You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

1026 lines
37 KiB

/*
SPDX-FileCopyrightText: 2006 Lubos Lunak <l.lunak@kde.org>
SPDX-FileCopyrightText: 2009 Lucas Murray <lmurray@undefinedfire.com>
SPDX-FileCopyrightText: 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
SPDX-FileCopyrightText: 2018 Vlad Zahorodnii <vlad.zahorodnii@kde.org>
SPDX-License-Identifier: GPL-2.0-or-later
*/
#pragma once
#include "effect/globals.h"
#include <QRegion>
#include <KPluginFactory>
#include <KSharedConfig>
class QKeyEvent;
class QTabletEvent;
namespace KWin
{
class EffectWindow;
class Output;
class PaintDataPrivate;
class RenderTarget;
class RenderViewport;
class WindowPaintDataPrivate;
/** @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. This macro will take the embedded json metadata filename as the second argument.
*
* @subsection creating-buildsystem Buildsystem
* To build the effect, you can use the kcoreaddons_add_plugin cmake macro which
* takes care of creating the library and installing it.
* The first parameter is the name of the library, this is the same as the id of the plugin.
* If our effect's source is in cooleffect.cpp, we'd use following:
* @code
* kcoreaddons_add_plugin(cooleffect SOURCES cooleffect.cpp INSTALL_NAMESPACE "kwin/effects/plugins")
* @endcode
*
* @subsection creating-json-metadata Effect's .json file for embedded metadata
* The format follows the one of the @see KPluginMetaData class.
*
* Example cooleffect.json file:
* @code
{
"KPlugin": {
"Authors": [
{
"Email": "my@email.here",
"Name": "My Name"
}
],
"Category": "Misc",
"Description": "The coolest effect you've ever seen",
"Icon": "preferences-system-windows-effect-cooleffect",
"Name": "Cool Effect"
}
}
* @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 236
#define KWIN_EFFECT_API_VERSION KWIN_EFFECT_API_MAKE_VERSION( \
KWIN_EFFECT_API_VERSION_MAJOR, KWIN_EFFECT_API_VERSION_MINOR)
class KWIN_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 QVector3D &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;
/**
* Returns the corresponding transform matrix.
*
* The transform matrix is converted to device coordinates using the
* supplied deviceScale.
*/
QMatrix4x4 toMatrix(qreal deviceScale) const;
protected:
PaintData();
PaintData(const PaintData &other);
private:
const std::unique_ptr<PaintDataPrivate> d;
};
class KWIN_EXPORT WindowPrePaintData
{
public:
int mask;
/**
* Region that will be painted, in screen coordinates.
*/
QRegion paint;
/**
* Region indicating the opaque content. It can be used to avoid painting
* windows occluded by the opaque region.
*/
QRegion opaque;
/**
* 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 KWIN_EXPORT WindowPaintData : public PaintData
{
public:
WindowPaintData();
explicit WindowPaintData(const QMatrix4x4 &projectionMatrix);
WindowPaintData(const WindowPaintData &other);
~WindowPaintData() override;
/**
* 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
*/
void setProjectionMatrix(const QMatrix4x4 &matrix);
/**
* Returns the current projection matrix.
*/
QMatrix4x4 projectionMatrix() const;
/**
* Returns a reference to the projection matrix.
*/
QMatrix4x4 &rprojectionMatrix();
private:
const std::unique_ptr<WindowPaintDataPrivate> d;
};
class KWIN_EXPORT ScreenPrePaintData
{
public:
int mask;
QRegion paint;
Output *screen = nullptr;
};
/**
* @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.<br>
* Here you can specify how the windows will be painted, e.g. that they will
* be translucent and transformed.
* @li Second, the paint pass.<br>
* 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.<br>
* 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 while 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 KWIN_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,
};
enum Feature {
Nothing = 0,
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(QObject *parent = nullptr);
/**
* Destructs the Effect object.
*
* In OpenGL based compositing, the frameworks ensures that the context is current
* when the Effect is destroyed.
*/
~Effect() override;
/**
* 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 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
*
* @a presentTime specifies the expected monotonic time when the rendered frame
* will be displayed on the screen.
*/
virtual void prePaintScreen(ScreenPrePaintData &data,
std::chrono::milliseconds presentTime);
/**
* 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(const RenderTarget &renderTarget, const RenderViewport &viewport, int mask, const QRegion &region, Output *screen);
/**
* 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.
*
* @a presentTime specifies the expected monotonic time when the rendered frame
* will be displayed on the screen.
*/
virtual void prePaintWindow(EffectWindow *w, WindowPrePaintData &data,
std::chrono::milliseconds presentTime);
/**
* 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(const RenderTarget &renderTarget, const RenderViewport &viewport, 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);
/**
* 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(const RenderTarget &renderTarget, const RenderViewport &viewport, EffectWindow *w, int mask, const QRegion &region, WindowPaintData &data);
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 information 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 &parameter) 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(qint32 id, const QPointF &pos, std::chrono::microseconds 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(qint32 id, const QPointF &pos, std::chrono::microseconds 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(qint32 id, std::chrono::microseconds time);
/**
* There has been an event from a drawing tablet tool
*
* i.e. a pen and the likes.
*
* @param event the event information
* @see QTabletEvent
*
* @since 5.25
*/
virtual bool tabletToolEvent(QTabletEvent *event);
/**
* There has been an event from a button on a drawing tablet tool
*
* @param button which button
* @param pressed true if pressed, false when released
* @param tabletToolId the identifier of the tool id
*
* @since 5.25
*/
virtual bool tabletToolButtonEvent(uint button, bool pressed, quint64 tabletToolId);
/**
* There has been an event from a button on a drawing tablet pad
*
* @param button which button
* @param pressed true if pressed, false when released
* @param tabletPadId the identifier of the tool id
*
* @since 5.25
*/
virtual bool tabletPadButtonEvent(uint button, bool pressed, void *tabletPadId);
/**
* There has been an event from a input strip on a drawing tablet pad
*
* @param number which strip
* @param position the value within the strip that was selected
* @param isFinger if it was activated with a finger
* @param tabletPadId the identifier of the tool id
*
* @since 5.25
*/
virtual bool tabletPadStripEvent(int number, int position, bool isFinger, void *tabletPadId);
/**
* There has been an event from a input ring on a drawing tablet pad
*
* @param number which ring
* @param position the value within the ring that was selected
* @param isFinger if it was activated with a finger
* @param tabletPadId the identifier of the tool id
*
* @since 5.25
*/
virtual bool tabletPadRingEvent(int number, int position, bool isFinger, void *tabletPadId);
static QPointF 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<typename T>
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);
/**
* overwrite this method to return false if your effect does not need to be drawn over opaque fullscreen windows
*/
virtual bool blocksDirectScanout() const;
public Q_SLOTS:
virtual bool borderActivated(ElectricBorder border);
};
template<typename T>
int Effect::animationTime(int defaultDuration)
{
return animationTime(T::duration() != 0 ? T::duration() : defaultDuration);
}
/**
* Prefer the KWIN_EFFECT_FACTORY macros.
*/
class KWIN_EXPORT EffectPluginFactory : public KPluginFactory
{
Q_OBJECT
public:
EffectPluginFactory();
~EffectPluginFactory() override;
/**
* 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;
};
#define EffectPluginFactory_iid "org.kde.kwin.EffectPluginFactory" KWIN_PLUGIN_VERSION_STRING
#define KWIN_PLUGIN_FACTORY_NAME KPLUGINFACTORY_PLUGIN_CLASS_INTERNAL_NAME
/**
* 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.
*
* 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(className, jsonFile, supported, enabled) \
class KWIN_PLUGIN_FACTORY_NAME : public KWin::EffectPluginFactory \
{ \
Q_OBJECT \
Q_PLUGIN_METADATA(IID EffectPluginFactory_iid FILE jsonFile) \
Q_INTERFACES(KPluginFactory) \
public: \
explicit KWIN_PLUGIN_FACTORY_NAME() \
{ \
} \
~KWIN_PLUGIN_FACTORY_NAME() \
{ \
} \
bool isSupported() const override \
{ \
supported \
} \
bool enabledByDefault() const override{ \
enabled} KWin::Effect *createEffect() const override \
{ \
return new className(); \
} \
};
#define KWIN_EFFECT_FACTORY_ENABLED(className, jsonFile, enabled) \
KWIN_EFFECT_FACTORY_SUPPORTED_ENABLED(className, jsonFile, return true;, enabled)
#define KWIN_EFFECT_FACTORY_SUPPORTED(className, jsonFile, supported) \
KWIN_EFFECT_FACTORY_SUPPORTED_ENABLED(className, jsonFile, supported, return true;)
#define KWIN_EFFECT_FACTORY(className, jsonFile) \
KWIN_EFFECT_FACTORY_SUPPORTED_ENABLED(className, jsonFile, return true;, return true;)
} // namespace KWin