//=========================================== // Lumina-DE source code // Copyright (c) 2017, Ken Moore // Available under the 3-clause BSD license // See the LICENSE file for full details //=========================================== // This is a Qt5/Lumina wrapper around native graphics system calls // It is primarily designed around the creation/modification of instances of // the "NativeWindow" class for passing information around //=========================================== #ifndef _LUMINA_NATIVE_WINDOW_SYSTEM_H #define _LUMINA_NATIVE_WINDOW_SYSTEM_H #include "NativeWindow.h" #include #include class NativeWindowSystem : public QObject{ Q_OBJECT private: QList NWindows; QList TWindows; //Simplifications to find an already-created window object NativeWindow* findWindow(WId id){ for(int i=0; iid()){ return NWindows[i]; } } return 0; } NativeWindow* findTrayWindow(WId id){ for(int i=0; iid()){ return TWindows[i]; } } return 0; } //Now define a simple private_objects class so that each implementation // has a storage container for defining/placing private objects as needed class p_objects; p_objects* obj; //Internal timers/variables for managing pings QTimer *pingTimer; QHash waitingForPong; void checkPings(){ QDateTime cur = QDateTime::currentDateTime(); QList waiting = waitingForPong.keys(); for(int i=0; istop(); } NativeWindow *win = findWindow(waiting[i]); if(win==0){ win = findTrayWindow(waiting[i]); } if(win!=0){ win->emit WindowNotResponding(waiting[i]); } } } } // Since some properties may be easier to update in bulk // let the native system interaction do them in whatever logical groups are best void UpdateWindowProperties(NativeWindow* win, QList< NativeWindow::Property > props); //Generic private variables bool screenLocked; public: enum Property{ None, CurrentWorkspace, Workspaces, VirtualRoots, WorkAreas }; enum MouseButton{NoButton, LeftButton, RightButton, MidButton, BackButton, ForwardButton, TaskButton, WheelUp, WheelDown, WheelLeft, WheelRight}; NativeWindowSystem(); ~NativeWindowSystem(); //Overarching start/stop functions bool start(); void stop(); //General-purpose listing functions QList currentWindows(){ return NWindows; } QList currentTrayWindows(){ return TWindows; } //Small simplification functions static Qt::Key KeycodeToQt(int keycode); static NativeWindowSystem::MouseButton MouseToQt(int button); public slots: //These are the slots which are typically only used by the desktop system itself or the NativeWindowEventFilter //This is called by the lock screen to keep the NWS aware of the current status // it is **NOT** the function to call for the user to actually lock the session (that is in the screensaver/lockscreen class) void ScreenLockChanged(bool lock){ screenLocked = lock; } //RootWindow interactions void RegisterVirtualRoot(WId); // - Workspaces int currentWorkspace(); //void GoToWorkspace(int); //void RegisterWorkspaces(QStringList); //Names of workspaces, in ascending order //void RegisterKnownInteractions(); //NativeWindowEventFilter interactions void NewWindowDetected(WId); //will automatically create the new NativeWindow object void NewTrayWindowDetected(WId); //will automatically create the new NativeWindow object void WindowCloseDetected(WId); //will update the lists and make changes if needed void WindowPropertyChanged(WId, NativeWindow::Property); //will rescan the window and update the object as needed void GotPong(WId); void NewKeyPress(int keycode, WId win = 0); void NewKeyRelease(int keycode, WId win = 0); void NewMousePress(int buttoncode, WId win = 0); void NewMouseRelease(int buttoncode, WId win = 0); void CheckDamageID(WId); private slots: //These are the slots which are built-in and automatically connected when a new NativeWindow is created void RequestPropertiesChange(WId, QList, QList); void RequestClose(WId); void RequestKill(WId); void RequestPing(WId); signals: void NewWindowAvailable(NativeWindow*); void NewTrayWindowAvailable(NativeWindow*); void NewInputEvent(); //a mouse or keypress was detected (lock-state independent); void KeyPressDetected(WId, int); //only emitted if lockstate = false void KeyReleaseDetected(WId, int); //only emitted if lockstate = false void MousePressDetected(WId, NativeWindowSystem::MouseButton); //only emitted if lockstate = false void MouseReleaseDetected(WId, NativeWindowSystem::MouseButton); //only emitted if lockstate = false }; #endif