kwin/composite.h

328 lines
11 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2011 Arthur Arlt <a.arlt@stud.uni-heidelberg.de>
Copyright (C) 2012 Martin Gräßlin <mgraesslin@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWIN_COMPOSITE_H
#define KWIN_COMPOSITE_H
#include <QtCore/QObject>
#include <QtCore/QElapsedTimer>
#include <QtCore/QTimer>
#include <QtCore/QBasicTimer>
#include <QRegion>
class KSelectionOwner;
namespace KWin {
class Client;
class Scene;
class Compositor : public QObject {
Q_OBJECT
Q_CLASSINFO("D-Bus Interface", "org.kde.kwin.Compositing")
/**
* @brief Whether the Compositor is active. That is a Scene is present and the Compositor is
* not shutting down itself.
**/
Q_PROPERTY(bool active READ isActive)
/**
* @brief Whether compositing is possible. Mostly means whether the required X extensions
* are available.
**/
Q_PROPERTY(bool compositingPossible READ isCompositingPossible)
/**
* @brief The reason why compositing is not possible. Empty String if compositing is possible.
**/
Q_PROPERTY(QString compositingNotPossibleReason READ compositingNotPossibleReason)
/**
* @brief Whether OpenGL has failed badly in the past (crash) and is considered as broken.
**/
Q_PROPERTY(bool openGLIsBroken READ isOpenGLBroken)
/**
* The type of the currently used Scene:
* @li @c none No Compositing
* @li @c xrender XRender
* @li @c gl1 OpenGL 1
* @li @c gl2 OpenGL 2
* @li @c gles OpenGL ES 2
**/
Q_PROPERTY(QString compositingType READ compositingType)
public:
enum SuspendReason { NoReasonSuspend = 0, UserSuspend = 1<<0, BlockRuleSuspend = 1<<1, ScriptSuspend = 1<<2, AllReasonSuspend = 0xff };
Q_DECLARE_FLAGS(SuspendReasons, SuspendReason)
~Compositor();
// when adding repaints caused by a window, you probably want to use
// either Toplevel::addRepaint() or Toplevel::addWorkspaceRepaint()
void addRepaint(const QRect& r);
void addRepaint(const QRegion& r);
void addRepaint(int x, int y, int w, int h);
// Mouse polling
void startMousePolling();
void stopMousePolling();
/**
* Whether the Compositor is active. That is a Scene is present and the Compositor is
* not shutting down itself.
**/
bool isActive();
int xrrRefreshRate() const {
return m_xrrRefreshRate;
}
void setCompositeResetTimer(int msecs);
// returns the _estimated_ delay to the next screen update
// good for having a rough idea to calculate transformations, bad to rely on.
// might happen few ms earlier, might be an entire frame to short. This is NOT deterministic.
int nextFrameDelay() const {
return m_nextFrameDelay;
}
bool hasScene() const {
return m_scene != NULL;
}
/**
* Checks whether @p w is the Scene's overlay window.
**/
bool checkForOverlayWindow(WId w) const;
/**
* @returns The Scene's Overlay X Window.
**/
WId overlayWindow() const;
/**
* @returns Whether the Scene's Overlay X Window is visible.
**/
bool isOverlayWindowVisible() const;
/**
* Set's the Scene's Overlay X Window visibility to @p visible.
**/
void setOverlayWindowVisibility(bool visible);
Scene *scene() {
return m_scene;
}
/**
* @brief Factory Method to create the Compositor singleton.
*
* This method is mainly used by Workspace to create the Compositor Singleton as a child
* of the Workspace.
*
* To actually access the Compositor instance use @link self.
*
* @param parent The parent object
* @return :Compositor* Created Compositor if not already created
* @warning This method is not Thread safe.
* @see self
**/
static Compositor *createCompositor(QObject *parent);
/**
* @brief Singleton getter for the Compositor object.
*
* Ensure that the Compositor has been created through createCompositor prior to access
* this method.
*
* @return :Compositor* The Compositor instance
* @see createCompositor
**/
static Compositor *self() {
return s_compositor;
}
/**
* @brief Checks whether the Compositor has already been created by the Workspace.
*
* This method can be used to check whether self will return the Compositor instance or @c null.
*
* @return bool @c true if the Compositor has been created, @c false otherwise
**/
static bool isCreated() {
return s_compositor != NULL;
}
/**
* @brief Static check to test whether the Compositor is available and active.
*
* @return bool @c true if there is a Compositor and it is active, @c false otherwise
**/
static bool compositing() {
return s_compositor != NULL && s_compositor->isActive();
}
// D-Bus: getters for Properties, see documentation on the property
bool isCompositingPossible() const;
QString compositingNotPossibleReason() const;
bool isOpenGLBroken() const;
QString compositingType() const;
public Q_SLOTS:
void addRepaintFull();
/**
* Called from the D-Bus interface. Does the same as slotToggleCompositing with the
* addition to show a notification on how to revert the compositing state.
* @see resume
* @see suspend
* @deprecated Use suspend or resume instead
**/
Q_SCRIPTABLE void toggleCompositing();
/**
* @brief Suspends the Compositor if it is currently active.
*
* Note: it is possible that the Compositor is not able to suspend. Use @link isActive to check
* whether the Compositor has been suspended.
*
* @return void
* @see resume
* @see isActive
**/
Q_SCRIPTABLE inline void suspend() { suspend(ScriptSuspend); }
void suspend(Compositor::SuspendReason reason);
/**
* @brief Resumes the Compositor if it is currently suspended.
*
* Note: it is possible that the Compositor cannot be resumed, that is there might be Clients
* blocking the usage of Compositing or the Scene might be broken. Use @link isActive to check
* whether the Compositor has been resumed. Also check @link isCompositingPossible and
* @link isOpenGLBroken.
*
* Note: The starting of the Compositor can require some time and is partially done threaded.
* After this method returns the setup may not have been completed.
*
* @return void
* @see suspend
* @see isActive
* @see isCompositingPossible
* @see isOpenGLBroken
**/
Q_SCRIPTABLE inline void resume() { resume(ScriptSuspend); }
void resume(Compositor::SuspendReason reason);
/**
* @brief Tries to suspend or resume the Compositor based on @p active.
*
* In case the Compositor is already in the asked for state this method is doing nothing. In
* case it does not match it is tried to either resume or suspend the Compositor.
*
* Note: these operations may fail. There is no guarantee that after calling this method to
* enable/disable the Compositor, it actually changes to the state. Use @link isActive to check
* the actual state of the Compositor.
*
* Note: The starting of the Compositor can require some time and is partially done threaded.
* After this method returns the setup may not have been completed.
*
* Note: This function only impacts whether compositing is suspended or resumed by scripts
* or dbus calls. Compositing may be suspended for user will or a window rule - no matter how
* often you call this function!
*
* @param active Whether the Compositor should be resumed (@c true) or suspended (@c false)
* @return void
* @see suspend
* @see resume
* @see isActive
* @see isCompositingPossible
* @see isOpenGLBroken
**/
// NOTICE this is atm. for script usage *ONLY* and needs to be extended like resume / suspend are
// if intended to be used from within KWin code!
Q_SCRIPTABLE void setCompositing(bool active);
/**
* Actual slot to perform the toggling compositing.
* That is if the Compositor is suspended it will be resumed and if the Compositor is active
* it will be suspended.
* Invoked primarily by the keybinding.
* TODO: make private slot
**/
void slotToggleCompositing();
/**
* Re-initializes the Compositor completely.
* Connected to the D-Bus signal org.kde.KWin /KWin reinitCompositing
**/
void slotReinitialize();
/**
* Schedules a new repaint if no repaint is currently scheduled.
**/
void scheduleRepaint();
void checkUnredirect();
void checkUnredirect(bool force);
void updateCompositeBlocking();
void updateCompositeBlocking(KWin::Client* c);
// For the D-Bus interface
Q_SIGNALS:
Q_SCRIPTABLE void compositingToggled(bool active);
protected:
void timerEvent(QTimerEvent *te);
private Q_SLOTS:
void setup();
/**
* Called from setupCompositing() when the CompositingPrefs are ready.
**/
void slotCompositingOptionsInitialized();
void finish();
/**
* Restarts the Compositor if running.
* That is the Compositor will be stopped and started again.
**/
void restart();
void fallbackToXRenderCompositing();
void performCompositing();
void performMousePoll();
void delayedCheckUnredirect();
void slotConfigChanged();
void releaseCompositorSelection();
private:
Compositor(QObject *workspace);
void setCompositeTimer();
bool windowRepaintsPending() const;
/**
* Restarts the Window Manager in case that the Qt's GraphicsSystem need to be changed
* for the chosen Compositing backend.
* @param reason The reason why the Window Manager is being restarted, this is logged
**/
void restartKWin(const QString &reason);
/**
* Whether the Compositor is currently suspended, 8 bits encoding the reason
**/
SuspendReasons m_suspended;
QBasicTimer compositeTimer;
KSelectionOwner* cm_selection;
QTimer m_releaseSelectionTimer;
uint vBlankInterval, fpsInterval;
int m_xrrRefreshRate;
QElapsedTimer nextPaintReference;
QTimer mousePollingTimer;
QRegion repaints_region;
QTimer unredirectTimer;
bool forceUnredirectCheck;
QTimer compositeResetTimer; // for compressing composite resets
bool m_finishing; // finish() sets this variable while shutting down
bool m_starting; // start() sets this variable while starting
int m_timeSinceLastVBlank, m_nextFrameDelay;
Scene *m_scene;
static Compositor *s_compositor;
};
}
# endif // KWIN_COMPOSITE_H