + bool done = false; +}; + +TimeLine::TimeLine(std::chrono::milliseconds duration, Direction direction) + : d(new Data) +{ + Q_ASSERT(duration > std::chrono::milliseconds::zero()); + d->duration = duration; + d->direction = direction; +} + +TimeLine::TimeLine(const TimeLine &other) + : d(other.d) +{ +} + +TimeLine::~TimeLine() = default; + +qreal TimeLine::progress() const +{ + return static_cast(d->elapsed.count()) / d->duration.count(); +} + +qreal TimeLine::value() const +{ + const qreal t = progress(); + return d->easingCurve.valueForProgress( + d->direction == Backward ? 1.0 - t : t); +} + +void TimeLine::update(std::chrono::milliseconds delta) +{ + Q_ASSERT(delta >= std::chrono::milliseconds::zero()); + if (d->done) { + return; + } + d->elapsed += delta; + if (d->elapsed >= d->duration) { + d->done = true; + d->elapsed = d->duration; + } +} + +std::chrono::milliseconds TimeLine::elapsed() const +{ + return d->elapsed; +} + +void TimeLine::setElapsed(std::chrono::milliseconds elapsed) +{ + Q_ASSERT(elapsed >= std::chrono::milliseconds::zero()); + if (elapsed == d->elapsed) { + return; + } + reset(); + update(elapsed); +} + +std::chrono::milliseconds TimeLine::duration() const +{ + return d->duration; +} + +void TimeLine::setDuration(std::chrono::milliseconds duration) +{ + Q_ASSERT(duration > std::chrono::milliseconds::zero()); + if (duration == d->duration) { + return; + } + d->elapsed = std::chrono::milliseconds(qRound(progress() * duration.count())); + d->duration = duration; + if (d->elapsed == d->duration) { + d->done = true; + } +} + +TimeLine::Direction TimeLine::direction() const +{ + return d->direction; +} + +void TimeLine::setDirection(TimeLine::Direction direction) +{ + if (d->direction == direction) { + return; + } + if (d->elapsed > std::chrono::milliseconds::zero()) { + d->elapsed = d->duration - d->elapsed; + } + d->direction = direction; +} + +void TimeLine::toggleDirection() +{ + setDirection(d->direction == Forward ? Backward : Forward); +} + +QEasingCurve TimeLine::easingCurve() const +{ + return d->easingCurve; +} + +void TimeLine::setEasingCurve(const QEasingCurve &easingCurve) +{ + d->easingCurve = easingCurve; +} + +void TimeLine::setEasingCurve(QEasingCurve::Type type) +{ + d->easingCurve.setType(type); +} + +bool TimeLine::running() const +{ + return d->elapsed != std::chrono::milliseconds::zero() + && d->elapsed != d->duration; +} + +bool TimeLine::done() const +{ + return d->done; +} + +void TimeLine::reset() +{ + d->elapsed = std::chrono::milliseconds::zero(); + d->done = false; +} + +TimeLine &TimeLine::operator=(const TimeLine &other) +{ + d = other.d; + return *this; +} + } // namespace diff --git a/libkwineffects/kwineffects.h b/libkwineffects/kwineffects.h index bf6beda72..6a6679590 100644 --- a/libkwineffects/kwineffects.h +++ b/libkwineffects/kwineffects.h @@ -1,3518 +1,3715 @@ /******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006 Lubos Lunak Copyright (C) 2009 Lucas Murray Copyright (C) 2010, 2011 Martin Gräßlin +Copyright (C) 2018 Vlad Zagorodniy 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 . *********************************************************************/ #ifndef KWINEFFECTS_H #define KWINEFFECTS_H #include #include #include +#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include class KConfigGroup; class QFont; class QGraphicsScale; class QKeyEvent; class QMatrix4x4; class QAction; /** * Logging category to be used inside the KWin effects. * Do not use in this library. **/ Q_DECLARE_LOGGING_CATEGORY(KWINEFFECTS) namespace KWayland { namespace Server { class SurfaceInterface; class Display; } } namespace KWin { class PaintDataPrivate; class WindowPaintDataPrivate; class EffectWindow; class EffectWindowGroup; class EffectFrame; class EffectFramePrivate; class Effect; class WindowQuad; class GLShader; class XRenderPicture; class WindowQuadList; class WindowPrePaintData; class WindowPaintData; class ScreenPrePaintData; class ScreenPaintData; typedef QPair< QString, Effect* > EffectPair; typedef QList< KWin::EffectWindow* > EffectWindowList; /** @defgroup kwineffects KWin effects library * KWin effects library contains necessary classes for creating new KWin * compositing effects. * * @section creating Creating new effects * This example will demonstrate the basics of creating an effect. We'll use * CoolEffect as the class name, cooleffect as internal name and * "Cool Effect" as user-visible name of the effect. * * This example doesn't demonstrate how to write the effect's code. For that, * see the documentation of the Effect class. * * @subsection creating-class CoolEffect class * First you need to create CoolEffect class which has to be a subclass of * @ref KWin::Effect. In that class you can reimplement various virtual * methods to control how and where the windows are drawn. * * @subsection creating-macro KWIN_EFFECT_FACTORY macro * This library provides a specialized KPluginFactory subclass and macros to * create a sub class. This subclass of KPluginFactory has to be used, otherwise * KWin won't load the plugin. Use the @ref KWIN_EFFECT_FACTORY macro to create the * plugin factory. * * @subsection creating-buildsystem Buildsystem * To build the effect, you can use the KWIN_ADD_EFFECT() cmake macro which * can be found in effects/CMakeLists.txt file in KWin's source. First * argument of the macro is the name of the library that will contain * your effect. Although not strictly required, it is usually a good idea to * use the same name as your effect's internal name there. Following arguments * to the macro are the files containing your effect's source. If our effect's * source is in cooleffect.cpp, we'd use following: * @code * KWIN_ADD_EFFECT(cooleffect cooleffect.cpp) * @endcode * * This macro takes care of compiling your effect. You'll also need to install * your effect's .desktop file, so the example CMakeLists.txt file would be * as follows: * @code * KWIN_ADD_EFFECT(cooleffect cooleffect.cpp) * install( FILES cooleffect.desktop DESTINATION ${SERVICES_INSTALL_DIR}/kwin ) * @endcode * * @subsection creating-desktop Effect's .desktop file * You will also need to create .desktop file to set name, description, icon * and other properties of your effect. Important fields of the .desktop file * are: * @li Name User-visible name of your effect * @li Icon Name of the icon of the effect * @li Comment Short description of the effect * @li Type must be "Service" * @li X-KDE-ServiceTypes must be "KWin/Effect" * @li X-KDE-PluginInfo-Name effect's internal name as passed to the KWIN_EFFECT macro plus "kwin4_effect_" prefix * @li X-KDE-PluginInfo-Category effect's category. Should be one of Appearance, Accessibility, Window Management, Demos, Tests, Misc * @li X-KDE-PluginInfo-EnabledByDefault whether the effect should be enabled by default (use sparingly). Default is false * @li X-KDE-Library name of the library containing the effect. This is the first argument passed to the KWIN_ADD_EFFECT macro in cmake file plus "kwin4_effect_" prefix. * * Example cooleffect.desktop file follows: * @code [Desktop Entry] Name=Cool Effect Comment=The coolest effect you've ever seen Icon=preferences-system-windows-effect-cooleffect Type=Service X-KDE-ServiceTypes=KWin/Effect X-KDE-PluginInfo-Author=My Name X-KDE-PluginInfo-Email=my@email.here X-KDE-PluginInfo-Name=kwin4_effect_cooleffect X-KDE-PluginInfo-Category=Misc X-KDE-Library=kwin4_effect_cooleffect * @endcode * * * @section accessing Accessing windows and workspace * Effects can gain access to the properties of windows and workspace via * EffectWindow and EffectsHandler classes. * * There is one global EffectsHandler object which you can access using the * @ref effects pointer. * For each window, there is an EffectWindow object which can be used to read * window properties such as position and also to change them. * * For more information about this, see the documentation of the corresponding * classes. * * @{ **/ #define KWIN_EFFECT_API_MAKE_VERSION( major, minor ) (( major ) << 8 | ( minor )) #define KWIN_EFFECT_API_VERSION_MAJOR 0 -#define KWIN_EFFECT_API_VERSION_MINOR 225 +#define KWIN_EFFECT_API_VERSION_MINOR 226 #define KWIN_EFFECT_API_VERSION KWIN_EFFECT_API_MAKE_VERSION( \ KWIN_EFFECT_API_VERSION_MAJOR, KWIN_EFFECT_API_VERSION_MINOR ) enum WindowQuadType { WindowQuadError, // for the stupid default ctor WindowQuadContents, WindowQuadDecoration, // Shadow Quad types WindowQuadShadow, // OpenGL only. The other shadow types are only used by Xrender WindowQuadShadowTop, WindowQuadShadowTopRight, WindowQuadShadowRight, WindowQuadShadowBottomRight, WindowQuadShadowBottom, WindowQuadShadowBottomLeft, WindowQuadShadowLeft, WindowQuadShadowTopLeft, EFFECT_QUAD_TYPE_START = 100 ///< @internal }; /** * EffectWindow::setData() and EffectWindow::data() global roles. * All values between 0 and 999 are reserved for global roles. */ enum DataRole { // Grab roles are used to force all other animations to ignore the window. // The value of the data is set to the Effect's `this` value. WindowAddedGrabRole = 1, WindowClosedGrabRole, WindowMinimizedGrabRole, WindowUnminimizedGrabRole, WindowForceBlurRole, ///< For fullscreen effects to enforce blurring of windows, WindowBlurBehindRole, ///< For single windows to blur behind WindowForceBackgroundContrastRole, ///< For fullscreen effects to enforce the background contrast, WindowBackgroundContrastRole, ///< For single windows to enable Background contrast LanczosCacheRole }; /** * Style types used by @ref EffectFrame. * @since 4.6 */ enum EffectFrameStyle { EffectFrameNone, ///< Displays no frame around the contents. EffectFrameUnstyled, ///< Displays a basic box around the contents. EffectFrameStyled ///< Displays a Plasma-styled frame around the contents. }; /** * Infinite region (i.e. a special region type saying that everything needs to be painted). */ KWINEFFECTS_EXPORT inline QRect infiniteRegion() { // INT_MIN / 2 because width/height is used (INT_MIN+INT_MAX==-1) return QRect(INT_MIN / 2, INT_MIN / 2, INT_MAX, INT_MAX); } /** * @short Base class for all KWin effects * * This is the base class for all effects. By reimplementing virtual methods * of this class, you can customize how the windows are painted. * * The virtual methods are used for painting and need to be implemented for * custom painting. * * In order to react to state changes (e.g. a window gets closed) the effect * should provide slots for the signals emitted by the EffectsHandler. * * @section Chaining * Most methods of this class are called in chain style. This means that when * effects A and B area active then first e.g. A::paintWindow() is called and * then from within that method B::paintWindow() is called (although * indirectly). To achieve this, you need to make sure to call corresponding * method in EffectsHandler class from each such method (using @ref effects * pointer): * @code * void MyEffect::postPaintScreen() * { * // Do your own processing here * ... * // Call corresponding EffectsHandler method * effects->postPaintScreen(); * } * @endcode * * @section Effectsptr Effects pointer * @ref effects pointer points to the global EffectsHandler object that you can * use to interact with the windows. * * @section painting Painting stages * Painting of windows is done in three stages: * @li First, the prepaint pass.
* Here you can specify how the windows will be painted, e.g. that they will * be translucent and transformed. * @li Second, the paint pass.
* Here the actual painting takes place. You can change attributes such as * opacity of windows as well as apply transformations to them. You can also * paint something onto the screen yourself. * @li Finally, the postpaint pass.
* Here you can mark windows, part of windows or even the entire screen for * repainting to create animations. * * For each stage there are *Screen() and *Window() methods. The window method * is called for every window which the screen method is usually called just * once. * * @section OpenGL * Effects can use OpenGL if EffectsHandler::isOpenGLCompositing() returns @c true. * The OpenGL context may not always be current when code inside the effect is * executed. The framework ensures that the OpenGL context is current when the Effect * gets created, destroyed or reconfigured and during the painting stages. All virtual * methods which have the OpenGL context current are documented. * * If OpenGL code is going to be executed outside the painting stages, e.g. in reaction * to a global shortcut, it is the task of the Effect to make the OpenGL context current: * @code * effects->makeOpenGLContextCurrent(); * @endcode * * There is in general no need to call the matching doneCurrent method. **/ class KWINEFFECTS_EXPORT Effect : public QObject { Q_OBJECT public: /** Flags controlling how painting is done. */ // TODO: is that ok here? 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, /** * The whole screen will be painted with transformed geometry. * Forces the entire screen to be painted. **/ PAINT_SCREEN_TRANSFORMED = 1 << 4, /** * At least one window will be painted with transformed geometry. * Forces the entire screen to be painted. **/ PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5, /** * Clear whole background as the very first step, without optimizing it **/ PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6, // PAINT_DECORATION_ONLY = 1 << 7 has been deprecated /** * Window will be painted with a lanczos filter. **/ PAINT_WINDOW_LANCZOS = 1 << 8 // PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9 has been removed }; enum Feature { Nothing = 0, Resize, GeometryTip, Outline, ScreenInversion, Blur, Contrast, HighlightWindows }; /** * Constructs new Effect object. * * In OpenGL based compositing, the frameworks ensures that the context is current * when the Effect is constructed. **/ Effect(); /** * Destructs the Effect object. * * In OpenGL based compositing, the frameworks ensures that the context is current * when the Effect is destroyed. **/ virtual ~Effect(); /** * Flags describing which parts of configuration have changed. */ enum ReconfigureFlag { ReconfigureAll = 1 << 0 /// Everything needs to be reconfigured. }; Q_DECLARE_FLAGS(ReconfigureFlags, ReconfigureFlag) /** * Called when configuration changes (either the effect's or KWin's global). * * In OpenGL based compositing, the frameworks ensures that the context is current * when the Effect is reconfigured. If this method is called from within the Effect it is * required to ensure that the context is current if the implementation does OpenGL calls. */ virtual void reconfigure(ReconfigureFlags flags); /** * Called when another effect requests the proxy for this effect. */ virtual void* proxy(); /** * Called before starting to paint the screen. * In this method you can: * @li set whether the windows or the entire screen will be transformed * @li change the region of the screen that will be painted * @li do various housekeeping tasks such as initing your effect's variables for the upcoming paint pass or updating animation's progress * * In OpenGL based compositing, the frameworks ensures that the context is current * when this method is invoked. **/ virtual void prePaintScreen(ScreenPrePaintData& data, int time); /** * In this method you can: * @li paint something on top of the windows (by painting after calling * effects->paintScreen()) * @li paint multiple desktops and/or multiple copies of the same desktop * by calling effects->paintScreen() multiple times * * In OpenGL based compositing, the frameworks ensures that the context is current * when this method is invoked. **/ virtual void paintScreen(int mask, QRegion region, ScreenPaintData& data); /** * Called after all the painting has been finished. * In this method you can: * @li schedule next repaint in case of animations * You shouldn't paint anything here. * * In OpenGL based compositing, the frameworks ensures that the context is current * when this method is invoked. **/ virtual void postPaintScreen(); /** * Called for every window before the actual paint pass * In this method you can: * @li enable or disable painting of the window (e.g. enable paiting of minimized window) * @li set window to be painted with translucency * @li set window to be transformed * @li request the window to be divided into multiple parts * * In OpenGL based compositing, the frameworks ensures that the context is current * when this method is invoked. **/ virtual void prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time); /** * This is the main method for painting windows. * In this method you can: * @li do various transformations * @li change opacity of the window * @li change brightness and/or saturation, if it's supported * * In OpenGL based compositing, the frameworks ensures that the context is current * when this method is invoked. **/ virtual void paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data); /** * Called for every window after all painting has been finished. * In this method you can: * @li schedule next repaint for individual window(s) in case of animations * You shouldn't paint anything here. * * In OpenGL based compositing, the frameworks ensures that the context is current * when this method is invoked. **/ virtual void postPaintWindow(EffectWindow* w); /** * This method is called directly before painting an @ref EffectFrame. * You can implement this method if you need to bind a shader or perform * other operations before the frame is rendered. * @param frame The EffectFrame which will be rendered * @param region Region to restrict painting to * @param opacity Opacity of text/icon * @param frameOpacity Opacity of background * @since 4.6 * * In OpenGL based compositing, the frameworks ensures that the context is current * when this method is invoked. **/ virtual void paintEffectFrame(EffectFrame* frame, QRegion region, double opacity, double frameOpacity); /** * Called on Transparent resizes. * return true if your effect substitutes questioned feature */ virtual bool provides(Feature); /** * Performs the @p feature with the @p arguments. * * This allows to have specific protocols between KWin core and an Effect. * * The method is supposed to return @c true if it performed the features, * @c false otherwise. * * The default implementation returns @c false. * @since 5.8 **/ virtual bool perform(Feature feature, const QVariantList &arguments); /** * Can be called to draw multiple copies (e.g. thumbnails) of a window. * You can change window's opacity/brightness/etc here, but you can't * do any transformations. * * In OpenGL based compositing, the frameworks ensures that the context is current * when this method is invoked. **/ virtual void drawWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data); /** * Define new window quads so that they can be transformed by other effects. * It's up to the effect to keep track of them. **/ virtual void buildQuads(EffectWindow* w, WindowQuadList& quadList); virtual void windowInputMouseEvent(QEvent* e); virtual void grabbedKeyboardEvent(QKeyEvent* e); /** * Overwrite this method to indicate whether your effect will be doing something in * the next frame to be rendered. If the method returns @c false the effect will be * excluded from the chained methods in the next rendered frame. * * This method is called always directly before the paint loop begins. So it is totally * fine to e.g. react on a window event, issue a repaint to trigger an animation and * change a flag to indicate that this method returns @c true. * * As the method is called each frame, you should not perform complex calculations. * Best use just a boolean flag. * * The default implementation of this method returns @c true. * @since 4.8 **/ virtual bool isActive() const; /** * Reimplement this method to provide online debugging. * This could be as trivial as printing specific detail informations about the effect state * but could also be used to move the effect in and out of a special debug modes, clear bogus * data, etc. * Notice that the functions is const by intent! Whenever you alter the state of the object * due to random user input, you should do so with greatest care, hence const_cast<> your * object - signalling "let me alone, i know what i'm doing" * @param parameter A freeform string user input for your effect to interpret. * @since 4.11 */ virtual QString debug(const QString ¶meter) const; /** * Reimplement this method to indicate where in the Effect chain the Effect should be placed. * * A low number indicates early chain position, thus before other Effects got called, a high * number indicates a late position. The returned number should be in the interval [0, 100]. * The default value is 0. * * In KWin4 this information was provided in the Effect's desktop file as property * X-KDE-Ordering. In the case of Scripted Effects this property is still used. * * @since 5.0 **/ virtual int requestedEffectChainPosition() const; /** * A touch point was pressed. * * If the effect wants to exclusively use the touch event it should return @c true. * If @c false is returned the touch event is passed to further effects. * * In general an Effect should only return @c true if it is the exclusive effect getting * input events. E.g. has grabbed mouse events. * * Default implementation returns @c false. * * @param id The unique id of the touch point * @param pos The position of the touch point in global coordinates * @param time Timestamp * * @see touchMotion * @see touchUp * @since 5.8 **/ virtual bool touchDown(quint32 id, const QPointF &pos, quint32 time); /** * A touch point moved. * * If the effect wants to exclusively use the touch event it should return @c true. * If @c false is returned the touch event is passed to further effects. * * In general an Effect should only return @c true if it is the exclusive effect getting * input events. E.g. has grabbed mouse events. * * Default implementation returns @c false. * * @param id The unique id of the touch point * @param pos The position of the touch point in global coordinates * @param time Timestamp * * @see touchDown * @see touchUp * @since 5.8 **/ virtual bool touchMotion(quint32 id, const QPointF &pos, quint32 time); /** * A touch point was released. * * If the effect wants to exclusively use the touch event it should return @c true. * If @c false is returned the touch event is passed to further effects. * * In general an Effect should only return @c true if it is the exclusive effect getting * input events. E.g. has grabbed mouse events. * * Default implementation returns @c false. * * @param id The unique id of the touch point * @param time Timestamp * * @see touchDown * @see touchMotion * @since 5.8 **/ virtual bool touchUp(quint32 id, quint32 time); static QPoint cursorPos(); /** * Read animation time from the configuration and possibly adjust using animationTimeFactor(). * The configuration value in the effect should also have special value 'default' (set using * QSpinBox::setSpecialValueText()) with the value 0. This special value is adjusted * using the global animation speed, otherwise the exact time configured is returned. * @param cfg configuration group to read value from * @param key configuration key to read value from * @param defaultTime default animation time in milliseconds */ // return type is intentionally double so that one can divide using it without losing data static double animationTime(const KConfigGroup& cfg, const QString& key, int defaultTime); /** * @overload Use this variant if the animation time is hardcoded and not configurable * in the effect itself. */ static double animationTime(int defaultTime); /** * @overload Use this variant if animation time is provided through a KConfigXT generated class * having a property called "duration". **/ template int animationTime(int defaultDuration); /** * Linearly interpolates between @p x and @p y. * * Returns @p x when @p a = 0; returns @p y when @p a = 1. **/ static double interpolate(double x, double y, double a) { return x * (1 - a) + y * a; } /** Helper to set WindowPaintData and QRegion to necessary transformations so that * a following drawWindow() would put the window at the requested geometry (useful for thumbnails) **/ static void setPositionTransformations(WindowPaintData& data, QRect& region, EffectWindow* w, const QRect& r, Qt::AspectRatioMode aspect); public Q_SLOTS: virtual bool borderActivated(ElectricBorder border); protected: xcb_connection_t *xcbConnection() const; xcb_window_t x11RootWindow() const; /** * An implementing class can call this with it's kconfig compiled singleton class. * This method will perform the instance on the class. * @since 5.9 **/ template void initConfig(); }; /** * Prefer the KWIN_EFFECT_FACTORY macros. */ class KWINEFFECTS_EXPORT EffectPluginFactory : public KPluginFactory { Q_OBJECT public: EffectPluginFactory(); virtual ~EffectPluginFactory(); /** * Returns whether the Effect is supported. * * An Effect can implement this method to determine at runtime whether the Effect is supported. * * If the current compositing backend is not supported it should return @c false. * * This method is optional, by default @c true is returned. */ virtual bool isSupported() const; /** * Returns whether the Effect should get enabled by default. * * This function provides a way for an effect to override the default at runtime, * e.g. based on the capabilities of the hardware. * * This method is optional; the effect doesn't have to provide it. * * Note that this function is only called if the supported() function returns true, * and if X-KDE-PluginInfo-EnabledByDefault is set to true in the .desktop file. * * This method is optional, by default @c true is returned. */ virtual bool enabledByDefault() const; /** * This method returns the created Effect. */ virtual KWin::Effect *createEffect() const = 0; }; /** * Defines an EffectPluginFactory sub class with customized isSupported and enabledByDefault methods. * * If the Effect to be created does not need the isSupported or enabledByDefault methods prefer * the simplified KWIN_EFFECT_FACTORY, KWIN_EFFECT_FACTORY_SUPPORTED or KWIN_EFFECT_FACTORY_ENABLED * macros which create an EffectPluginFactory with a useable default value. * * The macro also adds a useable K_EXPORT_PLUGIN_VERSION to the definition. KWin will not load * any Effect with a non-matching plugin version. This API is not providing binary compatibility * and thus the effect plugin must be compiled against the same kwineffects library version as * KWin. * * @param factoryName The name to be used for the EffectPluginFactory * @param className The class name of the Effect sub class which is to be created by the factory * @param jsonFile Name of the json file to be compiled into the plugin as metadata * @param supported Source code to go into the isSupported() method, must return a boolean * @param enabled Source code to go into the enabledByDefault() method, must return a boolean **/ #define KWIN_EFFECT_FACTORY_SUPPORTED_ENABLED( factoryName, className, jsonFile, supported, enabled ) \ class factoryName : public KWin::EffectPluginFactory \ { \ Q_OBJECT \ Q_PLUGIN_METADATA(IID KPluginFactory_iid FILE jsonFile) \ Q_INTERFACES(KPluginFactory) \ public: \ explicit factoryName() {} \ ~factoryName() {} \ bool isSupported() const override { \ supported \ } \ bool enabledByDefault() const override { \ enabled \ } \ KWin::Effect *createEffect() const override { \ return new className(); \ } \ }; \ K_EXPORT_PLUGIN_VERSION(quint32(KWIN_EFFECT_API_VERSION)) #define KWIN_EFFECT_FACTORY_ENABLED( factoryName, className, jsonFile, enabled ) \ KWIN_EFFECT_FACTORY_SUPPORTED_ENABLED( factoryName, className, jsonFile, return true;, enabled ) #define KWIN_EFFECT_FACTORY_SUPPORTED( factoryName, classname, jsonFile, supported ) \ KWIN_EFFECT_FACTORY_SUPPORTED_ENABLED( factoryName, className, jsonFile, supported, return true; ) #define KWIN_EFFECT_FACTORY( factoryName, classname, jsonFile ) \ KWIN_EFFECT_FACTORY_SUPPORTED_ENABLED( factoryName, className, jsonFile, return true;, return true; ) /** * @short Manager class that handles all the effects. * * This class creates Effect objects and calls it's appropriate methods. * * Effect objects can call methods of this class to interact with the * workspace, e.g. to activate or move a specific window, change current * desktop or create a special input window to receive mouse and keyboard * events. **/ class KWINEFFECTS_EXPORT EffectsHandler : public QObject { Q_OBJECT Q_PROPERTY(int currentDesktop READ currentDesktop WRITE setCurrentDesktop NOTIFY desktopChanged) Q_PROPERTY(QString currentActivity READ currentActivity NOTIFY currentActivityChanged) Q_PROPERTY(KWin::EffectWindow *activeWindow READ activeWindow WRITE activateWindow NOTIFY windowActivated) Q_PROPERTY(QSize desktopGridSize READ desktopGridSize) Q_PROPERTY(int desktopGridWidth READ desktopGridWidth) Q_PROPERTY(int desktopGridHeight READ desktopGridHeight) Q_PROPERTY(int workspaceWidth READ workspaceWidth) Q_PROPERTY(int workspaceHeight READ workspaceHeight) /** * The number of desktops currently used. Minimum number of desktops is 1, maximum 20. **/ Q_PROPERTY(int desktops READ numberOfDesktops WRITE setNumberOfDesktops NOTIFY numberDesktopsChanged) Q_PROPERTY(bool optionRollOverDesktops READ optionRollOverDesktops) Q_PROPERTY(int activeScreen READ activeScreen) Q_PROPERTY(int numScreens READ numScreens NOTIFY numberScreensChanged) /** * Factor by which animation speed in the effect should be modified (multiplied). * If configurable in the effect itself, the option should have also 'default' * animation speed. The actual value should be determined using animationTime(). * Note: The factor can be also 0, so make sure your code can cope with 0ms time * if used manually. */ Q_PROPERTY(qreal animationTimeFactor READ animationTimeFactor) Q_PROPERTY(QList< KWin::EffectWindow* > stackingOrder READ stackingOrder) /** * Whether window decorations use the alpha channel. **/ Q_PROPERTY(bool decorationsHaveAlpha READ decorationsHaveAlpha) /** * Whether the window decorations support blurring behind the decoration. **/ Q_PROPERTY(bool decorationSupportsBlurBehind READ decorationSupportsBlurBehind) Q_PROPERTY(CompositingType compositingType READ compositingType CONSTANT) Q_PROPERTY(QPoint cursorPos READ cursorPos) Q_PROPERTY(QSize virtualScreenSize READ virtualScreenSize NOTIFY virtualScreenSizeChanged) Q_PROPERTY(QRect virtualScreenGeometry READ virtualScreenGeometry NOTIFY virtualScreenGeometryChanged) friend class Effect; public: explicit EffectsHandler(CompositingType type); virtual ~EffectsHandler(); // for use by effects virtual void prePaintScreen(ScreenPrePaintData& data, int time) = 0; virtual void paintScreen(int mask, QRegion region, ScreenPaintData& data) = 0; virtual void postPaintScreen() = 0; virtual void prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time) = 0; virtual void paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data) = 0; virtual void postPaintWindow(EffectWindow* w) = 0; virtual void paintEffectFrame(EffectFrame* frame, QRegion region, double opacity, double frameOpacity) = 0; virtual void drawWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data) = 0; virtual void buildQuads(EffectWindow* w, WindowQuadList& quadList) = 0; virtual QVariant kwinOption(KWinOption kwopt) = 0; /** * Sets the cursor while the mouse is intercepted. * @see startMouseInterception * @since 4.11 **/ virtual void defineCursor(Qt::CursorShape shape) = 0; virtual QPoint cursorPos() const = 0; virtual bool grabKeyboard(Effect* effect) = 0; virtual void ungrabKeyboard() = 0; /** * Ensures that all mouse events are sent to the @p effect. * No window will get the mouse events. Only fullscreen effects providing a custom user interface should * be using this method. The input events are delivered to Effect::windowInputMouseEvent. * * NOTE: this method does not perform an X11 mouse grab. On X11 a fullscreen input window is raised above * all other windows, but no grab is performed. * * @param shape Sets the cursor to be used while the mouse is intercepted * @see stopMouseInterception * @see Effect::windowInputMouseEvent * @since 4.11 **/ virtual void startMouseInterception(Effect *effect, Qt::CursorShape shape) = 0; /** * Releases the hold mouse interception for @p effect * @see startMouseInterception * @since 4.11 **/ virtual void stopMouseInterception(Effect *effect) = 0; /** * @brief Registers a global shortcut with the provided @p action. * * @param shortcut The global shortcut which should trigger the action * @param action The action which gets triggered when the shortcut matches */ virtual void registerGlobalShortcut(const QKeySequence &shortcut, QAction *action) = 0; /** * @brief Registers a global pointer shortcut with the provided @p action. * * @param modifiers The keyboard modifiers which need to be holded * @param pointerButtons The pointer buttons which need to be pressed * @param action The action which gets triggered when the shortcut matches **/ virtual void registerPointerShortcut(Qt::KeyboardModifiers modifiers, Qt::MouseButton pointerButtons, QAction *action) = 0; /** * @brief Registers a global axis shortcut with the provided @p action. * * @param modifiers The keyboard modifiers which need to be holded * @param axis The direction in which the axis needs to be moved * @param action The action which gets triggered when the shortcut matches **/ virtual void registerAxisShortcut(Qt::KeyboardModifiers modifiers, PointerAxisDirection axis, QAction *action) = 0; /** * @brief Registers a global touchpad swipe gesture shortcut with the provided @p action. * * @param direction The direction for the swipe * @param action The action which gets triggered when the gesture triggers * @since 5.10 **/ virtual void registerTouchpadSwipeShortcut(SwipeDirection direction, QAction *action) = 0; /** * Retrieve the proxy class for an effect if it has one. Will return NULL if * the effect isn't loaded or doesn't have a proxy class. */ virtual void* getProxy(QString name) = 0; // Mouse polling virtual void startMousePolling() = 0; virtual void stopMousePolling() = 0; virtual void reserveElectricBorder(ElectricBorder border, Effect *effect) = 0; virtual void unreserveElectricBorder(ElectricBorder border, Effect *effect) = 0; /** * Registers the given @p action for the given @p border to be activated through * a touch swipe gesture. * * If the @p border gets triggered through a touch swipe gesture the @link{QAction::triggered} * signal gets invoked. * * To unregister the touch screen action either delete the @p action or * invoke @link{unregisterTouchBorder}. * * @see unregisterTouchBorder * @since 5.10 **/ virtual void registerTouchBorder(ElectricBorder border, QAction *action) = 0; /** * Unregisters the given @p action for the given touch @p border. * * @see registerTouchBorder * @since 5.10 **/ virtual void unregisterTouchBorder(ElectricBorder border, QAction *action) = 0; // functions that allow controlling windows/desktop virtual void activateWindow(KWin::EffectWindow* c) = 0; virtual KWin::EffectWindow* activeWindow() const = 0 ; Q_SCRIPTABLE virtual void moveWindow(KWin::EffectWindow* w, const QPoint& pos, bool snap = false, double snapAdjust = 1.0) = 0; Q_SCRIPTABLE virtual void windowToDesktop(KWin::EffectWindow* w, int desktop) = 0; Q_SCRIPTABLE virtual void windowToScreen(KWin::EffectWindow* w, int screen) = 0; virtual void setShowingDesktop(bool showing) = 0; // Activities /** * @returns The ID of the current activity. */ virtual QString currentActivity() const = 0; // Desktops /** * @returns The ID of the current desktop. */ virtual int currentDesktop() const = 0; /** * @returns Total number of desktops currently in existence. */ virtual int numberOfDesktops() const = 0; /** * Set the current desktop to @a desktop. */ virtual void setCurrentDesktop(int desktop) = 0; /** * Sets the total number of desktops to @a desktops. */ virtual void setNumberOfDesktops(int desktops) = 0; /** * @returns The size of desktop layout in grid units. */ virtual QSize desktopGridSize() const = 0; /** * @returns The width of desktop layout in grid units. */ virtual int desktopGridWidth() const = 0; /** * @returns The height of desktop layout in grid units. */ virtual int desktopGridHeight() const = 0; /** * @returns The width of desktop layout in pixels. */ virtual int workspaceWidth() const = 0; /** * @returns The height of desktop layout in pixels. */ virtual int workspaceHeight() const = 0; /** * @returns The ID of the desktop at the point @a coords or 0 if no desktop exists at that * point. @a coords is to be in grid units. */ virtual int desktopAtCoords(QPoint coords) const = 0; /** * @returns The coords of desktop @a id in grid units. */ virtual QPoint desktopGridCoords(int id) const = 0; /** * @returns The coords of the top-left corner of desktop @a id in pixels. */ virtual QPoint desktopCoords(int id) const = 0; /** * @returns The ID of the desktop above desktop @a id. Wraps around to the bottom of * the layout if @a wrap is set. If @a id is not set use the current one. */ Q_SCRIPTABLE virtual int desktopAbove(int desktop = 0, bool wrap = true) const = 0; /** * @returns The ID of the desktop to the right of desktop @a id. Wraps around to the * left of the layout if @a wrap is set. If @a id is not set use the current one. */ Q_SCRIPTABLE virtual int desktopToRight(int desktop = 0, bool wrap = true) const = 0; /** * @returns The ID of the desktop below desktop @a id. Wraps around to the top of the * layout if @a wrap is set. If @a id is not set use the current one. */ Q_SCRIPTABLE virtual int desktopBelow(int desktop = 0, bool wrap = true) const = 0; /** * @returns The ID of the desktop to the left of desktop @a id. Wraps around to the * right of the layout if @a wrap is set. If @a id is not set use the current one. */ Q_SCRIPTABLE virtual int desktopToLeft(int desktop = 0, bool wrap = true) const = 0; Q_SCRIPTABLE virtual QString desktopName(int desktop) const = 0; virtual bool optionRollOverDesktops() const = 0; virtual int activeScreen() const = 0; // Xinerama virtual int numScreens() const = 0; // Xinerama Q_SCRIPTABLE virtual int screenNumber(const QPoint& pos) const = 0; // Xinerama virtual QRect clientArea(clientAreaOption, int screen, int desktop) const = 0; virtual QRect clientArea(clientAreaOption, const EffectWindow* c) const = 0; virtual QRect clientArea(clientAreaOption, const QPoint& p, int desktop) const = 0; /** * The bounding size of all screens combined. Overlapping areas * are not counted multiple times. * * @see virtualScreenGeometry() * @see virtualScreenSizeChanged() * @since 5.0 **/ virtual QSize virtualScreenSize() const = 0; /** * The bounding geometry of all outputs combined. Always starts at (0,0) and has * virtualScreenSize as it's size. * * @see virtualScreenSize() * @see virtualScreenGeometryChanged() * @since 5.0 **/ virtual QRect virtualScreenGeometry() const = 0; /** * Factor by which animation speed in the effect should be modified (multiplied). * If configurable in the effect itself, the option should have also 'default' * animation speed. The actual value should be determined using animationTime(). * Note: The factor can be also 0, so make sure your code can cope with 0ms time * if used manually. */ virtual double animationTimeFactor() const = 0; virtual WindowQuadType newWindowQuadType() = 0; Q_SCRIPTABLE virtual KWin::EffectWindow* findWindow(WId id) const = 0; Q_SCRIPTABLE virtual KWin::EffectWindow* findWindow(KWayland::Server::SurfaceInterface *surf) const = 0; virtual EffectWindowList stackingOrder() const = 0; // window will be temporarily painted as if being at the top of the stack Q_SCRIPTABLE virtual void setElevatedWindow(KWin::EffectWindow* w, bool set) = 0; virtual void setTabBoxWindow(EffectWindow*) = 0; virtual void setTabBoxDesktop(int) = 0; virtual EffectWindowList currentTabBoxWindowList() const = 0; virtual void refTabBox() = 0; virtual void unrefTabBox() = 0; virtual void closeTabBox() = 0; virtual QList< int > currentTabBoxDesktopList() const = 0; virtual int currentTabBoxDesktop() const = 0; virtual EffectWindow* currentTabBoxWindow() const = 0; virtual void setActiveFullScreenEffect(Effect* e) = 0; virtual Effect* activeFullScreenEffect() const = 0; /** * Schedules the entire workspace to be repainted next time. * If you call it during painting (including prepaint) then it does not * affect the current painting. **/ Q_SCRIPTABLE virtual void addRepaintFull() = 0; Q_SCRIPTABLE virtual void addRepaint(const QRect& r) = 0; Q_SCRIPTABLE virtual void addRepaint(const QRegion& r) = 0; Q_SCRIPTABLE virtual void addRepaint(int x, int y, int w, int h) = 0; CompositingType compositingType() const; /** * @brief Whether the Compositor is OpenGL based (either GL 1 or 2). * * @return bool @c true in case of OpenGL based Compositor, @c false otherwise **/ bool isOpenGLCompositing() const; virtual unsigned long xrenderBufferPicture() = 0; /** * @brief Provides access to the QPainter which is rendering to the back buffer. * * Only relevant for CompositingType QPainterCompositing. For all other compositing types * @c null is returned. * * @return QPainter* The Scene's QPainter or @c null. */ virtual QPainter *scenePainter() = 0; virtual void reconfigure() = 0; virtual QByteArray readRootProperty(long atom, long type, int format) const = 0; /** * @brief Announces support for the feature with the given name. If no other Effect * has announced support for this feature yet, an X11 property will be installed on * the root window. * * The Effect will be notified for events through the signal propertyNotify(). * * To remove the support again use @link removeSupportProperty. When an Effect is * destroyed it is automatically taken care of removing the support. It is not * required to call @link removeSupportProperty in the Effect's cleanup handling. * * @param propertyName The name of the property to announce support for * @param effect The effect which announces support * @return xcb_atom_t The created X11 atom * @see removeSupportProperty * @since 4.11 **/ virtual xcb_atom_t announceSupportProperty(const QByteArray &propertyName, Effect *effect) = 0; /** * @brief Removes support for the feature with the given name. If there is no other Effect left * which has announced support for the given property, the property will be removed from the * root window. * * In case the Effect had not registered support, calling this function does not change anything. * * @param propertyName The name of the property to remove support for * @param effect The effect which had registered the property. * @see announceSupportProperty * @since 4.11 **/ virtual void removeSupportProperty(const QByteArray &propertyName, Effect *effect) = 0; /** * Returns @a true if the active window decoration has shadow API hooks. */ virtual bool hasDecorationShadows() const = 0; /** * Returns @a true if the window decorations use the alpha channel, and @a false otherwise. * @since 4.5 */ virtual bool decorationsHaveAlpha() const = 0; /** * Returns @a true if the window decorations support blurring behind the decoration, and @a false otherwise * @since 4.6 */ virtual bool decorationSupportsBlurBehind() const = 0; /** * Creates a new frame object. If the frame does not have a static size * then it will be located at @a position with @a alignment. A * non-static frame will automatically adjust its size to fit the contents. * @returns A new @ref EffectFrame. It is the responsibility of the caller to delete the * EffectFrame. * @since 4.6 */ virtual EffectFrame* effectFrame(EffectFrameStyle style, bool staticSize = true, const QPoint& position = QPoint(-1, -1), Qt::Alignment alignment = Qt::AlignCenter) const = 0; /** * Allows an effect to trigger a reload of itself. * This can be used by an effect which needs to be reloaded when screen geometry changes. * It is possible that the effect cannot be loaded again as it's supported method does no longer * hold. * @param effect The effect to reload * @since 4.8 **/ virtual void reloadEffect(Effect *effect) = 0; /** * Whether the screen is currently considered as locked. * Note for technical reasons this is not always possible to detect. The screen will only * be considered as locked if the screen locking process implements the * org.freedesktop.ScreenSaver interface. * * @returns @c true if the screen is currently locked, @c false otherwise * @see screenLockingChanged * @since 4.11 **/ virtual bool isScreenLocked() const = 0; /** * @brief Makes the OpenGL compositing context current. * * If the compositing backend is not using OpenGL, this method returns @c false. * * @return bool @c true if the context became current, @c false otherwise. */ virtual bool makeOpenGLContextCurrent() = 0; /** * @brief Makes a null OpenGL context current resulting in no context * being current. * * If the compositing backend is not OpenGL based, this method is a noop. * * There is normally no reason for an Effect to call this method. */ virtual void doneOpenGLContextCurrent() = 0; virtual xcb_connection_t *xcbConnection() const = 0; virtual xcb_window_t x11RootWindow() const = 0; /** * Interface to the Wayland display: this is relevant only * on Wayland, on X11 it will be nullptr * @since 5.5 */ virtual KWayland::Server::Display *waylandDisplay() const = 0; /** * Whether animations are supported by the Scene. * If this method returns @c false Effects are supposed to not * animate transitions. * * @returns Whether the Scene can drive animations * @since 5.8 **/ virtual bool animationsSupported() const = 0; /** * The current cursor image of the Platform. * @see cursorPos * @since 5.9 **/ virtual PlatformCursorImage cursorImage() const = 0; /** * The cursor image should be hidden. * @see showCursor * @since 5.9 **/ virtual void hideCursor() = 0; /** * The cursor image should be shown again after having been hidden.. * @see hideCursor * @since 5.9 **/ virtual void showCursor() = 0; /** * Starts an interactive window selection process. * * Once the user selected a window the @p callback is invoked with the selected EffectWindow as * argument. In case the user cancels the interactive window selection or selecting a window is currently * not possible (e.g. screen locked) the @p callback is invoked with a @c nullptr argument. * * During the interactive window selection the cursor is turned into a crosshair cursor. * * @param callback The function to invoke once the interactive window selection ends * @since 5.9 **/ virtual void startInteractiveWindowSelection(std::function callback) = 0; /** * Starts an interactive position selection process. * * Once the user selected a position on the screen the @p callback is invoked with * the selected point as argument. In case the user cancels the interactive position selection * or selecting a position is currently not possible (e.g. screen locked) the @p callback * is invoked with a point at @c -1 as x and y argument. * * During the interactive window selection the cursor is turned into a crosshair cursor. * * @param callback The function to invoke once the interactive position selection ends * @since 5.9 **/ virtual void startInteractivePositionSelection(std::function callback) = 0; /** * Shows an on-screen-message. To hide it again use @link{hideOnScreenMessage}. * * @param message The message to show * @param iconName The optional themed icon name * @see hideOnScreenMessage * @since 5.9 **/ virtual void showOnScreenMessage(const QString &message, const QString &iconName = QString()) = 0; /** * Flags for how to hide a shown on-screen-message * @see hideOnScreenMessage * @since 5.9 **/ enum class OnScreenMessageHideFlag { /** * The on-screen-message should skip the close window animation. * @see EffectWindow::skipsCloseAnimation **/ SkipsCloseAnimation = 1 }; Q_DECLARE_FLAGS(OnScreenMessageHideFlags, OnScreenMessageHideFlag) /** * Hides a previously shown on-screen-message again. * @param flags The flags for how to hide the message * @see showOnScreenMessage * @since 5.9 **/ virtual void hideOnScreenMessage(OnScreenMessageHideFlags flags = OnScreenMessageHideFlags()) = 0; /* * @returns The configuration used by the EffectsHandler. * @since 5.10 **/ virtual KSharedConfigPtr config() const = 0; /** * @returns The global input configuration (kcminputrc) * @since 5.10 **/ virtual KSharedConfigPtr inputConfig() const = 0; Q_SIGNALS: /** * Signal emitted when the current desktop changed. * @param oldDesktop The previously current desktop * @param newDesktop The new current desktop * @param with The window which is taken over to the new desktop, can be NULL * @since 4.9 */ void desktopChanged(int oldDesktop, int newDesktop, KWin::EffectWindow *with); /** * @since 4.7 * @deprecated */ void desktopChanged(int oldDesktop, int newDesktop); /** * Signal emitted when a window moved to another desktop * NOTICE that this does NOT imply that the desktop has changed * The @param window which is moved to the new desktop * @param oldDesktop The previous desktop of the window * @param newDesktop The new desktop of the window * @since 4.11.4 */ void desktopPresenceChanged(KWin::EffectWindow *window, int oldDesktop, int newDesktop); /** * Signal emitted when the number of currently existing desktops is changed. * @param old The previous number of desktops in used. * @see EffectsHandler::numberOfDesktops. * @since 4.7 */ void numberDesktopsChanged(uint old); /** * Signal emitted when the number of screens changed. * @since 5.0 **/ void numberScreensChanged(); /** * Signal emitted when the desktop showing ("dashboard") state changed * The desktop is risen to the keepAbove layer, you may want to elevate * windows or such. * @since 5.3 **/ void showingDesktopChanged(bool); /** * Signal emitted when a new window has been added to the Workspace. * @param w The added window * @since 4.7 **/ void windowAdded(KWin::EffectWindow *w); /** * Signal emitted when a window is being removed from the Workspace. * An effect which wants to animate the window closing should connect * to this signal and reference the window by using * @link EffectWindow::refWindow * @param w The window which is being closed * @since 4.7 **/ void windowClosed(KWin::EffectWindow *w); /** * Signal emitted when a window get's activated. * @param w The new active window, or @c NULL if there is no active window. * @since 4.7 **/ void windowActivated(KWin::EffectWindow *w); /** * Signal emitted when a window is deleted. * This means that a closed window is not referenced any more. * An effect bookkeeping the closed windows should connect to this * signal to clean up the internal references. * @param w The window which is going to be deleted. * @see EffectWindow::refWindow * @see EffectWindow::unrefWindow * @see windowClosed * @since 4.7 **/ void windowDeleted(KWin::EffectWindow *w); /** * Signal emitted when a user begins a window move or resize operation. * To figure out whether the user resizes or moves the window use * @link EffectWindow::isUserMove or @link EffectWindow::isUserResize. * Whenever the geometry is updated the signal @link windowStepUserMovedResized * is emitted with the current geometry. * The move/resize operation ends with the signal @link windowFinishUserMovedResized. * Only one window can be moved/resized by the user at the same time! * @param w The window which is being moved/resized * @see windowStepUserMovedResized * @see windowFinishUserMovedResized * @see EffectWindow::isUserMove * @see EffectWindow::isUserResize * @since 4.7 **/ void windowStartUserMovedResized(KWin::EffectWindow *w); /** * Signal emitted during a move/resize operation when the user changed the geometry. * Please note: KWin supports two operation modes. In one mode all changes are applied * instantly. This means the window's geometry matches the passed in @p geometry. In the * other mode the geometry is changed after the user ended the move/resize mode. * The @p geometry differs from the window's geometry. Also the window's pixmap still has * the same size as before. Depending what the effect wants to do it would be recommended * to scale/translate the window. * @param w The window which is being moved/resized * @param geometry The geometry of the window in the current move/resize step. * @see windowStartUserMovedResized * @see windowFinishUserMovedResized * @see EffectWindow::isUserMove * @see EffectWindow::isUserResize * @since 4.7 **/ void windowStepUserMovedResized(KWin::EffectWindow *w, const QRect &geometry); /** * Signal emitted when the user finishes move/resize of window @p w. * @param w The window which has been moved/resized * @see windowStartUserMovedResized * @see windowFinishUserMovedResized * @since 4.7 **/ void windowFinishUserMovedResized(KWin::EffectWindow *w); /** * Signal emitted when the maximized state of the window @p w changed. * A window can be in one of four states: * @li restored: both @p horizontal and @p vertical are @c false * @li horizontally maximized: @p horizontal is @c true and @p vertical is @c false * @li vertically maximized: @p horizontal is @c false and @p vertical is @c true * @li completely maximized: both @p horizontal and @p vertical are @C true * @param w The window whose maximized state changed * @param horizontal If @c true maximized horizontally * @param vertical If @c true maximized vertically * @since 4.7 **/ void windowMaximizedStateChanged(KWin::EffectWindow *w, bool horizontal, bool vertical); /** * Signal emitted when the geometry or shape of a window changed. * This is caused if the window changes geometry without user interaction. * E.g. the decoration is changed. This is in opposite to windowUserMovedResized * which is caused by direct user interaction. * @param w The window whose geometry changed * @param old The previous geometry * @see windowUserMovedResized * @since 4.7 **/ void windowGeometryShapeChanged(KWin::EffectWindow *w, const QRect &old); /** * Signal emitted when the padding of a window changed. (eg. shadow size) * @param w The window whose geometry changed * @param old The previous expandedGeometry() * @since 4.9 **/ void windowPaddingChanged(KWin::EffectWindow *w, const QRect &old); /** * Signal emitted when the windows opacity is changed. * @param w The window whose opacity level is changed. * @param oldOpacity The previous opacity level * @param newOpacity The new opacity level * @since 4.7 **/ void windowOpacityChanged(KWin::EffectWindow *w, qreal oldOpacity, qreal newOpacity); /** * Signal emitted when a window got minimized. * @param w The window which was minimized * @since 4.7 **/ void windowMinimized(KWin::EffectWindow *w); /** * Signal emitted when a window got unminimized. * @param w The window which was unminimized * @since 4.7 **/ void windowUnminimized(KWin::EffectWindow *w); /** * Signal emitted when a window either becomes modal (ie. blocking for its main client) or looses that state. * @param w The window which was unminimized * @since 4.11 **/ void windowModalityChanged(KWin::EffectWindow *w); /** * Signal emitted when a window either became unresponsive (eg. app froze or crashed) * or respoonsive * @param w The window that became (un)responsive * @param unresponsive Whether the window is responsive or unresponsive * @since 5.10 */ void windowUnresponsiveChanged(KWin::EffectWindow *w, bool unresponsive); /** * Signal emitted when an area of a window is scheduled for repainting. * Use this signal in an effect if another area needs to be synced as well. * @param w The window which is scheduled for repainting * @param r Always empty. * @since 4.7 **/ void windowDamaged(KWin::EffectWindow *w, const QRect &r); /** * Signal emitted when a tabbox is added. * An effect who wants to replace the tabbox with itself should use @link refTabBox. * @param mode The TabBoxMode. * @see refTabBox * @see tabBoxClosed * @see tabBoxUpdated * @see tabBoxKeyEvent * @since 4.7 **/ void tabBoxAdded(int mode); /** * Signal emitted when the TabBox was closed by KWin core. * An effect which referenced the TabBox should use @link unrefTabBox to unref again. * @see unrefTabBox * @see tabBoxAdded * @since 4.7 **/ void tabBoxClosed(); /** * Signal emitted when the selected TabBox window changed or the TabBox List changed. * An effect should only response to this signal if it referenced the TabBox with @link refTabBox. * @see refTabBox * @see currentTabBoxWindowList * @see currentTabBoxDesktopList * @see currentTabBoxWindow * @see currentTabBoxDesktop * @since 4.7 **/ void tabBoxUpdated(); /** * Signal emitted when a key event, which is not handled by TabBox directly is, happens while * TabBox is active. An effect might use the key event to e.g. change the selected window. * An effect should only response to this signal if it referenced the TabBox with @link refTabBox. * @param event The key event not handled by TabBox directly * @see refTabBox * @since 4.7 **/ void tabBoxKeyEvent(QKeyEvent* event); void currentTabAboutToChange(KWin::EffectWindow* from, KWin::EffectWindow* to); void tabAdded(KWin::EffectWindow* from, KWin::EffectWindow* to); // from merged with to void tabRemoved(KWin::EffectWindow* c, KWin::EffectWindow* group); // c removed from group /** * Signal emitted when mouse changed. * If an effect needs to get updated mouse positions, it needs to first call @link startMousePolling. * For a fullscreen effect it is better to use an input window and react on @link windowInputMouseEvent. * @param pos The new mouse position * @param oldpos The previously mouse position * @param buttons The pressed mouse buttons * @param oldbuttons The previously pressed mouse buttons * @param modifiers Pressed keyboard modifiers * @param oldmodifiers Previously pressed keyboard modifiers. * @see startMousePolling * @since 4.7 **/ void mouseChanged(const QPoint& pos, const QPoint& oldpos, Qt::MouseButtons buttons, Qt::MouseButtons oldbuttons, Qt::KeyboardModifiers modifiers, Qt::KeyboardModifiers oldmodifiers); /** * Signal emitted when the cursor shape changed. * You'll likely want to query the current cursor as reaction: xcb_xfixes_get_cursor_image_unchecked * Connection to this signal is tracked, so if you don't need it anymore, disconnect from it to stop cursor event filtering */ void cursorShapeChanged(); /** * Receives events registered for using @link registerPropertyType. * Use readProperty() to get the property data. * Note that the property may be already set on the window, so doing the same * processing from windowAdded() (e.g. simply calling propertyNotify() from it) * is usually needed. * @param w The window whose property changed, is @c null if it is a root window property * @param atom The property * @since 4.7 */ void propertyNotify(KWin::EffectWindow* w, long atom); /** * Signal emitted after the screen geometry changed (e.g. add of a monitor). * Effects using displayWidth()/displayHeight() to cache information should * react on this signal and update the caches. * @param size The new screen size * @since 4.8 **/ void screenGeometryChanged(const QSize &size); /** * This signal is emitted when the global * activity is changed * @param id id of the new current activity * @since 4.9 **/ void currentActivityChanged(const QString &id); /** * This signal is emitted when a new activity is added * @param id id of the new activity * @since 4.9 */ void activityAdded(const QString &id); /** * This signal is emitted when the activity * is removed * @param id id of the removed activity * @since 4.9 */ void activityRemoved(const QString &id); /** * This signal is emitted when the screen got locked or unlocked. * @param locked @c true if the screen is now locked, @c false if it is now unlocked * @since 4.11 **/ void screenLockingChanged(bool locked); /** * This signels is emitted when ever the stacking order is change, ie. a window is risen * or lowered * @since 4.10 */ void stackingOrderChanged(); /** * This signal is emitted when the user starts to approach the @p border with the mouse. * The @p factor describes how far away the mouse is in a relative mean. The values are in * [0.0, 1.0] with 0.0 being emitted when first entered and on leaving. The value 1.0 means that * the @p border is reached with the mouse. So the values are well suited for animations. * The signal is always emitted when the mouse cursor position changes. * @param border The screen edge which is being approached * @param factor Value in range [0.0,1.0] to describe how close the mouse is to the border * @param geometry The geometry of the edge which is being approached * @since 4.11 **/ void screenEdgeApproaching(ElectricBorder border, qreal factor, const QRect &geometry); /** * Emitted whenever the virtualScreenSize changes. * @see virtualScreenSize() * @since 5.0 **/ void virtualScreenSizeChanged(); /** * Emitted whenever the virtualScreenGeometry changes. * @see virtualScreenGeometry() * @since 5.0 **/ void virtualScreenGeometryChanged(); /** * The window @p w gets shown again. The window was previously * initially shown with @link{windowAdded} and hidden with @link{windowHidden}. * * @see windowHidden * @see windowAdded * @since 5.8 **/ void windowShown(KWin::EffectWindow *w); /** * The window @p w got hidden but not yet closed. * This can happen when a window is still being used and is supposed to be shown again * with @link{windowShown}. On X11 an example is autohiding panels. On Wayland every * window first goes through the window hidden state and might get shown again, or might * get closed the normal way. * * @see windowShown * @see windowClosed * @since 5.8 **/ void windowHidden(KWin::EffectWindow *w); /** * This signal gets emitted when the data on EffectWindow @p w for @p role changed. * * An Effect can connect to this signal to read the new value and react on it. * E.g. an Effect which does not operate on windows grabbed by another Effect wants * to cancel the already scheduled animation if another Effect adds a grab. * * @param w The EffectWindow for which the data changed * @param role The data role which changed * @see EffectWindow::setData * @see EffectWindow::data * @since 5.8.4 **/ void windowDataChanged(KWin::EffectWindow *w, int role); /** * The xcb connection changed, either a new xcbConnection got created or the existing one * got destroyed. * Effects can use this to refetch the properties they want to set. * * When the xcbConnection changes also the @link{x11RootWindow} becomes invalid. * @see xcbConnection * @see x11RootWindow * @since 5.11 **/ void xcbConnectionChanged(); /** * This signal is emitted when active fullscreen effect changed. * * @see activeFullScreenEffect * @see setActiveFullScreenEffect * @since 5.14 **/ void activeFullScreenEffectChanged(); protected: QVector< EffectPair > loaded_effects; //QHash< QString, EffectFactory* > effect_factories; CompositingType compositing_type; }; /** * @short Representation of a window used by/for Effect classes. * * The purpose is to hide internal data and also to serve as a single * representation for the case when Client/Unmanaged becomes Deleted. **/ class KWINEFFECTS_EXPORT EffectWindow : public QObject { Q_OBJECT Q_PROPERTY(bool alpha READ hasAlpha CONSTANT) Q_PROPERTY(QRect geometry READ geometry) Q_PROPERTY(QRect expandedGeometry READ expandedGeometry) Q_PROPERTY(int height READ height) Q_PROPERTY(qreal opacity READ opacity) Q_PROPERTY(QPoint pos READ pos) Q_PROPERTY(int screen READ screen) Q_PROPERTY(QSize size READ size) Q_PROPERTY(int width READ width) Q_PROPERTY(int x READ x) Q_PROPERTY(int y READ y) Q_PROPERTY(int desktop READ desktop) Q_PROPERTY(bool onAllDesktops READ isOnAllDesktops) Q_PROPERTY(bool onCurrentDesktop READ isOnCurrentDesktop) Q_PROPERTY(QRect rect READ rect) Q_PROPERTY(QString windowClass READ windowClass) Q_PROPERTY(QString windowRole READ windowRole) /** * Returns whether the window is a desktop background window (the one with wallpaper). * See _NET_WM_WINDOW_TYPE_DESKTOP at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ Q_PROPERTY(bool desktopWindow READ isDesktop) /** * Returns whether the window is a dock (i.e. a panel). * See _NET_WM_WINDOW_TYPE_DOCK at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ Q_PROPERTY(bool dock READ isDock) /** * Returns whether the window is a standalone (detached) toolbar window. * See _NET_WM_WINDOW_TYPE_TOOLBAR at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ Q_PROPERTY(bool toolbar READ isToolbar) /** * Returns whether the window is a torn-off menu. * See _NET_WM_WINDOW_TYPE_MENU at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ Q_PROPERTY(bool menu READ isMenu) /** * Returns whether the window is a "normal" window, i.e. an application or any other window * for which none of the specialized window types fit. * See _NET_WM_WINDOW_TYPE_NORMAL at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ Q_PROPERTY(bool normalWindow READ isNormalWindow) /** * Returns whether the window is a dialog window. * See _NET_WM_WINDOW_TYPE_DIALOG at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ Q_PROPERTY(bool dialog READ isDialog) /** * Returns whether the window is a splashscreen. Note that many (especially older) applications * do not support marking their splash windows with this type. * See _NET_WM_WINDOW_TYPE_SPLASH at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ Q_PROPERTY(bool splash READ isSplash) /** * Returns whether the window is a utility window, such as a tool window. * See _NET_WM_WINDOW_TYPE_UTILITY at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ Q_PROPERTY(bool utility READ isUtility) /** * Returns whether the window is a dropdown menu (i.e. a popup directly or indirectly open * from the applications menubar). * See _NET_WM_WINDOW_TYPE_DROPDOWN_MENU at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ Q_PROPERTY(bool dropdownMenu READ isDropdownMenu) /** * Returns whether the window is a popup menu (that is not a torn-off or dropdown menu). * See _NET_WM_WINDOW_TYPE_POPUP_MENU at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ Q_PROPERTY(bool popupMenu READ isPopupMenu) /** * Returns whether the window is a tooltip. * See _NET_WM_WINDOW_TYPE_TOOLTIP at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ Q_PROPERTY(bool tooltip READ isTooltip) /** * Returns whether the window is a window with a notification. * See _NET_WM_WINDOW_TYPE_NOTIFICATION at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ Q_PROPERTY(bool notification READ isNotification) /** * Returns whether the window is an on screen display window * using the non-standard _KDE_NET_WM_WINDOW_TYPE_ON_SCREEN_DISPLAY */ Q_PROPERTY(bool onScreenDisplay READ isOnScreenDisplay) /** * Returns whether the window is a combobox popup. * See _NET_WM_WINDOW_TYPE_COMBO at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ Q_PROPERTY(bool comboBox READ isComboBox) /** * Returns whether the window is a Drag&Drop icon. * See _NET_WM_WINDOW_TYPE_DND at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ Q_PROPERTY(bool dndIcon READ isDNDIcon) /** * Returns the NETWM window type * See http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ Q_PROPERTY(int windowType READ windowType) /** * Whether this EffectWindow is managed by KWin (it has control over its placement and other * aspects, as opposed to override-redirect windows that are entirely handled by the application). **/ Q_PROPERTY(bool managed READ isManaged) /** * Whether this EffectWindow represents an already deleted window and only kept for the compositor for animations. **/ Q_PROPERTY(bool deleted READ isDeleted) /** * Whether the window has an own shape **/ Q_PROPERTY(bool shaped READ hasOwnShape) /** * The Window's shape **/ Q_PROPERTY(QRegion shape READ shape) /** * The Caption of the window. Read from WM_NAME property together with a suffix for hostname and shortcut. **/ Q_PROPERTY(QString caption READ caption) /** * Whether the window is set to be kept above other windows. **/ Q_PROPERTY(bool keepAbove READ keepAbove) /** * Whether the window is set to be kept below other windows. **/ Q_PROPERTY(bool keepBelow READ keepBelow) /** * Whether the window is minimized. **/ Q_PROPERTY(bool minimized READ isMinimized WRITE setMinimized) /** * Whether the window represents a modal window. **/ Q_PROPERTY(bool modal READ isModal) /** * Whether the window is moveable. Even if it is not moveable, it might be possible to move * it to another screen. * @see moveableAcrossScreens **/ Q_PROPERTY(bool moveable READ isMovable) /** * Whether the window can be moved to another screen. * @see moveable **/ Q_PROPERTY(bool moveableAcrossScreens READ isMovableAcrossScreens) /** * By how much the window wishes to grow/shrink at least. Usually QSize(1,1). * MAY BE DISOBEYED BY THE WM! It's only for information, do NOT rely on it at all. */ Q_PROPERTY(QSize basicUnit READ basicUnit) /** * Whether the window is currently being moved by the user. **/ Q_PROPERTY(bool move READ isUserMove) /** * Whether the window is currently being resized by the user. **/ Q_PROPERTY(bool resize READ isUserResize) /** * The optional geometry representing the minimized Client in e.g a taskbar. * See _NET_WM_ICON_GEOMETRY at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . **/ Q_PROPERTY(QRect iconGeometry READ iconGeometry) /** * Returns whether the window is any of special windows types (desktop, dock, splash, ...), * i.e. window types that usually don't have a window frame and the user does not use window * management (moving, raising,...) on them. **/ Q_PROPERTY(bool specialWindow READ isSpecialWindow) Q_PROPERTY(QIcon icon READ icon) /** * Whether the window should be excluded from window switching effects. **/ Q_PROPERTY(bool skipSwitcher READ isSkipSwitcher) /** * Geometry of the actual window contents inside the whole (including decorations) window. */ Q_PROPERTY(QRect contentsRect READ contentsRect) /** * Geometry of the transparent rect in the decoration. * May be different from contentsRect if the decoration is extended into the client area. */ Q_PROPERTY(QRect decorationInnerRect READ decorationInnerRect) Q_PROPERTY(bool hasDecoration READ hasDecoration) Q_PROPERTY(QStringList activities READ activities) Q_PROPERTY(bool onCurrentActivity READ isOnCurrentActivity) Q_PROPERTY(bool onAllActivities READ isOnAllActivities) /** * Whether the decoration currently uses an alpha channel. * @since 4.10 **/ Q_PROPERTY(bool decorationHasAlpha READ decorationHasAlpha) /** * Whether the window is currently visible to the user, that is: *
    *
  • Not minimized
  • *
  • On current desktop
  • *
  • On current activity
  • *
* @since 4.11 **/ Q_PROPERTY(bool visible READ isVisible) /** * Whether the window does not want to be animated on window close. * In case this property is @c true it is not useful to start an animation on window close. * The window will not be visible, but the animation hooks are executed. * @since 5.0 **/ Q_PROPERTY(bool skipsCloseAnimation READ skipsCloseAnimation) /** * Interface to the corresponding wayland surface. * relevant only in Wayland, on X11 it will be nullptr */ Q_PROPERTY(KWayland::Server::SurfaceInterface *surface READ surface) /** * Whether the window is fullscreen. * @since 5.6 **/ Q_PROPERTY(bool fullScreen READ isFullScreen) /** * Whether this client is unresponsive. * * When an application failed to react on a ping request in time, it is * considered unresponsive. This usually indicates that the application froze or crashed. * * @since 5.10 */ Q_PROPERTY(bool unresponsive READ isUnresponsive) public: /** 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_TAB_GROUP = 1 << 4, /** Window will not be painted because it's not on the current activity */ PAINT_DISABLED_BY_ACTIVITY = 1 << 5 }; explicit EffectWindow(QObject *parent = nullptr); virtual ~EffectWindow(); virtual void enablePainting(int reason) = 0; virtual void disablePainting(int reason) = 0; virtual bool isPaintingEnabled() = 0; Q_SCRIPTABLE void addRepaint(const QRect& r); Q_SCRIPTABLE void addRepaint(int x, int y, int w, int h); Q_SCRIPTABLE void addRepaintFull(); Q_SCRIPTABLE void addLayerRepaint(const QRect& r); Q_SCRIPTABLE void addLayerRepaint(int x, int y, int w, int h); virtual void refWindow() = 0; virtual void unrefWindow() = 0; bool isDeleted() const; bool isMinimized() const; double opacity() const; bool hasAlpha() const; bool isOnCurrentActivity() const; Q_SCRIPTABLE bool isOnActivity(QString id) const; bool isOnAllActivities() const; QStringList activities() const; bool isOnDesktop(int d) const; bool isOnCurrentDesktop() const; bool isOnAllDesktops() const; int desktop() const; // prefer isOnXXX() int x() const; int y() const; int width() const; int height() const; /** * By how much the window wishes to grow/shrink at least. Usually QSize(1,1). * MAY BE DISOBEYED BY THE WM! It's only for information, do NOT rely on it at all. */ QSize basicUnit() const; QRect geometry() const; /** * Geometry of the window including decoration and potentially shadows. * May be different from geometry() if the window has a shadow. * @since 4.9 */ QRect expandedGeometry() const; virtual QRegion shape() const = 0; int screen() const; /** @internal Do not use */ bool hasOwnShape() const; // only for shadow effect, for now QPoint pos() const; QSize size() const; QRect rect() const; bool isMovable() const; bool isMovableAcrossScreens() const; bool isUserMove() const; bool isUserResize() const; QRect iconGeometry() const; /** * Geometry of the actual window contents inside the whole (including decorations) window. */ QRect contentsRect() const; /** * Geometry of the transparent rect in the decoration. * May be different from contentsRect() if the decoration is extended into the client area. * @since 4.5 */ virtual QRect decorationInnerRect() const = 0; bool hasDecoration() const; bool decorationHasAlpha() const; virtual QByteArray readProperty(long atom, long type, int format) const = 0; virtual void deleteProperty(long atom) const = 0; QString caption() const; QIcon icon() const; QString windowClass() const; QString windowRole() const; virtual const EffectWindowGroup* group() const = 0; /** * Returns whether the window is a desktop background window (the one with wallpaper). * See _NET_WM_WINDOW_TYPE_DESKTOP at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ bool isDesktop() const; /** * Returns whether the window is a dock (i.e. a panel). * See _NET_WM_WINDOW_TYPE_DOCK at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ bool isDock() const; /** * Returns whether the window is a standalone (detached) toolbar window. * See _NET_WM_WINDOW_TYPE_TOOLBAR at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ bool isToolbar() const; /** * Returns whether the window is a torn-off menu. * See _NET_WM_WINDOW_TYPE_MENU at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ bool isMenu() const; /** * Returns whether the window is a "normal" window, i.e. an application or any other window * for which none of the specialized window types fit. * See _NET_WM_WINDOW_TYPE_NORMAL at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ bool isNormalWindow() const; // normal as in 'NET::Normal or NET::Unknown non-transient' /** * Returns whether the window is any of special windows types (desktop, dock, splash, ...), * i.e. window types that usually don't have a window frame and the user does not use window * management (moving, raising,...) on them. */ bool isSpecialWindow() const; /** * Returns whether the window is a dialog window. * See _NET_WM_WINDOW_TYPE_DIALOG at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ bool isDialog() const; /** * Returns whether the window is a splashscreen. Note that many (especially older) applications * do not support marking their splash windows with this type. * See _NET_WM_WINDOW_TYPE_SPLASH at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ bool isSplash() const; /** * Returns whether the window is a utility window, such as a tool window. * See _NET_WM_WINDOW_TYPE_UTILITY at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ bool isUtility() const; /** * Returns whether the window is a dropdown menu (i.e. a popup directly or indirectly open * from the applications menubar). * See _NET_WM_WINDOW_TYPE_DROPDOWN_MENU at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ bool isDropdownMenu() const; /** * Returns whether the window is a popup menu (that is not a torn-off or dropdown menu). * See _NET_WM_WINDOW_TYPE_POPUP_MENU at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ bool isPopupMenu() const; // a context popup, not dropdown, not torn-off /** * Returns whether the window is a tooltip. * See _NET_WM_WINDOW_TYPE_TOOLTIP at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ bool isTooltip() const; /** * Returns whether the window is a window with a notification. * See _NET_WM_WINDOW_TYPE_NOTIFICATION at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ bool isNotification() const; /** * Returns whether the window is an on screen display window * using the non-standard _KDE_NET_WM_WINDOW_TYPE_ON_SCREEN_DISPLAY */ bool isOnScreenDisplay() const; /** * Returns whether the window is a combobox popup. * See _NET_WM_WINDOW_TYPE_COMBO at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ bool isComboBox() const; /** * Returns whether the window is a Drag&Drop icon. * See _NET_WM_WINDOW_TYPE_DND at http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ bool isDNDIcon() const; /** * Returns the NETWM window type * See http://standards.freedesktop.org/wm-spec/wm-spec-latest.html . */ NET::WindowType windowType() const; /** * Returns whether the window is managed by KWin (it has control over its placement and other * aspects, as opposed to override-redirect windows that are entirely handled by the application). */ bool isManaged() const; // whether it's managed or override-redirect /** * Returns whether or not the window can accept keyboard focus. */ bool acceptsFocus() const; /** * Returns whether or not the window is kept above all other windows. */ bool keepAbove() const; /** * Returns whether the window is kept below all other windows. */ bool keepBelow() const; bool isModal() const; Q_SCRIPTABLE virtual KWin::EffectWindow* findModal() = 0; Q_SCRIPTABLE virtual QList mainWindows() const = 0; /** * Returns whether the window should be excluded from window switching effects. * @since 4.5 */ bool isSkipSwitcher() const; /** * Returns the unmodified window quad list. Can also be used to force rebuilding. */ virtual WindowQuadList buildQuads(bool force = false) const = 0; void setMinimized(bool minimize); void minimize(); void unminimize(); Q_SCRIPTABLE void closeWindow() const; bool isCurrentTab() const; /** * @since 4.11 **/ bool isVisible() const; /** * @since 5.0 **/ bool skipsCloseAnimation() const; /** * @since 5.5 */ KWayland::Server::SurfaceInterface *surface() const; /** * @since 5.6 **/ bool isFullScreen() const; /** * @since 5.10 */ bool isUnresponsive() const; /** * Can be used to by effects to store arbitrary data in the EffectWindow. * * Invoking this method will emit the signal EffectsHandler::windowDataChanged. * @see EffectsHandler::windowDataChanged */ Q_SCRIPTABLE virtual void setData(int role, const QVariant &data) = 0; Q_SCRIPTABLE virtual QVariant data(int role) const = 0; /** * @brief References the previous window pixmap to prevent discarding. * * This method allows to reference the previous window pixmap in case that a window changed * its size, which requires a new window pixmap. By referencing the previous (and then outdated) * window pixmap an effect can for example cross fade the current window pixmap with the previous * one. This allows for smoother transitions for window geometry changes. * * If an effect calls this method on a window it also needs to call @link unreferencePreviousWindowPixmap * once it does no longer need the previous window pixmap. * * Note: the window pixmap is not kept forever even when referenced. If the geometry changes again, so that * a new window pixmap is created, the previous window pixmap will be exchanged with the current one. This * means it's still possible to have rendering glitches. An effect is supposed to track for itself the changes * to the window's geometry and decide how the transition should continue in such a situation. * * @see unreferencePreviousWindowPixmap * @since 4.11 */ virtual void referencePreviousWindowPixmap() = 0; /** * @brief Unreferences the previous window pixmap. Only relevant after @link referencePreviousWindowPixmap had * been called. * * @see referencePreviousWindowPixmap * @since 4.11 */ virtual void unreferencePreviousWindowPixmap() = 0; private: class Private; QScopedPointer d; }; class KWINEFFECTS_EXPORT EffectWindowGroup { public: virtual ~EffectWindowGroup(); virtual EffectWindowList members() const = 0; }; struct GLVertex2D { QVector2D position; QVector2D texcoord; }; struct GLVertex3D { QVector3D position; QVector2D texcoord; }; /** * @short Vertex class * * A vertex is one position in a window. WindowQuad consists of four WindowVertex objects * and represents one part of a window. **/ class KWINEFFECTS_EXPORT WindowVertex { public: WindowVertex(); WindowVertex(const QPointF &position, const QPointF &textureCoordinate); WindowVertex(double x, double y, double tx, double ty); double x() const { return px; } double y() const { return py; } double u() const { return tx; } double v() const { return ty; } double originalX() const { return ox; } double originalY() const { return oy; } double textureX() const { return tx; } double textureY() const { return ty; } void move(double x, double y); void setX(double x); void setY(double y); private: friend class WindowQuad; friend class WindowQuadList; double px, py; // position double ox, oy; // origional position double tx, ty; // texture coords }; /** * @short Class representing one area of a window. * * WindowQuads consists of four WindowVertex objects and represents one part of a window. */ // NOTE: This class expects the (original) vertices to be in the clockwise order starting from topleft. class KWINEFFECTS_EXPORT WindowQuad { public: explicit WindowQuad(WindowQuadType type, int id = -1); WindowQuad makeSubQuad(double x1, double y1, double x2, double y2) const; WindowVertex& operator[](int index); const WindowVertex& operator[](int index) const; WindowQuadType type() const; void setUVAxisSwapped(bool value) { uvSwapped = value; } bool uvAxisSwapped() const { return uvSwapped; } int id() const; bool decoration() const; bool effect() const; double left() const; double right() const; double top() const; double bottom() const; double originalLeft() const; double originalRight() const; double originalTop() const; double originalBottom() const; bool smoothNeeded() const; bool isTransformed() const; private: friend class WindowQuadList; WindowVertex verts[ 4 ]; WindowQuadType quadType; // 0 - contents, 1 - decoration bool uvSwapped; int quadID; }; class KWINEFFECTS_EXPORT WindowQuadList : public QList< WindowQuad > { public: WindowQuadList splitAtX(double x) const; WindowQuadList splitAtY(double y) const; WindowQuadList makeGrid(int maxquadsize) const; WindowQuadList makeRegularGrid(int xSubdivisions, int ySubdivisions) const; WindowQuadList select(WindowQuadType type) const; WindowQuadList filterOut(WindowQuadType type) const; bool smoothNeeded() const; void makeInterleavedArrays(unsigned int type, GLVertex2D *vertices, const QMatrix4x4 &matrix) const; void makeArrays(float** vertices, float** texcoords, const QSizeF &size, bool yInverted) const; bool isTransformed() const; }; class KWINEFFECTS_EXPORT WindowPrePaintData { public: int mask; /** * Region that will be painted, in screen coordinates. **/ QRegion paint; /** * The clip region will be subtracted from paint region of following windows. * I.e. window will definitely cover it's clip region **/ QRegion clip; WindowQuadList quads; /** * Simple helper that sets data to say the window will be painted as non-opaque. * Takes also care of changing the regions. */ void setTranslucent(); /** * Helper to mark that this window will be transformed **/ void setTransformed(); }; class KWINEFFECTS_EXPORT PaintData { public: virtual ~PaintData(); /** * @returns scale factor in X direction. * @since 4.10 **/ qreal xScale() const; /** * @returns scale factor in Y direction. * @since 4.10 **/ qreal yScale() const; /** * @returns scale factor in Z direction. * @since 4.10 **/ qreal zScale() const; /** * Sets the scale factor in X direction to @p scale * @param scale The scale factor in X direction * @since 4.10 **/ void setXScale(qreal scale); /** * Sets the scale factor in Y direction to @p scale * @param scale The scale factor in Y direction * @since 4.10 **/ void setYScale(qreal scale); /** * Sets the scale factor in Z direction to @p scale * @param scale The scale factor in Z direction * @since 4.10 **/ void setZScale(qreal scale); /** * Sets the scale factor in X and Y direction. * @param scale The scale factor for X and Y direction * @since 4.10 **/ void setScale(const QVector2D &scale); /** * Sets the scale factor in X, Y and Z direction * @param scale The scale factor for X, Y and Z direction * @since 4.10 **/ void setScale(const QVector3D &scale); const QGraphicsScale &scale() const; const QVector3D &translation() const; /** * @returns the translation in X direction. * @since 4.10 **/ qreal xTranslation() const; /** * @returns the translation in Y direction. * @since 4.10 **/ qreal yTranslation() const; /** * @returns the translation in Z direction. * @since 4.10 **/ qreal zTranslation() const; /** * Sets the translation in X direction to @p translate. * @since 4.10 **/ void setXTranslation(qreal translate); /** * Sets the translation in Y direction to @p translate. * @since 4.10 **/ void setYTranslation(qreal translate); /** * Sets the translation in Z direction to @p translate. * @since 4.10 **/ void setZTranslation(qreal translate); /** * Performs a translation by adding the values component wise. * @param x Translation in X direction * @param y Translation in Y direction * @param z Translation in Z direction * @since 4.10 **/ void translate(qreal x, qreal y = 0.0, qreal z = 0.0); /** * Performs a translation by adding the values component wise. * Overloaded method for convenience. * @param translate The translation * @since 4.10 **/ void translate(const QVector3D &translate); /** * Sets the rotation angle. * @param angle The new rotation angle. * @since 4.10 * @see rotationAngle() **/ void setRotationAngle(qreal angle); /** * Returns the rotation angle. * Initially 0.0. * @returns The current rotation angle. * @since 4.10 * @see setRotationAngle **/ qreal rotationAngle() const; /** * Sets the rotation origin. * @param origin The new rotation origin. * @since 4.10 * @see rotationOrigin() **/ void setRotationOrigin(const QVector3D &origin); /** * Returns the rotation origin. That is the point in space which is fixed during the rotation. * Initially this is 0/0/0. * @returns The rotation's origin * @since 4.10 * @see setRotationOrigin() **/ QVector3D rotationOrigin() const; /** * Sets the rotation axis. * Set a component to 1.0 to rotate around this axis and to 0.0 to disable rotation around the * axis. * @param axis A vector holding information on which axis to rotate * @since 4.10 * @see rotationAxis() **/ void setRotationAxis(const QVector3D &axis); /** * Sets the rotation axis. * Overloaded method for convenience. * @param axis The axis around which should be rotated. * @since 4.10 * @see rotationAxis() **/ void setRotationAxis(Qt::Axis axis); /** * The current rotation axis. * By default the rotation is (0/0/1) which means a rotation around the z axis. * @returns The current rotation axis. * @since 4.10 * @see setRotationAxis **/ QVector3D rotationAxis() const; protected: PaintData(); PaintData(const PaintData &other); private: PaintDataPrivate * const d; }; class KWINEFFECTS_EXPORT WindowPaintData : public PaintData { public: explicit WindowPaintData(EffectWindow* w); explicit WindowPaintData(EffectWindow* w, const QMatrix4x4 &screenProjectionMatrix); WindowPaintData(const WindowPaintData &other); virtual ~WindowPaintData(); /** * Scales the window by @p scale factor. * Multiplies all three components by the given factor. * @since 4.10 **/ WindowPaintData& operator*=(qreal scale); /** * Scales the window by @p scale factor. * Performs a component wise multiplication on x and y components. * @since 4.10 **/ WindowPaintData& operator*=(const QVector2D &scale); /** * Scales the window by @p scale factor. * Performs a component wise multiplication. * @since 4.10 **/ WindowPaintData& operator*=(const QVector3D &scale); /** * Translates the window by the given @p translation and returns a reference to the ScreenPaintData. * @since 4.10 **/ WindowPaintData& operator+=(const QPointF &translation); /** * Translates the window by the given @p translation and returns a reference to the ScreenPaintData. * Overloaded method for convenience. * @since 4.10 **/ WindowPaintData& operator+=(const QPoint &translation); /** * Translates the window by the given @p translation and returns a reference to the ScreenPaintData. * Overloaded method for convenience. * @since 4.10 **/ WindowPaintData& operator+=(const QVector2D &translation); /** * Translates the window by the given @p translation and returns a reference to the ScreenPaintData. * Overloaded method for convenience. * @since 4.10 **/ WindowPaintData& operator+=(const QVector3D &translation); /** * Window opacity, in range 0 = transparent to 1 = fully opaque * @see setOpacity * @since 4.10 */ qreal opacity() const; /** * Sets the window opacity to the new @p opacity. * If you want to modify the existing opacity level consider using multiplyOpacity. * @param opacity The new opacity level * @since 4.10 **/ void setOpacity(qreal opacity); /** * Multiplies the current opacity with the @p factor. * @param factor Factor with which the opacity should be multiplied * @return New opacity level * @since 4.10 **/ qreal multiplyOpacity(qreal factor); /** * Saturation of the window, in range [0; 1] * 1 means that the window is unchanged, 0 means that it's completely * unsaturated (greyscale). 0.5 would make the colors less intense, * but not completely grey * Use EffectsHandler::saturationSupported() to find out whether saturation * is supported by the system, otherwise this value has no effect. * @return The current saturation * @see setSaturation() * @since 4.10 **/ qreal saturation() const; /** * Sets the window saturation level to @p saturation. * If you want to modify the existing saturation level consider using multiplySaturation. * @param saturation The new saturation level * @since 4.10 **/ void setSaturation(qreal saturation) const; /** * Multiplies the current saturation with @p factor. * @param factor with which the saturation should be multiplied * @return New saturation level * @since 4.10 **/ qreal multiplySaturation(qreal factor); /** * Brightness of the window, in range [0; 1] * 1 means that the window is unchanged, 0 means that it's completely * black. 0.5 would make it 50% darker than usual **/ qreal brightness() const; /** * Sets the window brightness level to @p brightness. * If you want to modify the existing brightness level consider using multiplyBrightness. * @param brightness The new brightness level **/ void setBrightness(qreal brightness); /** * Multiplies the current brightness level with @p factor. * @param factor with which the brightness should be multiplied. * @return New brightness level * @since 4.10 **/ qreal multiplyBrightness(qreal factor); /** * The screen number for which the painting should be done. * This affects color correction (different screens may need different * color correction lookup tables because they have different ICC profiles). * @return screen for which painting should be done */ int screen() const; /** * @param screen New screen number * A value less than 0 will indicate that a default profile should be done. */ void setScreen(int screen) const; /** * @brief Sets the cross fading @p factor to fade over with previously sized window. * If @c 1.0 only the current window is used, if @c 0.0 only the previous window is used. * * By default only the current window is used. This factor can only make any visual difference * if the previous window get referenced. * * @param factor The cross fade factor between @c 0.0 (previous window) and @c 1.0 (current window) * @see crossFadeProgress */ void setCrossFadeProgress(qreal factor); /** * @see setCrossFadeProgress */ qreal crossFadeProgress() const; /** * Sets the projection matrix that will be used when painting the window. * * The default projection matrix can be overridden by setting this matrix * to a non-identity matrix. */ void setProjectionMatrix(const QMatrix4x4 &matrix); /** * Returns the current projection matrix. * * The default value for this matrix is the identity matrix. */ QMatrix4x4 projectionMatrix() const; /** * Returns a reference to the projection matrix. */ QMatrix4x4 &rprojectionMatrix(); /** * Sets the model-view matrix that will be used when painting the window. * * The default model-view matrix can be overridden by setting this matrix * to a non-identity matrix. */ void setModelViewMatrix(const QMatrix4x4 &matrix); /** * Returns the current model-view matrix. * * The default value for this matrix is the identity matrix. */ QMatrix4x4 modelViewMatrix() const; /** * Returns a reference to the model-view matrix. */ QMatrix4x4 &rmodelViewMatrix(); /** * Returns The projection matrix as used by the current screen painting pass * including screen transformations. * * @since 5.6 **/ QMatrix4x4 screenProjectionMatrix() const; WindowQuadList quads; /** * Shader to be used for rendering, if any. */ GLShader* shader; private: WindowPaintDataPrivate * const d; }; class KWINEFFECTS_EXPORT ScreenPaintData : public PaintData { public: ScreenPaintData(); ScreenPaintData(const QMatrix4x4 &projectionMatrix, const QRect &outputGeometry = QRect()); ScreenPaintData(const ScreenPaintData &other); virtual ~ScreenPaintData(); /** * Scales the screen by @p scale factor. * Multiplies all three components by the given factor. * @since 4.10 **/ ScreenPaintData& operator*=(qreal scale); /** * Scales the screen by @p scale factor. * Performs a component wise multiplication on x and y components. * @since 4.10 **/ ScreenPaintData& operator*=(const QVector2D &scale); /** * Scales the screen by @p scale factor. * Performs a component wise multiplication. * @since 4.10 **/ ScreenPaintData& operator*=(const QVector3D &scale); /** * Translates the screen by the given @p translation and returns a reference to the ScreenPaintData. * @since 4.10 **/ ScreenPaintData& operator+=(const QPointF &translation); /** * Translates the screen by the given @p translation and returns a reference to the ScreenPaintData. * Overloaded method for convenience. * @since 4.10 **/ ScreenPaintData& operator+=(const QPoint &translation); /** * Translates the screen by the given @p translation and returns a reference to the ScreenPaintData. * Overloaded method for convenience. * @since 4.10 **/ ScreenPaintData& operator+=(const QVector2D &translation); /** * Translates the screen by the given @p translation and returns a reference to the ScreenPaintData. * Overloaded method for convenience. * @since 4.10 **/ ScreenPaintData& operator+=(const QVector3D &translation); ScreenPaintData& operator=(const ScreenPaintData &rhs); /** * The projection matrix used by the scene for the current rendering pass. * On non-OpenGL compositors it's set to Identity matrix. * @since 5.6 **/ QMatrix4x4 projectionMatrix() const; /** * The geometry of the currently rendered output. * Only set for per-output rendering (e.g. Wayland). * * This geometry can be used as a hint about the native window the OpenGL context * is bound. OpenGL calls need to be translated to this geometry. * @since 5.9 **/ QRect outputGeometry() const; private: class Private; QScopedPointer d; }; class KWINEFFECTS_EXPORT ScreenPrePaintData { public: int mask; QRegion paint; }; /** * @short Helper class for restricting painting area only to allowed area. * * This helper class helps specifying areas that should be painted, clipping * out the rest. The simplest usage is creating an object on the stack * and giving it the area that is allowed to be painted to. When the object * is destroyed, the restriction will be removed. * Note that all painting code must use paintArea() to actually perform the clipping. */ class KWINEFFECTS_EXPORT PaintClipper { public: /** * Calls push(). */ explicit PaintClipper(const QRegion& allowed_area); /** * Calls pop(). */ ~PaintClipper(); /** * Allows painting only in the given area. When areas have been already * specified, painting is allowed only in the intersection of all areas. */ static void push(const QRegion& allowed_area); /** * Removes the given area. It must match the top item in the stack. */ static void pop(const QRegion& allowed_area); /** * Returns true if any clipping should be performed. */ static bool clip(); /** * If clip() returns true, this function gives the resulting area in which * painting is allowed. It is usually simpler to use the helper Iterator class. */ static QRegion paintArea(); /** * Helper class to perform the clipped painting. The usage is: * @code * for ( PaintClipper::Iterator iterator; * !iterator.isDone(); * iterator.next()) * { // do the painting, possibly use iterator.boundingRect() * } * @endcode */ class KWINEFFECTS_EXPORT Iterator { public: Iterator(); ~Iterator(); bool isDone(); void next(); QRect boundingRect() const; private: struct Data; Data* data; }; private: QRegion area; static QStack< QRegion >* areas; }; /** * @internal */ template class KWINEFFECTS_EXPORT Motion { public: /** * Creates a new motion object. "Strength" is the amount of * acceleration that is applied to the object when the target * changes and "smoothness" relates to how fast the object * can change its direction and speed. */ explicit Motion(T initial, double strength, double smoothness); /** * Creates an exact copy of another motion object, including * position, target and velocity. */ Motion(const Motion &other); ~Motion(); inline T value() const { return m_value; } inline void setValue(const T value) { m_value = value; } inline T target() const { return m_target; } inline void setTarget(const T target) { m_start = m_value; m_target = target; } inline T velocity() const { return m_velocity; } inline void setVelocity(const T velocity) { m_velocity = velocity; } inline double strength() const { return m_strength; } inline void setStrength(const double strength) { m_strength = strength; } inline double smoothness() const { return m_smoothness; } inline void setSmoothness(const double smoothness) { m_smoothness = smoothness; } inline T startValue() { return m_start; } /** * The distance between the current position and the target. */ inline T distance() const { return m_target - m_value; } /** * Calculates the new position if not at the target. Called * once per frame only. */ void calculate(const int msec); /** * Place the object on top of the target immediately, * bypassing all movement calculation. */ void finish(); private: T m_value; T m_start; T m_target; T m_velocity; double m_strength; double m_smoothness; }; /** * @short A single 1D motion dynamics object. * * This class represents a single object that can be moved around a * 1D space. Although it can be used directly by itself it is * recommended to use a motion manager instead. */ class KWINEFFECTS_EXPORT Motion1D : public Motion { public: explicit Motion1D(double initial = 0.0, double strength = 0.08, double smoothness = 4.0); Motion1D(const Motion1D &other); ~Motion1D(); }; /** * @short A single 2D motion dynamics object. * * This class represents a single object that can be moved around a * 2D space. Although it can be used directly by itself it is * recommended to use a motion manager instead. */ class KWINEFFECTS_EXPORT Motion2D : public Motion { public: explicit Motion2D(QPointF initial = QPointF(), double strength = 0.08, double smoothness = 4.0); Motion2D(const Motion2D &other); ~Motion2D(); }; /** * @short Helper class for motion dynamics in KWin effects. * * This motion manager class is intended to help KWin effect authors * move windows across the screen smoothly and naturally. Once * windows are registered by the manager the effect can issue move * commands with the moveWindow() methods. The position of any * managed window can be determined in realtime by the * transformedGeometry() method. As the manager knows if any windows * are moving at any given time it can also be used as a notifier as * to see whether the effect is active or not. */ class KWINEFFECTS_EXPORT WindowMotionManager { public: /** * Creates a new window manager object. */ explicit WindowMotionManager(bool useGlobalAnimationModifier = true); ~WindowMotionManager(); /** * Register a window for managing. */ void manage(EffectWindow *w); /** * Register a list of windows for managing. */ inline void manage(EffectWindowList list) { for (int i = 0; i < list.size(); i++) manage(list.at(i)); } /** * Deregister a window. All transformations applied to the * window will be permanently removed and cannot be recovered. */ void unmanage(EffectWindow *w); /** * Deregister all windows, returning the manager to its * originally initiated state. */ void unmanageAll(); /** * Determine the new positions for windows that have not * reached their target. Called once per frame, usually in * prePaintScreen(). Remember to set the * Effect::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS flag. */ void calculate(int time); /** * Modify a registered window's paint data to make it appear * at its real location on the screen. Usually called in * paintWindow(). Remember to flag the window as having been * transformed in prePaintWindow() by calling * WindowPrePaintData::setTransformed() */ void apply(EffectWindow *w, WindowPaintData &data); /** * Set all motion targets and values back to where the * windows were before transformations. The same as * unmanaging then remanaging all windows. */ void reset(); /** * Resets the motion target and current value of a single * window. */ void reset(EffectWindow *w); /** * Ask the manager to move the window to the target position * with the specified scale. If `yScale` is not provided or * set to 0.0, `scale` will be used as the scale in the * vertical direction as well as in the horizontal direction. */ void moveWindow(EffectWindow *w, QPoint target, double scale = 1.0, double yScale = 0.0); /** * This is an overloaded method, provided for convenience. * * Ask the manager to move the window to the target rectangle. * Automatically determines scale. */ inline void moveWindow(EffectWindow *w, QRect target) { // TODO: Scale might be slightly different in the comparison due to rounding moveWindow(w, target.topLeft(), target.width() / double(w->width()), target.height() / double(w->height())); } /** * Retrieve the current tranformed geometry of a registered * window. */ QRectF transformedGeometry(EffectWindow *w) const; /** * Sets the current transformed geometry of a registered window to the given geometry. * @see transformedGeometry * @since 4.5 */ void setTransformedGeometry(EffectWindow *w, const QRectF &geometry); /** * Retrieve the current target geometry of a registered * window. */ QRectF targetGeometry(EffectWindow *w) const; /** * Return the window that has its transformed geometry under * the specified point. It is recommended to use the stacking * order as it's what the user sees, but it is slightly * slower to process. */ EffectWindow* windowAtPoint(QPoint point, bool useStackingOrder = true) const; /** * Return a list of all currently registered windows. */ inline EffectWindowList managedWindows() const { return m_managedWindows.keys(); } /** * Returns whether or not a specified window is being managed * by this manager object. */ inline bool isManaging(EffectWindow *w) const { return m_managedWindows.contains(w); } /** * Returns whether or not this manager object is actually * managing any windows or not. */ inline bool managingWindows() const { return !m_managedWindows.empty(); } /** * Returns whether all windows have reached their targets yet * or not. Can be used to see if an effect should be * processed and displayed or not. */ inline bool areWindowsMoving() const { return !m_movingWindowsSet.isEmpty(); } /** * Returns whether a window has reached its targets yet * or not. */ inline bool isWindowMoving(EffectWindow *w) const { return m_movingWindowsSet.contains(w); } private: bool m_useGlobalAnimationModifier; struct WindowMotion { // TODO: Rotation, etc? Motion2D translation; // Absolute position Motion2D scale; // xScale and yScale }; QHash m_managedWindows; QSet m_movingWindowsSet; }; /** * @short Helper class for displaying text and icons in frames. * * Paints text and/or and icon with an optional frame around them. The * available frames includes one that follows the default Plasma theme and * another that doesn't. * It is recommended to use this class whenever displaying text. */ class KWINEFFECTS_EXPORT EffectFrame { public: EffectFrame(); virtual ~EffectFrame(); /** * Delete any existing textures to free up graphics memory. They will * be automatically recreated the next time they are required. */ virtual void free() = 0; /** * Render the frame. */ virtual void render(QRegion region = infiniteRegion(), double opacity = 1.0, double frameOpacity = 1.0) = 0; virtual void setPosition(const QPoint& point) = 0; /** * Set the text alignment for static frames and the position alignment * for non-static. */ virtual void setAlignment(Qt::Alignment alignment) = 0; virtual Qt::Alignment alignment() const = 0; virtual void setGeometry(const QRect& geometry, bool force = false) = 0; virtual const QRect& geometry() const = 0; virtual void setText(const QString& text) = 0; virtual const QString& text() const = 0; virtual void setFont(const QFont& font) = 0; virtual const QFont& font() const = 0; /** * Set the icon that will appear on the left-hand size of the frame. */ virtual void setIcon(const QIcon& icon) = 0; virtual const QIcon& icon() const = 0; virtual void setIconSize(const QSize& size) = 0; virtual const QSize& iconSize() const = 0; /** * Sets the geometry of a selection. * To remove the selection set a null rect. * @param selection The geometry of the selection in screen coordinates. **/ virtual void setSelection(const QRect& selection) = 0; /** * @param shader The GLShader for rendering. **/ virtual void setShader(GLShader* shader) = 0; /** * @returns The GLShader used for rendering or null if none. **/ virtual GLShader* shader() const = 0; /** * @returns The style of this EffectFrame. **/ virtual EffectFrameStyle style() const = 0; /** * If @p enable is @c true cross fading between icons and text is enabled * By default disabled. Use setCrossFadeProgress to cross fade. * Cross Fading is currently only available if OpenGL is used. * @param enable @c true enables cross fading, @c false disables it again * @see isCrossFade * @see setCrossFadeProgress * @since 4.6 **/ void enableCrossFade(bool enable); /** * @returns @c true if cross fading is enabled, @c false otherwise * @see enableCrossFade * @since 4.6 **/ bool isCrossFade() const; /** * Sets the current progress for cross fading the last used icon/text * with current icon/text to @p progress. * A value of 0.0 means completely old icon/text, a value of 1.0 means * completely current icon/text. * Default value is 1.0. You have to enable cross fade before using it. * Cross Fading is currently only available if OpenGL is used. * @see enableCrossFade * @see isCrossFade * @see crossFadeProgress * @since 4.6 **/ void setCrossFadeProgress(qreal progress); /** * @returns The current progress for cross fading * @see setCrossFadeProgress * @see enableCrossFade * @see isCrossFade * @since 4.6 **/ qreal crossFadeProgress() const; /** * Returns The projection matrix as used by the current screen painting pass * including screen transformations. * * This matrix is only valid during a rendering pass started by render. * * @since 5.6 * @see render * @see EffectsHandler::paintEffectFrame * @see Effect::paintEffectFrame **/ QMatrix4x4 screenProjectionMatrix() const; protected: void setScreenProjectionMatrix(const QMatrix4x4 &projection); private: EffectFramePrivate* const d; }; +/** + * The TimeLine class is a helper for controlling animations. + **/ +class KWINEFFECTS_EXPORT TimeLine +{ +public: + /** + * Direction of the timeline. + * + * When the direction of the timeline is Forward, the progress + * value will go from 0.0 to 1.0. + * + * When the direction of the timeline is Backward, the progress + * value will go from 1.0 to 0.0. + **/ + enum Direction { + Forward, + Backward + }; + + /** + * Constructs a new instance of TimeLine. + * + * @param duration Duration of the timeline, in milliseconds + * @param direction Direction of the timeline + * @since 5.14 + **/ + explicit TimeLine(std::chrono::milliseconds duration = std::chrono::milliseconds(1000), + Direction direction = Forward); + TimeLine(const TimeLine &other); + ~TimeLine(); + + /** + * Returns the current value of the timeline. + * + * @since 5.14 + **/ + qreal value() const; + + /** + * Updates the progress of the timeline. + * + * @note The delta value should be a non-negative number, i.e. it + * should be greater or equal to 0. + * + * @param delta The number milliseconds passed since last frame + * @since 5.14 + **/ + void update(std::chrono::milliseconds delta); + + /** + * Returns the number of elapsed milliseconds. + * + * @see setElapsed + * @since 5.14 + **/ + std::chrono::milliseconds elapsed() const; + + /** + * Sets the number of elapsed milliseconds. + * + * This method overwrites previous value of elapsed milliseconds. + * If the new value of elapsed milliseconds is greater or equal + * to duration of the timeline, the timeline will be finished, i.e. + * proceeding TimeLine::done method calls will return @c true. + * Please don't use it. Instead, use TimeLine::update. + * + * @note The new number of elapsed milliseconds should be a non-negative + * number, i.e. it should be greater or equal to 0. + * + * @param elapsed The new number of elapsed milliseconds + * @see elapsed + * @since 5.14 + **/ + void setElapsed(std::chrono::milliseconds elapsed); + + /** + * Returns the duration of the timeline. + * + * @returns Duration of the timeline, in milliseconds + * @see setDuration + * @since 5.14 + **/ + std::chrono::milliseconds duration() const; + + /** + * Sets the duration of the timeline. + * + * In addition to setting new value of duration, the timeline will + * try to retarget the number of elapsed milliseconds to match + * as close as possible old progress value. If the new duration + * is much smaller than old duration, there is a big chance that + * the timeline will be finished after setting new duration. + * + * @note The new duration should be a positive number, i.e. it + * should be greater or equal to 1. + * + * @param duration The new duration of the timeline, in milliseconds + * @see duration + * @since 5.14 + **/ + void setDuration(std::chrono::milliseconds duration); + + /** + * Returns the direction of the timeline. + * + * @returns Direction of the timeline(TimeLine::Forward or TimeLine::Backward) + * @see setDirection + * @see toggleDirection + * @since 5.14 + **/ + Direction direction() const; + + /** + * Sets the direction of the timeline. + * + * @param direction The new direction of the timeline + * @see direction + * @see toggleDirection + * @since 5.14 + **/ + void setDirection(Direction direction); + + /** + * Toggles the direction of the timeline. + * + * If the direction of the timeline was TimeLine::Forward, it becomes + * TimeLine::Backward, and vice verca. + * + * @see direction + * @see setDirection + * @since 5.14 + **/ + void toggleDirection(); + + /** + * Returns the easing curve of the timeline. + * + * @see setEasingCurve + * @since 5.14 + **/ + QEasingCurve easingCurve() const; + + /** + * Sets new easing curve. + * + * @param easingCurve An easing curve to be set + * @see easingCurve + * @since 5.14 + **/ + void setEasingCurve(const QEasingCurve &easingCurve); + + /** + * Sets new easing curve by providing its type. + * + * @param type Type of the easing curve(e.g. QEasingCurve::InQuad, etc) + * @see easingCurve + * @since 5.14 + **/ + void setEasingCurve(QEasingCurve::Type type); + + /** + * Returns whether the timeline is currently in progress. + * + * @see done + * @since 5.14 + **/ + bool running() const; + + /** + * Returns whether the timeline is finished. + * + * @see reset + * @since 5.14 + **/ + bool done() const; + + /** + * Resets the timeline to initial state. + * + * @since 5.14 + **/ + void reset(); + + TimeLine &operator=(const TimeLine &other); + +private: + qreal progress() const; + +private: + class Data; + QSharedDataPointer d; +}; + /** * Pointer to the global EffectsHandler object. **/ extern KWINEFFECTS_EXPORT EffectsHandler* effects; /*************************************************************** WindowVertex ***************************************************************/ inline WindowVertex::WindowVertex() : px(0), py(0), ox(0), oy(0), tx(0), ty(0) { } inline WindowVertex::WindowVertex(double _x, double _y, double _tx, double _ty) : px(_x), py(_y), ox(_x), oy(_y), tx(_tx), ty(_ty) { } inline WindowVertex::WindowVertex(const QPointF &position, const QPointF &texturePosition) : px(position.x()), py(position.y()), ox(position.x()), oy(position.y()), tx(texturePosition.x()), ty(texturePosition.y()) { } inline void WindowVertex::move(double x, double y) { px = x; py = y; } inline void WindowVertex::setX(double x) { px = x; } inline void WindowVertex::setY(double y) { py = y; } /*************************************************************** WindowQuad ***************************************************************/ inline WindowQuad::WindowQuad(WindowQuadType t, int id) : quadType(t) , uvSwapped(false) , quadID(id) { } inline WindowVertex& WindowQuad::operator[](int index) { assert(index >= 0 && index < 4); return verts[ index ]; } inline const WindowVertex& WindowQuad::operator[](int index) const { assert(index >= 0 && index < 4); return verts[ index ]; } inline WindowQuadType WindowQuad::type() const { assert(quadType != WindowQuadError); return quadType; } inline int WindowQuad::id() const { return quadID; } inline bool WindowQuad::decoration() const { assert(quadType != WindowQuadError); return quadType == WindowQuadDecoration; } inline bool WindowQuad::effect() const { assert(quadType != WindowQuadError); return quadType >= EFFECT_QUAD_TYPE_START; } inline bool WindowQuad::isTransformed() const { return !(verts[ 0 ].px == verts[ 0 ].ox && verts[ 0 ].py == verts[ 0 ].oy && verts[ 1 ].px == verts[ 1 ].ox && verts[ 1 ].py == verts[ 1 ].oy && verts[ 2 ].px == verts[ 2 ].ox && verts[ 2 ].py == verts[ 2 ].oy && verts[ 3 ].px == verts[ 3 ].ox && verts[ 3 ].py == verts[ 3 ].oy); } inline double WindowQuad::left() const { return qMin(verts[ 0 ].px, qMin(verts[ 1 ].px, qMin(verts[ 2 ].px, verts[ 3 ].px))); } inline double WindowQuad::right() const { return qMax(verts[ 0 ].px, qMax(verts[ 1 ].px, qMax(verts[ 2 ].px, verts[ 3 ].px))); } inline double WindowQuad::top() const { return qMin(verts[ 0 ].py, qMin(verts[ 1 ].py, qMin(verts[ 2 ].py, verts[ 3 ].py))); } inline double WindowQuad::bottom() const { return qMax(verts[ 0 ].py, qMax(verts[ 1 ].py, qMax(verts[ 2 ].py, verts[ 3 ].py))); } inline double WindowQuad::originalLeft() const { return verts[ 0 ].ox; } inline double WindowQuad::originalRight() const { return verts[ 2 ].ox; } inline double WindowQuad::originalTop() const { return verts[ 0 ].oy; } inline double WindowQuad::originalBottom() const { return verts[ 2 ].oy; } /*************************************************************** Motion ***************************************************************/ template Motion::Motion(T initial, double strength, double smoothness) : m_value(initial) , m_start(initial) , m_target(initial) , m_velocity() , m_strength(strength) , m_smoothness(smoothness) { } template Motion::Motion(const Motion &other) : m_value(other.value()) , m_start(other.target()) , m_target(other.target()) , m_velocity(other.velocity()) , m_strength(other.strength()) , m_smoothness(other.smoothness()) { } template Motion::~Motion() { } template void Motion::calculate(const int msec) { if (m_value == m_target && m_velocity == T()) // At target and not moving return; // Poor man's time independent calculation int steps = qMax(1, msec / 5); for (int i = 0; i < steps; i++) { T diff = m_target - m_value; T strength = diff * m_strength; m_velocity = (m_smoothness * m_velocity + strength) / (m_smoothness + 1.0); m_value += m_velocity; } } template void Motion::finish() { m_value = m_target; m_velocity = T(); } /*************************************************************** Effect ***************************************************************/ template int Effect::animationTime(int defaultDuration) { return animationTime(T::duration() != 0 ? T::duration() : defaultDuration); } template void Effect::initConfig() { T::instance(effects->config()); } } // namespace Q_DECLARE_METATYPE(KWin::EffectWindow*) Q_DECLARE_METATYPE(QList) +Q_DECLARE_METATYPE(KWin::TimeLine) /** @} */ #endif // KWINEFFECTS_H